Prestidigitator OCC

Prestidigitator O.C.C.

Stage Magician

The prestidigitator is a master in the art of sleight of hand. Like our modern day stage magician, the Prestidigitator of the Palladium World performs deceptive tricks or illusions which depend on the dexterity of the hands and the nimbleness of the fingers.

This also includes the ability to distract, conceal, and manipulate objects, as well as confuse the viewer's eye so that it looks as if small objects disappear with the wave of hand, and reappear in the pocket or ear of one of his spectators.

Some entertainers will also treat the audience to acts of skill and apparent magic, such as slipping out of knotted ropes or manacles, and beguile the eye with a vast assortment of tricks, like the old shell game (which one of the three shells covers the ball or coin?), three card monte, or pull a dove out of his sleeve or a rabbit out of his hat.

Some prestidigitators bill themselves as escape artists, and perform dangerous stunts. For example, having themselves chained, locked in a metal box, and thrown underwater, while still others will woo the audience with tricks of sleight of hand (palming, concealment) or the manipulations of a card shark (card tricks). Then there are those stage magicians who prefer to combine a bit of everything. The character' s specialty depends entirely o n the player's preference.

Note: This character will never learn real spell, circle or summoning magic (most are illiterate), but many enjoy using magic items, weapons and potions in their acts.

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Prestidigitator/Stage Magician/Trickster

Alignments: Any, although it is rare to find a principled or scrupulous character hanging around with the usual street lowlife.

Attribute Minimum Requirements: I.Q. 8, P.P. 11 , or higher.

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O.C.C. Bonuses:

  • +1 on initiative
  • +1 to save vs illusion.
  • The character also has the skill to recognize "real" magic and enchantment at a base skill of 22% +4% per level of experience.
  • O.C.C. Special, One-Time, Skill Bonus: The character can select one skill (and only one) from any of his skills as his special area of specialty, and apply an additional +30% bonus to it. This is in addition to other O.C.C. or skill bonuses. Ideally, this super bonus should reflect the character's profession, so rogue skills, escape artist, and public speaking are the most likely to benefit.

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O.C.C. Skills

  • Palming (+20%)
  • Concealment (+15%)
  • Card Shark (+10%)
  • Escape Artist (+15%)
  • Pick Locks (+10%)
  • Public Speaking (+10%)
  • Streetwise (+10%)
  • Languages: Native Tongue at 98%, plus three of choice (+10% each)
  • Imitate Voices & Impersonation (+5%)
  • W.P.: Select two of choice.
  • Hand to Hand: None to start.

The selection of hand to hand: basic counts as one "other" skill, or hand to hand: expert as two (martial arts, gladiator, or assassin are not available).

O.C.C. Related Skills

Select eight other skills at level one, plus select two additional skills at levels two, four, six, eight, ten and twelve. All new skills start at level one proficiency.

  • Communications & Performing Arts: Any (+10% each)
  • Domestic: Any (+10%)
  • Espionage: Any (+5%), except sniper.
  • Horsemanship: General or Exotic only.
  • Medical: Any
  • Military: None
  • Physical: Any, except acrobatics, gymnastics or wrestling.
  • Rogue: Any (+10%)
  • Science: Any
  • Scholar & Technical: Any (+5%)
  • Weapon Proficiencies: Any, except siege.
  • Wilderness: Any

Secondary Skills

Select four secondary skills from the previous list at level one, and one additional skill at levels three, five, seven, nine and eleven. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited as previously indicated in the list.


Starting Equipment

The character starts with one suit of plain street clothes, including hat, scarf, shirt, jacket, cloak, pants (or kilt and leggings), leather boots, and belt, plus two "performance" outfits, one plain and one fancy (very bright patterns and colors, to attract a crowd), each equipped with a variety of concealed pouches and secret pockets.

Tools of the trade include a set of large coins (10), eggs filled with smoke/flash powder (8) and brightly colored scarves (6).

Other standard items include three sets of normal playing cards, one marked deck of cards, shells and peas for the shell game (2 sets), and a set of lock picking tools, and some kind of signalling device (a bell, a conch shell, etc.).

The character also has a backpack, a bedroll, a purse or shoulder bag, 1D4 small sacks, one large sack, tinder box, and a water skin.

Special Starting Prop

Players can choose one, but only one, of the following items. The choice should be linked to the character' s specialties. Bear in mind that replacement could be very difficult, especially if one is looking for properly trained animals.

1 . Magician' s Rabbits. Characters who specialize in stage magic, even if only practiced in outdoor marketplaces, always find extra crowds (and extra money) are attracted by the use of an animal or two (it also helps bring in the kiddies). In the case of rabbits, the character has two well-behaved white rabbits who are trained to relax while in confined places, and to tolerate the abuse of being pulled up by the ears, petted by strangers, etc. Also includes a travelling cage, a special hat, a folding table with a concealed rabbit hutch, and a rabbit skin (for the old turn a skin into a living rabbit trick).

Replacement cost: 150 gold.

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2. Magician's Pigeons. Six white pigeons have been trained to work in the act, staying quiet when tucked up a sleeve, or hidden in small bags or boxes. The pigeons always return to their owner, even when set "free." Also includes a large travelling cage, and sets of special scarves (they all look alike, but half are sheer and thin, and the others have pouches for pigeons).

Note: If preferred, doves may be substituted for pigeons (they look nicer, but they aren't as resistant to the hardships of travelling).

Replacement cost: 100 gold.

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3. Magician's Mice. Instead of rabbits or pigeons, the character has a dozen, little white mice. While they are also used in standard illusion tricks, the mice are much more highly trained, so they are capable of putting on little shows (although each mouse usually has just one trick), and doing tricks on (verbal) command. Includes a travelling box (like a little maze, with compartments for the mice), a folding table with a set of mouse-sized carnival rides, and a number of small boxes and tubes suitable for hiding the mice.

Replacement cost: 100 gold.

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4. The Magic Box. This collapsible prop is designed for the standard "disappearing lady" trick. There are two visible doors and secret doors at the top, bottom and sides, as well as slots for sticking in swords, or for sawing the box in half. When travelling, the box folds up into a flat package, six feet tall and four feet wide, but only about a foot deep.

Replacement cost: 1,000 gold.

5. Escape Artist Kit. Includes a variety of chains, manacles, handcuffs, padlocks, and blindfolds, along with a special lock pick set made of flexible metal (can be glued to the skin, or concealed in many other ways) and/or special weak links or easy to pick locks.

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Armor

While the prestidigitator can choose to wear any type of armor, they almost never will. Since they don't have the proper training (as a Men of Arms O.C.C.), armor hampers and impairs movement.

If any heavy armor is worn, the character suffers a half speed reduction, and will be at -25% on most physical skills, plus -2 to strike, parry and dodge.

Regular chain mail and leather armor is a little less restrictive, only reducing physical skills by -1 0%, and with no penalty to strike, parry, or dodge.

The character starts out with no armor at all. May wear leather types while travelling.

Weapons

Prestidigitators are not men of arms, but are often skilled in quite a few weapon proficiencies. Character starts out with just a dagger (1D6 damage, used as a combination eating utensil, tool and personal defense weapon) and a wood walking stick or staff.

Money

The character starts with a savings of 180 gold.