The Prestidigitator

The Stage Magician or Prestidigitator is a master in the art of sleight of hand. Like our modem day stage magician, the Prestidigitator of Otara 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 on the player's preference.

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

The Prestidigitator O.C.C.

Attribute Requirements: I.Q.: 10, P.P.: 12 or higher.
Alignment: Any
Gender: Male or Female
Race: Any
O.C.C. Bonuses: +1 on initiative and +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.
O.C.C. Skills:

  • Public Speaking (+25%)
  • Disguise/Make-Up (+10%)
  • Palming (+20%)
  • Concealment (+15%)
  • Card Shark (+10%)
  • Escape Artist (+15%)
  • Pick Locks (+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 "other" skills.

    O.C.C. Related Skills: Select five other skills of choice at level one, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

    • Communications: Any (+10% each)
    • Domestic: Any (+10%)
    • Espionage: Any (+5%), except sniper.
    • Horsemanship: General or Exotic Only.
    • Labour: Any
    • Medical: Any.
    • Military: Heraldry only.
    • Naval Skills: None
    • Performing Arts: Any (+10%)
    • Physical: Any
    • Rogue: Any (+10%)
    • Science: Any.
    • Scholar/Noble/Technical: Any (+5%)
    • Weapon Proficiencies: Any, except Siege.
    • Wilderness: Any

    Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

    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 coloured 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 set's), and a set of lock picking tools, and some kind of signalling device (a bell, a conch shel1, etc.). The character also has a backpack, a bed roll, a purse or shoulder bag, 1D4 small sacks, one large sack, tinder box, and a water skin.

    Special Starting Props: 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.
    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.
    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.
    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 an flat package, six feet tall and four feet wide, but only about a foot deep. Replacement cost: 1000 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.

    Armour: While the prestidigitalor can choose 10 wear any they almost never will never wear Armour. Since they don't have the proper training (as a Men of Arms O.C.C.), armour hampers and impairs movement. If any heavy armour is worn, the character suffers a half speed reducetion, and will be at -25% on most physical skills. plus -2 to strike, parry, and dodge. Regular chain mail and leather armour is a little less restrictive, only reducing physical skills by -10%, and with no penalty to strike/parry/dodge. The character starts out with no armour 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. Charterer 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.


    LevelExperience
    10-2,150
    22,151-4,300
    34,301-8,600
    48,601 - 15,600
    515,601-23,600
    623,601-33,600
    733,601-48,600
    848,601-68,600
    968,601-93,600
    1093,601-133,600
    11133,601-173,600
    12173,601-221,600
    13221,601-273,600
    14273,601-323,600
    15323,601-373,600

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    LevelExperiance
    10-2,200
    22,201-4,400
    34,401-8,800
    48,801-16,500
    516,501-25,000
    625,001-35,000
    735,001-50,000
    850,001-71,000
    971,001-96,500
    1096,501-135,500
    11135,501-180,500
    12180,501-230,500
    13230,5001-280,500
    14280,501-335,500
    15335,501-400,500

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