Actor/Disguise Master OCC



Throughout history, there have been individuals good at copying other people--their mannerisms, expressions, mode of speech, and even voice. Some of these were people uncomfortable with themselves, willing to become someone else to escape their reality. Others simply had a knack for impersonation. In ancient times, these experts had a variety of careers available to them, but the most common were actor and assassin. The former were the ones that wanted to use their talents to amuse and entertain; the latter, cold-blooded killers interested only in profit.

This dichotomy has proceeded on to the present day. Actors and Disguise Masters still exist, each doing his own thing. Actors have become even more famous than ever before and are among the wealthiest people on earth. Disguise Masters have become as hard to find as actors are easy to spot. They work alone, never revealing their true identities, not even to the closest of friends, and sometimes actually forgetting who they really were.

The two classes, though far disparate in scope and goals, are virtually identical in skills, so only one class is presented for both types of characters. This OCC is most appropriate in Nightbane or Ninjas and Superspies, but it is easily adaptable to Heroes Unlimited, Beyond the Supernatural, and even Rifts. Only humans and near-humans (elves. dwarves, etc.) may be of this OCC, regardless of campaign world.


Alignment: Any. Most actors are selfish and most Disguise Masters are evil.
Attribute Requirements: IQ 12; MA 12. A high PB is recommended for actors and a high ME for Disguise Masters, but these are not required.
OCC Bonuses: +1D6 MA; +4 to perception, +1 at levels 3, 6, 9, 12, and 15; +3 vs. mind control and possession; +2 vs. horror factor.

OCC Skills:
Language/Literacy: Native (98%)
Basic Math (98%)
Language/Literacy: three of choice (+15%)
Disguise (+25%)
Imitate Voices/Impersonation (+15%)
Forgery (+15%)
Research (+15%)
Streetwise (+10%)
Escape Artist (+5%)
First Aid (+10%)
Prowl (+10%)
Running
Swimming (+5%)
Pilot: two of choice (+10%)
Computer Operation (+5%)
Photography (+5%)
WP Knife
WP: two modern of choice
Hand to Hand: Basic
Hand to Hand: Basic may be changed to Expert or Assassin (if evil) for two "other" skills or to Martial Arts for three.

OCC Related Skills: Select eight other skills at first level. Add one more at levels 3, 6, 9, 12, and 15.
Communications: Any (+5%)
Domestic: Any
Electrical: Any
Espionage: Any (+10%)
Mechanical: Any
Medical: Paramedic only (counts as two other skills)
Military: Camouflage only (+5%)
Physical: Any except Boxing and Wrestling (+5% where applicable)
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any (+10%)
Science: None
Technical: Any except Lore (+5%)
WP: Any
Wilderness: Identify Plants and Fruits only

Secondary Skills: Choose six secondary skills from the above list. These are additional areas of knowledge that do not receive the bonuses in parentheses.

Equipment: Anything the GM allows. Actors generally have only civilian equipment (though all very high quality) and Disguise Masters generally don't keep a lot of possessions (never know when you'll have to become someone else).

Money: Actors have 1D4x1000 dollars in cash and 3D4x10,000 dollars in possessions or a bank account. They also have a small house or large apartment and a car (1D4 years old). Disguise Masters have 3D4x1000 dollars in cash and 2D4x1000 dollars in possessions or scattered through several bank accounts.

XP: Use the Ex-Government Agent experience table



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