VAGABOND O.C.C.

Not everybody who gets involved in adventure is a specialist in combat or some other area of training. Some are just ordinary people who get swept up in the flow of events or decide that it is time they make a change in their lives. Others are individuals who possess some natural power (psionics or racial ability), but do not have great training or education other than in the use of their powers. These folks tend to take low-end jobs or drift from place to place, and job to job. Vagabonds are the ultimate Bohemians of this group. They actually like the freedom of not being tied down and drifting along from one adventure to the next. They put their trust in fate and make the best of every situation. Vagabonds are laid-back, easygoing and friendly. They like to travel, like meeting new people, like trying new things (even if it is baling hay or chopping wood), and like not having to worry about supporting a family or answering to anybody, but themselves. For a vagabond, each new face is a welcomed encounter, each new place an opportunity for adventure, even if it is on a small personal scale. 'See, I didn't know that,' and 'oh, how interesting,' are words anyone travelling with a vagabond is likely to hear over and over again.

Those who choose the life of vagabond are usually spirited individuals full of life and curiosity, but rarely very educated in any formal sense, nor literate, and seldom seek higher education. They tend to live by the seat of their pants and trely on their wits, luck, and the kindness of strangers. Many nomads, wilderness folk, peasants, farmers, Major Psychics, and mutants are vagabonds.

O.C.C. Requirements
Any alignment, but 70% are either Unprincipled or Anarchist. No attribute or racial requirements.

O.C.C. Bonuses:-
The vagabond gains the following bonuses:-

O.C.C. skills:-

O.C.C. related skills
Select 5 skills at level 1 from the available list below. +1 skill at levels 3, 6, 9, and 12. All new skills start at level 1 proficiency. These selections gain any bonuses noted below:-

Secondary Skills
The character gets 8 Secondary Skills at level 1. +1 additional skill at levels 3, 5, 7, 9, 11, and 13. Selections are made from the lsit below, these are additional areas of knowledge that do not get any bonuses other than any possibles bonuses from attributes. All Secondary Skills start at level 1 proficiency:-

P.P.E. Points
The base P.P.E. for a vagabond is equal to the character's P.E. attribute.

I.S.P.
The base I.S.P. for a vagabond is equal to the character's M.E. attribute.

Standard Equipment

The vagabond usually has something like the list below:-



Equipment Available Upon Assingment
Not applicable to the vagabond.

Money
The vagabond gets 2D6x100 in credits, and 2D6x100 in Black Market saleable goods.

Cybernetics
The vagabond gets none to start. May purchase later, if desired.

Special Abilities
The vagabond gains the following special abilities:-