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Intuition. Like it says on the tin.
Your first characters in Oblivion are likely to have
fairly high intuition levels, due to their involvement with the
Obsidian Order having selected for it.
The campaign will probably ask you to roll for Intuition
occasionally. This stat also caps your Spot Hidden and
Psychology skills, while at the same time raising their
minimum (to half of Intuition). You're welcome.
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🔒 Psionics a/k/a psychic ability.
Star Trek has various races with natural psychic
abilities, so unlike a normal Call of Cthulhu campaign,
player characters can in theory have this trait. However, your
first characters in Oblivion are almost surely
Cardassian, who have no such abilities, and so you shouldn't
mess with this value.
Functionally, Psionics caps skills of the Psionics
type, like Telekinesis or Telepathy. These skills
are always personal skills and you will need to add them
manually. There will be no rolls for the Psionics
characteristic itself, though.
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Archivist: A record-keeping character.
In the context of the Obsidian Order and the
Oblivion campaigns in particular, an Archivist is
a keeper of knowledge. Anyone choosing the Archivist role
should be willing to regularly interface with the gamemaster
outside of sessions and may get homework to read up on
gamemaster-supplied materials before a session.
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Biologist
Not a special role in Oblivion, just one that your
gamemaster wanted as an explicit option. ¯\_(ツ)_/¯
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🔒 Elysian Engineer: Build thaumaturgical infrastructure.
A special kind of nerd that has specialised on extropic flows,
astral flux, nexus statics, et cetera, with the express intent
of building magical machinery or preparing functional rituals.
No one's first character will be this. Anyone choosing the
Elysian Engineer role should be willing to regularly
interface with the gamemaster outside of sessions and may get
homework to read up on gamemaster-supplied materials before a
session.
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Karmic Ward: Specialise on runic guards.
An engineer/thaumaturge who has studied the basics of the runic
wards that protect the party and might be able to extend such
defences to friendly entities, or to their belongings.
As a player, you should be willing to pull a lot of bullshit out
of your arse if you play a Karmic Ward; if you make something
sound sufficiently convincing, the gamemaster will probably let
you get away with it.
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Linguist
Not a special role in Oblivion, just one that your
gamemaster wanted as an explicit option. ¯\_(ツ)_/¯
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Prisoner: Meat shield.
A prisoner can fill a role much like D-class
personnel in the SCP universe. You've almost surely been
given the choice either of dying a horrible death now or making
yourself useful on this scouting trip.
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Scout
Straight-forward. Your first characters are likely to be
scouts.
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🔒 Thaumabiologist
A scientist/thaumaturge who specialises in the creatures that
live well beyond normal baryonic perception, which might be
attracted or repelled by runic wards, which may or may not be
a threat to the player characters. Note that this knowledge will
likely be generalist - a Thaumabiologist has not seen
or catalogued these creatures, they only understand the
forces that create, sustain and drive thaumic ecosystems.
No one's first character will be this. Anyone choosing the
Thaumabiologist role should be willing to regularly
interface with the gamemaster outside of sessions and may get
homework to read up on gamemaster-supplied materials before a
session.
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🔒 Thaumaturge
Not a catch-all profession for thaumaturgical skills.
Instead, a thaumaturge specialises on rituals. Honestly, as a
player, you probably don't want to do this, unless you enjoy
taking NPCs apart for spare parts. In which case, have at it, I
suppose.
No one's first character will be this. Anyone choosing the
Thaumaturge role should be willing to regularly
interface with the gamemaster outside of sessions and may get
homework to read up on gamemaster-supplied materials before a
session.
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Athletics
This skill replaces Swim, Throw, Climb and Jump. You probably
want to have some of it, but like those four skills it will
come with a minimum of 20 points.
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🔒 Thaumic Repair
This joins the ranks of Electrical Repair and
Mechanical Repair. Someone better know how to fix
thaumaturgical infrastructure, after all. Not your first
characters, though.
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Science (Cybernetics)
A skill on the intersection between engineering and medicine.
There's no particular reason for your character to have this,
but it seemed relevant for the setting as a whole.
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Science (Linguistics)
In the Cardassian Union and beyond, back in your home universe,
linguistics is usually not relevant unless you're working on
universal translators. That said, while they are a highly
reliable piece of technology, they can fail, and a
character might want to have some skill in comprehending other
languages, not individually, but as a holistic phenomenon that
can be studied.
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Science (Thaumaturgy)
The technology from U-2739 is a new art to Cardassians. It's
unlike anything they've dealt with so far, neither physics nor
psionics, but it works in their home universe just the same,
that much is already known. The few materials that prior
expeditions into U-2739 have returned with, along with the
readings from rapidly failing instruments, have yielded
interesting insights. Specialists are needed.
Thaumaturgy as a science is a must-have skill for any Karmic
Ward, Elysian Engineer, Thaumaturge or Thaumabiologist (although
of these, the last in the list is least likely to need detailed
insights).
You don't need any of this for any other starting
character. If you want to invest in this at all, talk to your
gamemaster for some background information.
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🔒 Psionics (Precognition)
The ability to peer into the future, to predict fates better
than chance, to see what someone will do next.
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🔒 Psionics (Retrocognition)
The ability to peer into the past, understand where something
or someone comes from, or how something was made.
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🔒 Psionics (Telekinesis)
The ability to move, crush, lift, explode or otherwise
kinetically manipulate matter with your mind.
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🔒 Psionics (Telepathy)
The ability to send or share your thoughts with others. This
skill does not give you access to other people's thoughts,
though.
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🔒 Psionics (ThoughtReading)
The ability to read another creature/person's mind.