Jesuit Researcher

Jesuit Researcher

128 points (22 points left for customization)

One part priest, one part scientist and one part mage, the Jesuit Researcher seeks to expand the knowledge of the Catholic Church as much as possible, often walking the thin line between science and heresy. As the sworn Soldiers of Christ, Jesuits often learn a fair amount of combat skills (many are Veterans of some military order), and nearly all add teacher to their list of duties at some point in their career. Jesuit Researchers spend are responsible for collecting and testing all sorts of information, but must do it under the very strict scrutiny of the Church – in the minds of many, especially Inquisitors, there is a very thin line between a breakthrough and blasphemy. As seekers of knowledge, the Jesuit Researcher is often the strongest voice for preserving native codices and other “forbidden” knowledge. Note that despite being a religious order, the Jesuit Researcher uses Thaumatology to cast spells.

Attributes: ST 10 0; DX 10 0; IQ 13 60; HT 10 0.

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 0; Will 13 0; Per 13 0; FP 10 0; Basic Speed 5.00 0; Basic Move 5 0.

Advantages: Clerical Investment 5; Language (Spanish; Native) 6; Language (Latin; Accented) 4; Magery 2 (Limited: Spells for which you have either Ritual Mastery or a Grimoire, -40%) 15. • 20 points chosen from among IQ +1 20, Claim to Hospitality (Churches and Universities) [5 to 10], Eidetic Memory 5, Language Talent 10, Path Focus (One Path) 6, removing Limited from Magery 10, Religious Rank [5/level], Ritual Mastery [1/ritual], Signature Gear [Varies], Single-Minded 5, Status [5/level], Tenure 5, Versatile 5, any of the Path Talents under Natural Philosopher [5/level] or Wealth [Varies].

Disadvantages: Duty (Church; 12 or less) [- 10] and -20 points chosen from among Absent-Mindedness [-15], Bad Sight (Nearsighted; Correctable) [-10], Bad Temper [-10*], Clueless [-10], Code of Honor (Professional) [-5], Combat Paralysis [-15], Curious [-5*], Delusions (Crazy pet theory) [-5], Duty (Teaching; 12 or less; Nonhazardous) [-5], Hard of Hearing [-10], Indecisive [-10*], Jealousy [-10], Odious Personal Habit (Lecturing) [-5], Oblivious [-5], Obsession (Proving theory, seeking lost lore) [-5*], Pacifism [-5 to -30], Post-Combat Shakes [-5*], Stubbornness [-5], or Unfit [-5]. • A further -5 points from quirks.

Primary Skills: Thaumatology (VH) IQ 8-13; Law (Religious) IQ-2 1-11; Religious Ritual (H) IQ-2 1-11; and Research (A) IQ+1 4-14. • Choose one Path skill at (VH) IQ 8-13; two more Paths at (VH) IQ-1 4-12; and the remaining six Paths at (VH) IQ-31-10. • Three “academic” skills such as Anthropology, Archaeology, Economics, Expert Skill (Egyptology, Political Science, Natural Philosophy, etc.), Geography (any), Geology, History (any), Literature, Mathematics (Pure), Psychology, Seismology, or Sociology, all (H) IQ-1 2-12, Exorcism (H) Will-1 2-12, or Biology or Physics, both (VH) IQ-2 2-11. The non-magical skills found in your Talent, if any, are especially appropriate, as is Geology and Seismology, which is commonly called “the Jesuit Science”

Secondary Skills: Hazardous Materials (Magical) (A) IQ-1 1-12; Hidden Lore (Heresy) (A) IQ 2-13; Occultism (A) IQ 2-13. Two of Administration, Public Speaking, Teaching, or Writing, all (A) IQ-1 1-12.

Background Skills: A total of 4 points in Savoir-Faire (Academic or High Society) (IQ/E), the Dabbler perk, the other skills in this template, or more Languages.

  • Multiplied for self-control number; see p. B120

Jesuit Researcher

Arcanum 1780: A New World Danukian