The campaign is set on a homebrewn conversion of Gamma World setting.
Much more gritty realistic feel a-la Fallout, much less wackyness.
The character is a Sleeth, a race of sentient lizard-folk.
They're all generally adept and talented studious, scientists, and sages. Here's a description of the race taken from 6th Edition (d20 rules) Gamma World manuals:
Sleeth are a race of reptilian humanoids,
mutated descendants of alligators. But rather than
the voracious killing machines one might expect
these creatures to be, sleeth are peaceful, highly
intellectual and empathic beings who devote their
minds and psionic abilities to gaining wisdom and
living in harmony with nature. Whatever nanotech
soup lifted the sleeth to intelligence also took away
most of their aggression — a trait that few of their
neighbors in the Gamma Age share, sad to say.
The sleeth are a thriving and vital species,
respected as healers and custodians of information.
They lend their knowledge of plants and nature,
and their medical and diplomatic skills, out to other
communities and species, acting as peacemakers and
helping villages survive in the jungle. In return, the
sleeth ask for knowledge — information and records
from before the Final Wars, which they store in
their village libraries. They will also help their
neighbors in return for advanced technology, or just
to build up goodwill. Sleeth villages are normally
deep in the middle of jungles or forests, formed from
reshaped living plants and trees.
Sleeth are friendly to outsiders, and readily engage
in trade for goods and services, but look down their
(long) noses at other species, whom they see as
intellectually inferior. This arrogance takes the form
of condescension rather than aggression; a sleeth is
likely to talk slowly and use short words when dealing
with humans, explaining things in excessive detail in
an attempt to help the poor hairless apes understand.
The sleeth use academic labels to denote
positions of responsibility — a village is governed by
a dean, who is counseled by a faculty of elders called
professors. Important members of a community are
lecturers, while younger sleeth are students, and
outsiders or visitors are referred to as transfers (or,
more derogatorily, dropouts). In times of crisis, deans
of different villages may congregate into a college,
electing a president to lead the discussion and
decision-making process. No one knows where the
sleeth learned of these terms, or why they chose to
base their whole society around them.
Sleeth who venture out into the world gain
further titles relating to their interaction with
humans and other non-sleeth. The more famous
and well-known a sleeth adventurer becomes, the
more prestigious the title other sleeth might bestow
on him. Sleeth characters gain new titles as their
Reputation bonus increases.
These titles are independent of the traditional
sleeth titles — it’s entirely possible for a sleeth professor
to be a freshman or a student to be a graduate. Sleeth
have a habit of boasting about their status and using
their full titles in conversations, even with humans
who have no idea what the sleeth is talking about.
Character's a level 3 Mentalist.
I already know he was raised in a protective community in which he had all the time to learn important cultural skills and the basics of his Mentalist training.
Then, he headed out of his community to complete his training. He has the Physics, Loremaster and Crusading Academic training packages.
I need some input from there on to add something interesting in its adult life.
I originally thought about having him teach a young gifted student to use Mentalism, but, having not sufficient skills himself, letting the student "go wild" and become a very powerful evil mentalist. So, he could have an antagonist and long-term goal to follow. But, this is not so particularly shiny a background, isn't it?
Help in advance for any advices...