Difference between revisions of "George Tisue"

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===[[George Arcana#Object Reading|Object Reading]]===
 
===[[George Arcana#Object Reading|Object Reading]]===
  
===Calm===  
+
===[[George Arcana#Calm|Calm]]===
'''Talent''': Animism or Psychic<br>
 
'''Time''': Major Action '''Tn''': Opposed<br>
 
'''Test''': Communication (Animism or Psychic)<br>
 
'''Resistance''': Will Power (self-discipline)<br>
 
'''Fatigue''': none<br>
 
:You clear a subject’s mind of intense emotion, creating a state of calm and clarity. You must be in psychic contact with the subject. An unwilling subject makes a resistance test against your test result. A subject under the effects of Calm is free of any intense emotion and incapable of aggressive or violent action for as long as you concentrate. Any aggressive action against the subject ends the effect. Calm can also counteract any emotion-affecting arcana, such as Heart Shaping, with a successful opposed Calm test against the target arcanum’s test result.<br>
 
  
 
===Psychic Weapon===
 
===Psychic Weapon===

Revision as of 22:22, 2 November 2016

George Tisue
George Tisue.jpg
Race: Human, Class: Adept
Background: xxx, Social Class: xxx
Calling: The Magician (Mastery of the Arcane)
Destiny: Meticulous
Fate: Obsessive
Conviction: 3 • Corruption: 0
Abilities
Accuracy
4
Focuses:
Communication
0
Focuses:
Constitution
4
Focuses: Swimming • Stamina
Dexterity
1
Focuses:
Fighting
-1
Focuses:
Intelligence
3
Focuses:
Perception
3
Focuses: Seeing
Strength
0
Focuses:
Willpower
3
Focuses: Self-discipline, Purity
Combat Traits
Health Speed Defense Armor Penalty
37 11 11 xxx xxx
Move: 11 • Charge: 6 • Run: 22
Attacks
Attack Roll Damage Range Other
Staff Accuracy 1d6+1/+3 xxx xxx
xxx xxx xxx xxx xxx
xxx xxx xxx xxx xxx
{{{Attack4}}} {{{Roll4}}} {{{Damage4}}} {{{Range4}}} {{{Other4}}}
Class Powers
None
Talents
Observation, Psychic, Visionary
Specializations
None
Arcana
Psychic Shield, Second Sight, Psychic Contact, Visions, Object Reading
Possessions
xxx
Companions
{{{Companions}}}

Background

x

Adept Class Powers

Talents

Observation (novice)
Psychic (journeyman)
Visionary (novice)

Specializations

Arcana

Psychic Shield

Second Sight

Psychic Contact

Visions

Object Reading

Calm

Psychic Weapon

Talent: Psychic Time: Minor Action
TN: none Test: none Resistance: none Fatigue: TN 12

You can create a melee weapon out of psychic energy. Take an Activate action to create the weapon, which appears in your hand. What type of weapon it is and what it looks like are up to you; its effects are the same regardless.
You wield a psychic weapon like a normal melee weapon, except you are automatically considered trained with it, whether you have the weapons group of that mundane type of weapon or not. You wield the weapon using Accuracy (Arcane, or the appropriate focus for the weapon’s type), even if it looks like a big two-handed weapon.
Your psychic weapon inflicts 2d6 penetrating damage on a hit and adds your Perception score to its damage. You can perform combat stunts with your psychic weapon and attack rolls with it can generate stunt points.
A psychic weapon is immaterial and only affects creatures. It has no effect on objects, meaning it cannot block material weapons, but two psychic weapons can block or parry each other. If your psychic weapon is somehow knocked from your grasp, it vanishes. You can summon it again with another Activate action. Your weapon also vanishes if you are stunned or unconscious.
Creating your psychic weapon is fatiguing; a TN 12 Willpower (Self-Discipline) test. The weapon lasts for the duration of the encounter or until you choose to dismiss it.

Possessions

Relationships