George Tisue
From OakthorneWiki
George Tisue
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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
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Accuracy |
• | 4
|
Focuses: | ||
Communication |
0
| |
Focuses: | ||
Constitution |
4
| |
Focuses: Swimming • Stamina | ||
Dexterity |
1
| |
Focuses: | ||
Fighting |
-1
| |
Focuses: | ||
Intelligence |
• | 3
|
Focuses: | ||
Perception |
• | 3
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Focuses: Seeing | ||
Strength |
0
| |
Focuses: | ||
Willpower |
• | 3
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Focuses: Self-discipline, Purity |
Combat Traits
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Health | Speed | Defense | Armor | Penalty |
37 | 11 | 11 | xxx | xxx |
Move: 11 • Charge: 6 • Run: 22 |
Attacks
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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
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None |
Talents
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Observation, Psychic, Visionary |
Specializations
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None |
Arcana
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Psychic Shield, Second Sight, Psychic Contact, Visions, Object Reading |
Possessions
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xxx |
Companions
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{{{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
Talent: Animism or Psychic
Time: Major Action Tn: Opposed
Test: Communication (Animism or Psychic)
Resistance: Will Power (self-discipline)
Fatigue: none
- 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.
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.