George Tisue
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
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Focuses: | ||
Communication |
0
| |
Focuses: | ||
Constitution |
4
| |
Focuses: Swimming • Stamina | ||
Dexterity |
1
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Focuses: | ||
Fighting |
-1
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Focuses: | ||
Intelligence |
• | 3
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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
Talent: Animism or Psychic
Time: Minor Action Tn: 7 + Familiarity
Test: Communication (Animism or Psychic)
Resistance: Psychic shield or WillPower (self-discipline)
Fatigue: none
You can establish contact between your mind and that of an animal (Animism) or person (Psychic). The base target number is modified by familiarity. If the subject is unwilling or has Psychic Shield in place, you have to make separate tests to overcome their resistance. If you do not want the subject to know you are initiating psychic contact, you can make a separate opposed test against the subject’s Perception (Psychic) or Psychic Shield test. If you succeed, the subject is unaware of your attempt. If you fail, the subject is aware of your attempt. While in psychic contact with another mind, the two of you can communicate at the rate of normal speech, “hearing” each other’s thoughts. You can also send a single sensory image or impression rather than speaking. Both you and the subject can choose to lie or omit information; you’re “speaking” to each other psychically, not reading each other’s thoughts. Psychic contact is two-way, meaning you are in contact with the subject and they are in contact with you for the purposes of arcana.
EJECTING AN INTRUDER
- If a friendly psychic contact turns hostile, the subject can make an opposed Willpower (Self-Discipline) or Psychic Shield test against your Psychic Contact test to break contact. Once the subject has failed an attempt to eject a psychic intruder, further attempts to break contact are fatiguing. If psychic contact is broken, then other arcana reliant on psychic contact are also broken.
RAPPORT
- Two or more people with Psychic Contact can enter psychic rapport, an intense state of psychic sharing. Each establishes psychic contact with the other(s), each of whom must be willing. Characters in rapport are like one mind, each instantly aware of everything the other thinks and experiences and able to share information instantly. Characters in rapport cannot deliberately lie or deceive each other, or conceal information from each other, making it a very intimate experience.
DEATHCRY
- If someone you are in psychic contact with dies, you must make a successful TN 15 Willpower or Psychic Shield test to avoid being stunned for one round by the psychic feedback. If you are in psychic rapport with another creature that dies, and fail the Willpower or Psychic Shield test, you are reduced to 0 Health and dying as well! A creature can deliberately avoid letting out a deathcry when dying with a successful TN 15 Willpower (any focus) test.
Visions
Object Reading
Talent: Visionary Time: Major Action
Tn: Varies (see description)
Test: Perception (Visionary) Resistance: none
Fatigue: test result (Active reading only)
You can read psychic impressions left on places and objects, getting images of the past, as if you were actually present at a particular past event.
ACTIVE READING
- You can attempt to see the past of a particular place or object you are touching. This requires a major action and an Object Reading test. Active Object Reading is fatiguing, with a target number equal to the test result.
SPONTANEOUS READING
- Your ability may also spontaneously activate at the Narrator’s discretion when you are in contact with an object with particularly strong psychic impressions. This still requires an Object Reading test but is not fatiguing. The Narrator should make Object Reading tests secretly so the player doesn’t necessarily know if a particular vision is accurate or not. Consult the table for the results of a vision, based on the result of the Object Reading test.
Target Number | Result |
---|---|
9 | A vague vision that may not be accurate |
11 | A brief and accurate vision of the events |
13 | A longer vision of the events, encompassing everything that took place in a particular place and time |
15 | The ability to move the vision backward or forward in time to review the event |
17 | The ability to track the vision backward through time and space to trace an event to its origin |
19 | Near complete knowledge of a particular past event and everything involving it |
Impressions read from objects generally count as slightly familiar for the purposes of determining familiarity for other arcana, possibly more if the vision was long or extremely accurate (in the Narrator’s opinion). See Familiarity at the start of this chapter. Adepts can use Object Reading to gain enough familiarity with an otherwise unfamiliar subject to reach or affect them with other arcana.
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.