George Tisue

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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

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.

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