User:Mqs/Unisystem/Tirotin
From Drinking and Dragons
< User:Mqs
points spent so far: 125
Stats
Base
- Strength: 1
- Dexterity: 2
- Constitution: 2
- Intelligence: 5
- Perception: 2
- Willpower: 5
Derived
- Life Points: 28
- Endurance Points: 29
- Essense Pool: 17
- Speed: 8
Drawbacks
- Clown (-1)
- Clumsy (-2)
- Covetous (-2)
- Greedy
- Psychological Problems
- Cowardly (-2)
- Cruel (-1)
- Delusions of Grandeur (-2)
- Prejudice (-2)
Qualities
- Charisma (2)
- Hard to Kill (2)
- Resources (1)
Skills
- Archery (3)
- Cheating (1)
- Dodge (1)
- Haggling (2)
- Hand Weapon (1)
- Humanities (4)
- Intimidation (2)
- Magic Theory (3)
- Myth and Legend (3)
- Occult Knowledge (2)
- Research (2)
- Rituals (2)
- Sciences (2)
- Shield (3)
- Smooth Talking (1)
- Writing (1)
Languages
- Language: Cygnaran (free at 2; +2 = 4)
- Langauge: Llaelese (free at 5)
- Language: High Tordoran (2)
Metaphysics
Basic
Qualities
- The Gift (5)
- Primal Human (5)
- Good Luck (0)
- Bad Luck (-0)
- Essence Channeling (0)
- Increased Essence Pool (0)
Skills
- Magic Bolt (skill) (0)
Primal Aspects and Powers
Primal Speech Skill (5)
Effective Essence Channeling (4)
Pride Aspect
- Awe
- Aura of Power (3)
- Exhibit strong force of personality. Suggestions are harder to resist. (3 Essence)
- Dominion (8)
- Control the minds of others. Comparable to Mindrule. (2x Willpower of controlled entity; doubled for gifted or supernatural characters.)
- Emotion: Frustration/Pride/Smugness/Confusion (5)
- Project the chosen emotion to those around the person. (5 Essence)
- Discernment
- Wise Choice (2)
- Get a strong hint of intuition. (1 Essence)
- Fortune
- Curse (6)
- As Lesser Curse Invocation, using Primal Skill.
- Providence (6)
- Change odds that something will happen. "Making a gun jam, a car break down, or a dice roll come out as desired is easy. Making every gun in an area jam at the same time, or determining the result of a hundred dice rolls in a row is almost impossible, and costs a lot of essence. Furthermore, more unlikely events (odds 1 in 500 or less) require a permanent Essence expenditure. The impossible cannot be made to happen; the event must have a chance, no matter how slim, of happening naturally." (Variable; more unlikely, more costly. Chart Armageddon 256)
- Stroke of Luck (6)
- As Blessing Invocation, using Primal Skill.
- Judgment
- Decision (5)
- Render a fair judgment based on the facts as known by the character and his own moral code. Those hearing the judgment are compelled to feel it was right. (5 Essence)
- Life
- Touch of Life (5)
- This power heals one life point times the task's success levels for every essence point spent. It can also cure disease: five Essence points for mild diseases, 10 points for moderate ones, 20 points for serious and 100 points and a permanent sacrifice of 2 essence points for terminal diseases.
- Psyche
- Enhanced Intelligence (2+)
- Increase intelligence, but only as long as the Psyche aspect is manifested. (5 Essence)
- Prodigy (2)
- Observe a skill, then be able to perform it just as adeptly as observed. (5 Essence)
- Torment
- Agony (8)
- Ranged blast deals 1d4 time essence spent damage. Chance of stunning. (Variable)
- Clawed Chains (6)
- Summon a weapon that can attack, cause pain and possibly bind a victim. 20 yard range and deals 1d4 x strength damage. (5 Essence)