Quale: Cartesian Doubt: the Cartesian remains skeptical of all things that cannot be proven with a logical progression, sometimes to the extent of doubting their own sensory perception.
5 CON, 1 CHA, 5 CRED
Cogito Ergo Sum: The Cartesian recognizes that his own existence can at all times be verified by the simple act of thought, since the thoughts must originate somewhere. When conscious, this grants the Cartesian a CON/2 bonus to resist any attacks directed at their sense of self or ego, and they cannot have a killing blow dealt to them in such a way. (They recognize that the very fact that they doubt their existence proves their existence, since existence is a requisite first step towards having doubts.)
Theory of Fallacies: By proclaiming a statement that is both true and false due to it’s contradictory nature (as in “This statement is a lie.”) and succeeding a check of CRE vs. the target's CON, the Cartesian sends CRE/10 targets into a state of linguistic confusion for one turn. The targets are distracted from all other things while they try to straighten it all out during which they cannot act, nor can they be bothered to dodge or defend themselves (philosophically or otherwise) so all attacks against the target automatically hit..
Law of Refraction: By spending a turn to modify the refractive index of the air in front of him, the Cartesian appears to be slightly to the left or right of his actual location. This penalizes all attacks targeting him by his CRE/5
Cartesian Geometry: Spending a turn to assign x, y coordinates to the participants in a battle allows the Cartesian a better understanding of the relative position of the various combatants. All attacks the Cartesian makes are at a +1 (and depending on how movement is being handled in this game, they should probably get a small boost to that too. Inanimate objects can also be included in this mapping, but they must be specified by the Cartesian at the time he makes the diagram.
Cartesian Dualism: By separating the mind from the body, the Cartesian may perform twice as many actions per turn, but one must be a physical task that involves the carrying out of a directive (it cannot require abstract thought or any great degree of presence of mind), while the other can only be a mental task (anything that can be done without interacting with the world physically). These two aspects can be separated CON/5 times per day, and may remain separate for CON/5 +1 turns. The aspects may never be more than 100 yards from eachother at any time, and damage taken by either is taken by both. Any damage caused by the physical aspect is considered mindless damage, while any caused by the mental aspect is considered cognative.
Law of Reflection: Any projectile weapon may be used to make this attack, but this attack may only be used against targets previously mapped via Cartesian Geometry. When used, the projectile turns into a beam of light that ricochets off of all surfaces. The attack does the same damage as the normal projectile would + CRE/10. This can be used in any of the following ways, but not more than one at once.
1. By bouncing off of terrain features, the beam may ignore any bonuses the target might have gotten from cover, or target combatants that are not within the Cartesian’s line of sight.
2. By bouncing off of terrain features and coming from an unexpected angle, the beam may ignore directionally based defenses (any that require that the attack come from within a specific range of angles).
3. By bouncing from target to target, the beam may target up to CRE/10 + 1 targets.