When you join the cult of an Imperial Muse, you swear a vow.
As a Paladin of the Rod, pick one vow from below:
I will never surrender.
I will never heal another.
I will never make the same mistake twice.
You should roleplay this vow accordingly.
This vow allows you to use Might to perform the Acts below.
If you ever feel as though you have violated your vow, let the GM know:
You will lose all your Might for the adventure.
Class Feature: Might
Each Act costs 1 Might to perform.
Might is restored between encounters.
Each Paladin begins with 3 Might.
Your maximum Might can be increased by purchasing the 'Might' Paladin Skill.
Class Feature: Affiliation
As a starting level Rod Paladin, gain the Affiliate skill for your Order for free.
Acts
You must purchase Acts with XP as you would normal skills.
Lv1
Mighty Blow
You may call STAGGER by melee.
Crush the Limb
You may call WOUND by melee.
Punt
You may call REPEL by melee.
Lv2
Entomb
You drive someone down into the earth.
Call WOUND BOTH LEGS by melee.
Hamstring
Whenever someone is running away from you, so long as they are within 5m, you may use this Act:
Call WOUND LEG.
Strength Beyond Strength
You may use this ability to perform a feat of great strength or physical endurance; e.g. lifting objects of incredible weight, shattering buildings with your bare fists, throwing things great distances.
Lv3
Scythe through Wheat
Swing your weapon before you. Call MASS STAGGER.
You may only use this act twice per encounter.
Brutality
Call MASS WOUND ARM.
You may only use this act twice per encounter.
Lv4
You're Next!
Nominate an enemy you can see.
You may use this Act,
Call AGILITY.
You must relocate yourself next to this enemy as best as you are able.
You may freely call FEAR against anyone obstructing your path.
Die Hard
Not even death can halt your rampage.
When you enter your death count, use this Act:
For the first 10 seconds of your death count you may stay up and fighting.
You must also say 'DIE HARD!' when you enter this state. This represents the obvious supernatural power suffusing your body.
Subsequent uses of this act during the same encounter reduce it's duration by 2 seconds each time.
Lv5
Shockwave
As you strike the ground a shockwave ripples out.
Call MASS WOUND BOTH LEGS.
You may only use this act twice per encounter.
Unstoppable Force
Pose with your weapon, and take a STASIS 3.
Then, use this Act:
You may call TRIPLE STAGGER on your next melee blow so long as you land it within 10s.
Skills
Lv1
Icon
You have made an icon to the Muse you follow.
Twice per adventure you may use this to attempt to divine the Muse's opinion on a matter.
You must phrase your enquiry in the form: what does (MUSE) feel about (TOPIC).
Responses usually take the form of complex visions or emotions.
Icons are hard to lose or break.
If either occurs, they will likely find their way back to the paladin, restored, after a couple of encounters.
For paladins of the Rod their icon is virtually always a weapon of some description.
At will, you can summon your Icon to you, even if it is confiscated or currently lost. You may call a TIME FREEZE to accomplish this if necessary.
In addition, while in possession of this icon, you are IMMUNE to STUN.
Sense Devotion
You may sense other paladins or Muses.
In addition, you can tell whether a paladin you meet is following the same path as you.
At GM discretion, you can sense significant acts which have taken place recently in the vicinity.
Lv2
Witness
Pre-req: Icon
You can use your Icon to draw your Muse's attention more closely.
Once per adventure, you may call THE ROD IS WATCHING.
For the rest of the encounter, your Muse will be observing what takes place and judging your actions accordingly.
Surpassing the Self (Downtime)
You may engage in a ritual of self-improvement and renewed dedication to your vows.
Nominate a way in which you failed or were otherwise deficient during the adventure.
This ritual provides a benefit to overcoming this weakness for the next adventure you are on.
In addition, you gain the following ability:
Once per adventure, you gain the ability to call HEAL FULL on yourself 59 seconds into your death count (or 9 seconds into being EXECUTED) and regain half of your maximum might (rounded up) once during the next adventure.
Might
Gain 2 Might.
Lv3
Embrace
Once per adventure you may perform a great feat within your Muse's purview.
For example, you could perform an act of overwhelming destruction. Consult a GM.
There is also two standard combat applications of this feat that you may use without GM consultation:
Gain 3 uses of MASS FEAR.
Gain one use of DEC by melee.
Alternatively, you may use this ability once ever to retire your character.
Call a TIME FREEZE.
Your body hardens and twists, becoming an avatar of power.
What follows next will depend upon your relationship with your Muse, and the situation, but you should at the very least expect it will result in you gaining considerable offensive capabilities.
Your Muse will be watching what follows.
Icon Attunement
Pre-req: Icon
So long as you are on 2 or more hits:
any call which would drop you to 0 hits drops you to 1 hit, instead.
Every time you reduce an opponent to 0 hits, take a HEAL 1.
In addition, once per adventure, you may regain all your lost Might. Roleplay this accordingly.
Might
Gain 2 Might.
Lv4
Thrill of Battle
If you are on 2 or fewer hits, and actively involved in combat, you are IMMUNE to effect calls.
Might
Gain 2 Might.
Lv5
Echoes of Self
Pre-req: Icon Attunement
For one encounter per adventure, your body is suffused with an overwhelming violent power as you feel yourself become an instrument of destruction.
Every time you drop someone to 0 hits, gain 2 Might.
Personal Vow
You may, once ever, make a personal vow.
This represents your unique relationship to your Muse.
When you purchase this skill, contact the LARPO.
Together we will work out the advantages and drawbacks of this vow.