After an enemy has dropped an ally to 0 hits, you may call QUAD on that enemy.
You may only use this ability once per ally per encounter.
Air of Efficiency
Whilst a group works under your coordination they can achieve great feats that would normally take many times their number.
You may count the group as 10 times larger for the purpose of how much they can get done.
Lv3
Expeditious Retreat
Once per encounter you may place a marker, this does not expend might. You may then spend one might at any point to teleport back to this marker.
The marker does not persist between encounters and cannot be moved once placed.
Dealmaker
You may use this act to sanctify any deal you make, you must specify you are doing so.
You will become aware if anyone breaks the deal in the future and may once call QUAD against them.
Lv4
Aura of Righteous Authority
If you announce your full name, rank, and affiliation:
Call MASS FEAR 20.
Banish the Intransigent foe
You may call Repel on your next two melee blows.
Lv5
Expert Instruction
Pick a general skill you possess.
For the rest of the encounter a chosen ally also acts as if they have this skill.
A person may benefit from a duplicate skill once in this way.
(For example: a rod paladin may benefit by being given a second lv.1 tough skill, and a second level 2 tough skill, but not a third lv.1 tough skill.)
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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.
Paladins of the Throne tend to fall into two camps.
Some have a symbolic amulet, whilst others lug a literal throne around with them.
In either case, the Icon tends to have the strange effect of being very desirable, especially for those with a taste for finer things, or those possessed of a strong ambition.
While in possession of this icon, you are IMMUNE to REPEL.
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 THRONE IS WATCHING.
For the rest of the encounter, your Muse will be observing what takes place and judging your actions accordingly.
Evade the Bureaucrat (Downtime)
You may nominate a single message to be delivered to an important individual who you would not normally have access to.
You may specify who you want the message to go to. Otherwise, it will tend to go to the most important relevant authority (e.g. 'someone who can help defend me in a Telemere court of law').
This tends to happen supernaturally fast.
This may not always be to your benefit: it does not dispose the recipient to regard your request favourably.
Might
Gain 2 Might.
Lv3
Embrace
Once per adventure you may perform a great feat within your Muse's purview.
For example, you could claim that you made some prior preparation which will make your current circumstances easier. It cannot resolve the current encounter but it can change it substantially. Consult a GM.
There are also two standard combat applications of this feat that you may use without GM consultation:
Gain 3 uses of GROUP ON ME!
Gain 3 uses of BLAST REPEL against three different monster physreps.
Alternatively, you may use this ability once ever to retire your character.
Call a TIME FREEZE.
Your body starts to ossify, covered in gold and inscribed with intricate details.
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 your party gaining a significant advantage through your assistance.
Your Muse will be watching what follows.
Diplomatic Immunity
In your hands, diplomatic immunity is made manifest as a supernatural shield.
Once per adventure, as long as you have not taken any aggressive or criminal action this encounter, you may use this skill to invoke DIPLOMATIC IMMUNITY.
Whilst under Immunity, you and your party may call VOID to any effect or damage delivered by an enemy.
The effect of Diplomatic Immunity ends the moment you or your party break neutrality by participating in combat, or break the local laws, in any way.
Icon Attunement
Pre-req: Icon
Your icon gives you a limited ability to scry.
Twice per adventure you may see any location which you are aware of which is either within 5 miles or which you can claim dominion over.
In addition, once per adventure, you may regain all your lost Might. Roleplay this accordingly.
Might
Gain 2 Might.
Lv4
The already complete deception
Once per adventure you may decide that you actually sent a simulacrum into the encounter. This can be triggered whilst alive or during the first 10 seconds of your death count if bleeding out.
Call Mass Triple Repel as the double explodes
Then call disappearing
You may then if you wish re-enter the encounter on full hits from a location of your choosing.
Might
Gain 2 Might.
Lv5
Echoes of Self
Pre-req: Icon Attunement
For one encounter per adventure your mind blazes with righteous knowledge and you gain an almost perfect comprehension of the battlefield.
Call TIME FREEZE.
Every member of your party takes a HEAL 4.
You may reposition all participants in the encounter however you see fit within the limits of the encounter space.
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.