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 heal another.
I will never back down from a fight.
I will never use diplomacy as my first method of solving a problem.
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.
Acts
Mighty Blow
You may call STAGGER on your next blow.
Crack the Fabric
You strike the world so hard it reverberates under your blow, cracks opening to the beyond.
Call a TIME FREEZE when you make this call.
Scythe through Wheat
Sweeping your weapon before you, call an arced ARCED (DAMAGE) STAGGER.
You may only do this once every 30 seconds.
Cleave the Clouds
After spending 5 seconds visibly building up to a big blow:
You may call DAMAGE+2 STAGGER at up to three targets in a rough line.
Earth Flees from my Blow
You drive someone down into the earth.
Call WOUND BOTH LEGS by melee blow
Crush the Limb
You may call WOUND on your next melee blow.
Punt
You may call REPEL on your next melee blow.
Shattering blow
You may call BREAK on your next melee blow.
Shockwave
As you strike the ground a shockwave ripples out.
Call MASS WOUND BOTH LEGS.
Greater Punt
You may call REPEL 20 on your next melee blow.
Greatest threat
You may call MASS TAUNT.
Aura of malice
You may call MONSTERS FEAR.
Brutality
You may call WOUND 15 on your next melee blow.
Blast off
You may call BLAST OFF on your next melee blow.
The enemy calls DISAPPERARING. The enemy calls REAPPEARING in the same spot in 30s and calls a MASS QUAD STAGGER.
If this is used on ally, they may relocate themselves within the encounter.
Die Hard
Not even death can halt your rampage.
For the first 10 seconds of your death count you may stay up and fighting.
You can only use this once per death count.
Skills
I am the Rod
You may with ten seconds searching find something which will - for you and only you - count as a standard version of any weapon you can use.
Avatar of destruction
You give off an aura of vindictive potent threat at all times.
In addition once per adventure you may bring your full might to bear in an act of cataclysmic destruction.
You may use this ability to retire. If so, the destruction wrought by this act is likely to be far greater in magnitude.
Blood Rage
Every time you take down an opponent take a HEAL 1.
Thrill of battle
If you are on two or less hits and have no armor hits, you are STRENGTHENed.
Abstract Destruction
Once per adventure you may declare you are going to destroy something present in the encounter (this can be anything).
You must concentrate on destroying it without interruption for 60s (i.e. you cannot call damage, use other abilities or move or the timer is reset).
If successful, call a TIME FREEZE.
You immediately enter a physic combat to attempt to do so.
The difficulty of this will depend on what you are attempting to destroy - some fights may be impossible but you are likely to gain some insight even on a failure.
You may use this ability to retire. In which case, you gain buffs in the psychic combat at GM discretion.
Even failure is likely to have a tangible effect upon the world.
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.
The responses, if they arrive are generally cryptic.
Icons are hard to lose or break.
If either occurs, they will likely find there 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.
This weapon counts as instilled with the following qualities: strong, draining, brutal.
Icon Attunement
Your icon is IMMUNE to break.
Echoes of Self
For one encounter per adventure, you gain +1 damage.
rod.1505864024.txt.gz · Last modified: 2017/09/19 23:33 by gm_matthew