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rod [2017/09/19 23:33]
gm_matthew created
rod [2019/01/30 20:33] (current)
gm_matthew
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 ======Rod====== ======Rod======
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-{{gdraw>​1nJE4w-WvDHwVLj2ZGKBJMlso26q9FdeXnwY2igMujLs width=1000 center}} 
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 ====Class Feature: Initiate'​s Vow==== ====Class Feature: Initiate'​s Vow====
  
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   * As a Paladin of the Rod, pick one vow from below:   * As a Paladin of the Rod, pick one vow from below:
  
-  * I will never heal another+  * I will never surrender
-  * I will never back down from a fight+  * I will never heal another.  
-  * I will never use diplomacy as my first method of solving a problem+  * I will never make the same mistake twice
  
   * You should roleplay this vow accordingly. ​   * You should roleplay this vow accordingly. ​
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   * You will lose all your Might for the adventure. ​   * You will lose all your Might for the adventure. ​
  
-===Acts===+====Class Feature: Might====
  
-==Mighty Blow== +  * Each Act costs 1 Might to perform. 
-  * You may call STAGGER on your next blow. +  * Might is restored between encounters
-==Crack the Fabric== +  * Each Paladin begins with 3 Might.  
-  * You strike the world so hard it reverberates under your blow, cracks opening to the beyond.  +  * Your maximum Might can be increased by purchasing the '​Might'​ Paladin Skill.
-  * Call a TIME FREEZE when you make this call+
  
-==Scythe through Wheat== +====Class Feature: Affiliation====
-  * Sweeping your weapon before you, call an arced ARCED (DAMAGE) STAGGER.  +
-  * You may only do this once every 30 seconds.+
  
-==Cleave the Clouds== +  ​As starting level Rod Paladin, gain the [[:general_skills#​affiliate|Affiliate]] skill for your Order for free
-  ​After spending 5 seconds visibly building up to big blow: +
-  * You may call DAMAGE+2 STAGGER at up to three targets in a rough line+
  
-==Earth Flees from my Blow==+=====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.   * You drive someone down into the earth.
-  * Call WOUND BOTH LEGS by melee blow+  * 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.
  
-==Crush the Limb== 
-  * You may call WOUND on your next melee blow. 
  
-==Punt== +====Lv3==== 
-  * You may call REPEL on your next melee blow.+===Scythe through Wheat===
  
-==Shattering blow== +  * Swing your weapon before you. Call MASS STAGGER. 
-  * You may call BREAK on your next melee blow+  * You may only use this act twice per encounter.
  
-==Shockwave==+===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.    * As you strike the ground a shockwave ripples out. 
   * Call MASS WOUND BOTH LEGS.   * Call MASS WOUND BOTH LEGS.
 +  * You may only use this act twice per encounter.
  
-==Greater Punt== +===Unstoppable Force=== 
-  * You may call REPEL 20 on your next melee blow.+  * 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 
  
-==Greatest threat== +=====Skills===== 
-  * You may call MASS TAUNT+====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.
  
-==Aura of malice== +===Sense Devotion===
-  * You may call MONSTERS FEAR. +
  
-==Brutality== +  * You may sense other paladins or Muses.  
-  * You may call WOUND 15 on your next melee blow+  * 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.
  
-==Blast off== +===Surpassing the Self (Downtime)=== 
-  * You may call BLAST OFF on your next melee blow+  * You may engage in a ritual of self-improvement and renewed dedication to your vows
-  * The enemy calls DISAPPERARING. The enemy calls REAPPEARING ​in the same spot in 30s and calls a MASS QUAD STAGGER+  * Nominate a way in which you failed or were otherwise deficient during ​the adventure
-  * If this is used on ally, they may relocate themselves within ​the encounter +  * This ritual provides a benefit to overcoming ​this weakness for the next adventure you are on.
  
-==Die Hard== +  ​In addition, you gain the following ability: 
-  ​Not even death can halt your rampage. +  * 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 ​uponce during the next adventure.
-  * 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===+===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. ​
  
-==I am the Rod== +  * Alternatively,​ you may use this ability once ever to retire your character. 
-  * 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+  * 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.
  
-==Avatar of destruction== +===Icon Attunement=== 
-  * You give off an aura of vindictive potent threat at all times.  +//Pre-req: Icon//
-  * 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== +  * So long as you are on 2 or more hits: 
-  * Every time you take down an opponent take a HEAL 1.+  * 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.
  
-==Thrill of battle== +===Might=== 
-  * If you are on two or less hits and have no armor hits, you are STRENGTHENed.+  * Gain 2 Might.
  
-==Abstract Destruction==+====Lv4==== 
 +===Thrill of Battle=== 
 +  * If you are on 2 or fewer hits, and actively involved in combat, you are IMMUNE to effect calls.
  
-  ​Once per adventure you may declare you are going to destroy something present in the encounter (this can be anything).  +===Might=== 
-  * You must concentrate on destroying it without interruption for 60s (i.e. you cannot call damageuse other abilities or move or the timer is reset).  +  ​Gain 2 Might. 
-  * If successfulcall a TIME FREEZE.  +====Lv5==== 
-  * You immediately enter physic combat to attempt to do so.  +===Echoes of Self=== 
-  * 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.  +//Pre-req: Icon Attunement//​ 
-  * You may use this ability to retire. In which caseyou gain buffs in the psychic combat at GM discretion.  +  * For one encounter per adventureyour body is suffused with an overwhelming violent power as you feel yourself become an instrument of destruction
-  * Even failure is likely to have a tangible effect upon the world+  * Every time you drop someone to 0 hitsgain 2 Might 
 + 
 +===Personal Vow=== 
 + 
 +  * You may, once ever, make personal vow
 +  * This represents your unique relationship ​to your Muse  
 +  * When you purchase ​this skillcontact ​the LARPO.  
 +  * Together we will work out the advantages and drawbacks of this vow. 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
 + 
  
-====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 [[quality|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