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rod [2017/10/04 17:57]
gm_seb
rod [2019/01/30 20:33] (current)
gm_matthew
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- +======Rod======
- +
 ====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. ​
  
-====Class Feature: Might=====+====Class Feature: Might====
  
   * Each Act costs 1 Might to perform.   * Each Act costs 1 Might to perform.
   * Might is restored between encounters.   * Might is restored between encounters.
-  * Each Paladin begins with Might. ​+  * Each Paladin begins with Might. ​
   * Your maximum Might can be increased by purchasing the '​Might'​ Paladin Skill.   * Your maximum Might can be increased by purchasing the '​Might'​ Paladin Skill.
 +
 +====Class Feature: Affiliation====
 +
 +  * As a starting level Rod Paladin, gain the [[:​general_skills#​affiliate|Affiliate]] skill for your Order for free. 
  
 =====Acts===== =====Acts=====
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 ====Lv1==== ====Lv1====
 ===Mighty Blow=== ===Mighty Blow===
-  * You may call STAGGER ​on your next blow.+  * You may call STAGGER ​by melee.
 ===Crush the Limb=== ===Crush the Limb===
-  * You may call WOUND on your next melee blow.+  * You may call WOUND by melee.
 ===Punt=== ===Punt===
-  * You may call REPEL on your next melee blow.+  * You may call REPEL by melee.
 ====Lv2==== ====Lv2====
 ===Entomb=== ===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. 
-===Crumble=== +===Hamstring=== 
-  * You may call BREAK on your next melee blow.  +  * Whenever someone is running away from you, so long as they are within 5m, you may use this Act: 
-===Die Hard=== +  * Call WOUND LEG.  
-  * Not even death can halt your rampage. +===Strength Beyond Strength=== 
-  * When you enter your death count, ​use this Act: +  * 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. 
-  * For the first 10 seconds ​of your death count you may stay up and fighting+ 
 ====Lv3==== ====Lv3====
 ===Scythe through Wheat=== ===Scythe through Wheat===
  
-  * [[:​supplementary_rules#​concentration|Concentrate]] for 15s, +  * Swing your weapon before you. Call MASS STAGGER. 
-  * Then use this Act: +  * You may only use this act twice per encounter.
-  * Call a [[:​nonstandardcalls#​mass_x|MASS]] STAGGER+
  
 ===Brutality=== ===Brutality===
-  * You may call WOUND 15 on your next melee blow+  ​* Call MASS WOUND ARM.  
 +  ​* You may only use this act twice per encounter. 
 ====Lv4==== ====Lv4====
-===Cleave the Clouds=== +===You're Next!=== 
-  * You may call VANISH on your next melee blow+  * Nominate an enemy you can see. 
-  * The enemy calls DISAPPERARING. The enemy calls REAPPEARING in the same spot in 10s and calls a MASS STAGGER+  * You may use this Act, 
-  * If this is used on ally, they may relocate themselves within the encounter.  +  * Call AGILITY
-===Greater Punt=== +  * You must relocate yourself next to this enemy as best as you are able.  
-  * You may call REPEL 20 on your next melee blow+  * 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==== ====Lv5====
 ===Shockwave=== ===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.
  
 ===Unstoppable Force=== ===Unstoppable Force===
-  * [[:​supplementary_rules#​concentration|Concentrate]] for 5s +  * Pose with your weapon, and take STASIS 3
-  * During this period of time you should roleplay winding up for massive blow+
   * Then, use this Act:   * Then, use this Act:
-  * You may call QUINT by melee. ​+  * You may call TRIPLE STAGGER on your next melee blow so long as you land it within 10s 
  
 =====Skills===== =====Skills=====
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   * You have made an icon to the Muse you follow. ​   * 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.   * 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.+  * 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.   * 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.+  * 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. ​   * For paladins of the Rod their icon is virtually always a weapon of some description. ​
-  * Whilst your icon is on your personevery time you reduce an opponent ​to 0 hitstake HEAL 1+  * At will, you can summon your Icon to youeven if it is confiscated or currently lost. You may call TIME FREEZE to accomplish this if necessary.  
-  * In addition, ​your icon is IMMUNE to BREAK.+  * 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==== ====Lv2====
-===Wrecking Ball (Downtime)=== +===Witness=== 
-  * You may if you wish turn your every effort towards destroying something ​during ​your downtime+//Pre-req: Icon// 
-  * Unless ​the object in question is particularly potent ​or protected in some way it is destroyed+  * 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==== ====Lv3====
-===Rod'​s ​Embrace===+===Embrace===
   * Once per adventure you may perform a great feat within your Muse's purview.   * Once per adventure you may perform a great feat within your Muse's purview.
-  * For example, you could perform an act of overwhelming destruction.+  * 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=== ===Icon Attunement===
 //Pre-req: Icon// //Pre-req: Icon//
  
-  * So long as you are on two or more hitsany call which would drop you to 0 hits drops you to 1 hit, instead.+  * So long as you are on 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==== ====Lv4====
-===Thrill of battle=== +===Thrill of Battle=== 
-  * If you are on two or less hits, you are IMMUNE to mental ​effect calls.+  * If you are on or fewer hits, and actively involved in combat, you are IMMUNE to effect calls
 + 
 +===Might=== 
 +  * Gain 2 Might.
 ====Lv5==== ====Lv5====
 ===Echoes of Self=== ===Echoes of Self===
 //Pre-req: Icon Attunement//​ //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.
 +
  
-  * For one encounter per adventure, the first three times you drop an enemy to 0 hits, gain a Might. ​ 
  
  
rod.1507139860.txt.gz · Last modified: 2017/10/04 17:57 by gm_seb