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Class Feature: Initiate's Vow

  • When you join the cult of an Imperial Muse, you swear a vow.
  • As a Paladin of the Throne, pick one vow from below:
  • I will always think two steps ahead.
  • I will never let an opportunity to seize more power pass me by.
  • I will never let an opportunity to seize more power for the Empire pass me by.
  • 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

  • Starting level Throne Paladins gain the Affiliate skill for their Order for free.


  • You must purchase Acts with XP as you would normal skills.


Group On Me!

  • Call GROUP ON ME!
  • Any allies who hear your call and move directly towards you are under the effect of AGILITY until they are within sword reach of you.
  • This call works on unconscious allies, or allies who are bleeding out.

Small Unit Tactics

  • You give your party expert tactical advice.
  • Give a party member a RESIST.
  • Alternatively, if you know a combat is coming, you may use this Act to allow a party member to begin the encounter as though they had used Stealth.


  • You may call STASIS by melee.
  • You may make this call upon yourself.

Battlefield Mastery

  • You may call MASS SCAN.
  • Those hit by the call must reply with their current number of hits.
  • You must brief this call at the start of an adventure.


Chosen Battlefield

In any encounter where you have had a chance to prepare you may spend a might when someone moves to:

  • Call Double WOUND Leg
  • Call BLAST STAGGER (upto two times per encounter)

Sacrifice the Pawn

  • 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.


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.


  • 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.


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.


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.)





  • 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.



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.


  • Gain 2 Might.



  • 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.


  • Gain 2 Might.


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.


  • Gain 2 Might.


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.
  • 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.
throne.txt · Last modified: 2019/05/06 12:29 by gm_seb