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throne [2018/01/27 12:54] gm_seb |
throne [2019/05/06 12:29] (current) gm_seb |
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* Give a party member a RESIST. | * 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 [[:general_skills#stealth|Stealth]]. | * 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 [[:general_skills#stealth|Stealth]]. | ||
- | ===Utility Belt=== | + | ===Isolation=== |
- | * You are always prepared for any situation. | + | * You may call STASIS by melee. |
- | * Using this Act causes you to produce an item from your pack to assist with the task at hand. | + | * You may make this call upon yourself. |
- | * You must have been able to afford this item. | + | ===Battlefield Mastery=== |
- | * The item must have been something which could feasibly have fitted into your pack. | + | * 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. | ||
====Lv2==== | ====Lv2==== | ||
- | ===Death from Below=== | + | ===Chosen Battlefield=== |
- | * If you know an encounter is coming you can set up some traps in preparation. | + | In any encounter where you have had a chance to prepare you may spend a might when someone moves to: |
- | * Once during the encounter you may call [[:nonstandardcalls#blast_x|BLAST]] REPEL. | + | * Call Double WOUND Leg |
+ | * Call [[:nonstandardcalls#blast_x|BLAST]] STAGGER (upto two times per encounter) | ||
===Sacrifice the Pawn=== | ===Sacrifice the Pawn=== | ||
- | * After an enemy has dropped an ally to 0 hits, you may call QUINT on that enemy. | + | * 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. | * You may only use this ability once per ally per encounter. | ||
===Air of Efficiency=== | ===Air of Efficiency=== | ||
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====Lv3==== | ====Lv3==== | ||
===Expeditious Retreat=== | ===Expeditious Retreat=== | ||
- | * A good general knows when to leave a fight. | + | * 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. |
- | * Whilst you or an ally are running away, you may use this Act to call WOUND BOTH LEGS freely against any active pursuers for the next 5s. | + | * The marker does not persist between encounters and cannot be moved once placed. |
===Dealmaker=== | ===Dealmaker=== | ||
- | * This Act may be used in one of two ways. | + | * You may use this act to sanctify any deal you make, you must specify you are doing so. |
- | * You may ask the Throne if they approve of a deal or negotiation in the format 'how does the Throne feel about (TERMS OF DEAL).' | + | * You will become aware if anyone breaks the deal in the future and may once call QUAD against them. |
- | * The Paladin will get a general sense of whether the deal is favourable or unfavourable, and whether or not the Throne has any strong feelings about it. | + | |
- | * This Act may also be used to call upon the Throne to witness or sanctify a deal. | + | |
- | * The Throne will know if the terms of the deal have been broken and may choose to visit punishment as they see fit. | + | |
- | * Information about the deal and the Paladin's part in it may start to spread through Rastaban. | + | |
====Lv4==== | ====Lv4==== | ||
===Aura of Righteous Authority=== | ===Aura of Righteous Authority=== | ||
- | * Once per encounter, if you announce your full name, rank, and affiliation: | + | * If you announce your full name, rank, and affiliation: |
- | * Call MASS FEAR 30. | + | * Call MASS FEAR 20. |
- | ===Treacherous Strike=== | + | ===Banish the Intransigent foe=== |
- | * You may give an ally a BACKSTAB to use once during the encounter. | + | * You may call Repel on your next two melee blows. |
====Lv5==== | ====Lv5==== | ||
- | ===Anoint Champion=== | + | ===Expert Instruction=== |
- | * You may transfer a general skill you possess to a party member. | + | * Pick a general skill you possess. |
- | * They gain the use of this skill and you lose the benefit. | + | * For the rest of the encounter a chosen ally also acts as if they have this skill. |
- | * They may benefit from the same skill twice in this way. | + | * A person may benefit from a duplicate skill once in this way. |
- | * This skill remains transferred until you retract it or until the adventure ends, whichever is sooner. | + | * (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.) |
- | + | ||
- | ===Diplomatic Immunity=== | + | |
- | + | ||
- | * In your hands, diplomatic immunity is made manifest as a supernatural shield. | + | |
- | * As long as you have not taken any aggressive or criminal action this encounter, you may use this Act to nominate a target: | + | |
- | * You may call VOID to any effect or damage delivered by this target. | + | |
- | * The effect of Diplomatic Immunity ends the moment you break your neutrality by participating in combat in any way. | + | |
+ | ===???=== | ||
=====Skills===== | =====Skills===== | ||
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* 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. | * 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. | * 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=== | ===Icon Attunement=== | ||
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====Lv4==== | ====Lv4==== | ||
- | ===Spider=== | + | ===The already complete deception=== |
- | * You make it a point to know //everyone// who is //anyone//. | + | * 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. |
- | * You know basic information about any power player who you meet. | + | * Call Mass Triple Repel as the double explodes |
- | * The acquisition of this knowledge is supernaturally quickened in unfamiliar locales. Indeed, if necessary, you could acquire the relevant information while being dragged through the streets. | + | * Then call disappearing |
+ | * You may then if you wish re-enter the encounter on full hits from a location of your choosing. | ||
===Might=== | ===Might=== |