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throne

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Throne

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 never use violence as my first method of solving a problem.
  • 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.

Acts

Death from below

  • If you know an encounter is coming you can set up some traps in preparation.
  • Once during the encounter you may call BLAST REPEL.

Aura of Righteous Authority

  • You may call FEAR.

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

  • A good general knows when to leave a fight.
  • By calling FLEE YOU FOOLS you give yourself and each ally an AGILITY which they must use straight away to run away if they use it at all.

Sacrifice the Pawn

  • After an enemy has put an ally on their death count you may call REND on them at range.

Small unit tactics

  • You give your party expert tactical advice before a battle.
  • Give a party member a DODGE.

All according to plan

  • If you know a battle is coming you may give an ally the flanking ability for the encounter.
  • This ally does not need the relevant survivalist skill.

Utility belt

  • You are always prepared for any situation.
  • Using this Act causes you to produce an item from your pack to assist with the task at hand.
  • You must have been able to afford this item.
  • The item must have been something which could feasibly have fitted into your pack.

Treacherous strike

  • You may give an ally a BACKSTAB to use once during the encounter.

Group on me

  • By calling GROUP ON ME you give each ally an AGILITY they may only use to regroup on you.

Poisoner's glove

  • You may ready a call for delivery by supernatural means.
  • After you have used this ability, a call that you could have made (via any means) is used up. Instead, you gain the ability to release the call via friendly physical contact (a handshake, touching another's shoulder, etc).
  • You cannot release the call in combat.
  • You cannot have more than one stored call at a time,
  • With an instant effect like WOUND it will be immediately obvious that you are responsible for what has happened.
  • With longer term effects like poison it is often possible to completely avoid detection while delivering the effect.
  • A common use of this ability is to poison a weapon with Ichorwerk, so that the poison can then be delivered by handshake upon meeting the target.

Anoint champion

  • You may transfer a general skill you possess to a party member.
  • They gain the use of this skill and you lose the benefit.
  • They may benefit from the same skill twice in this way.
  • This skill remains transferred until you retract it or until the adventure ends, whichever is sooner.

Diplomatic Immunity

  • In your hands diplomatic immunity becomes a physical shield against harm.
  • As long as you have not taken any aggressive or criminal action this encounter you may nominate a chosen foe: you become IMMUNE to any effect they call.
  • This effect ends the moment you break your neutrality by participating in the combat in any way.

Skills

Contacts

  • You gain connections and influence among a group.
  • You may pick a group to gain the level one contacts skill with.

Investigator

  • You are skilled at research and investigation.
  • You can quickly get the vague gist of any books or other such works you come across.
  • You are adept at piecing together clues left behind at the scene of a crime or event.

Just Hear Me Out

  • Your voice carries authority.
  • As long as combat is not in progress, you can, once per encounter, call JUST HEAR ME OUT and follow it with up to 30s of talking.
  • If you do, intelligent creatures will always listen to the end before initiating combat.

Find a Buyer

  • You can generally find a buyer for basic goods.
  • This allows you to sell secrets or other expensive goods to gain favour.

Find a Collector

  • Once per adventure you can attempt to find a buyer for more esoteric or forbidden items.
  • These items tend to command a premium price in the right circles.

Throne's Embrace

  • 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.

Evade the Bureaucrat

  • Your requests seem to glide past red tape always ending up in front of the most powerful relevant person in short order. You may specify who if you wish.
  • This tends to happen supernaturally fast - so that in an encounter you can always contact the most powerful relevant person in close proximity.
  • This may not always be to your benefit.

Organisational skill

  • You may control an additional resource or treat one you already possess as one rank higher.
  • This also covers a general talent for organising and getting things done when it is necessary.

Mandarin

  • You may control a further additional resource or treat one you already own as one rank higher.

The Great Game

  • You are adept at social maneuvering and scheming.
  • Once per adventure you may act as though you had level one contacts with an organisation you do not at the cost of a Favor.

Spider

  • You make it a point to know everyone who is anyone.
  • You know basic information about any power player who you meet.
  • This even functions in remote locales as if necessary you pick up the required information whilst being dragged through the streets.

Vassals

  • You are adept at recruiting vassals.
  • You have a small group of extremely loyal followers who can perform minor tasks for you.

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.
  • 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 has a strange effect upon those who touch it giving them an obsession with claiming it as their own.
  • When traded away or stolen it nevertheless seems to find its way back to the paladin in relatively short order.

Icon Attunement

  • 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.

Echoes of Self

  • For one encounter per adventure you gain an almost perfect comprehension of the battlefield.
  • By advising two allies about the likely flow of battle, you can either double their base number of dodges or their base weapon calls.
throne.1505863980.txt.gz · Last modified: 2017/09/19 23:33 (external edit)