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throne [2017/09/19 23:33]
gm_matthew created
throne [2019/05/06 12:29] (current)
gm_seb
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 ======Throne====== ======Throne======
-{{gdraw>​1nJE4w-WvDHwVLj2ZGKBJMlso26q9FdeXnwY2igMujLs width=1000 center}} 
  
-====Class Feature: Initiate'​s Vow====+=====Class Feature: Initiate'​s Vow=====
  
   * When you join the cult of an Imperial Muse, you swear a 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:   * 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 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 pass me by.
   * I will never let an opportunity to seize more power for the Empire pass me by.    * I will never let an opportunity to seize more power for the Empire pass me by. 
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   * This vow allows you to use Might to perform the Acts below.   * 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:   * If you ever feel as though you have violated your vow, let the GM know:
-  * You will lose all your Might for the adventure. ​+  * You will lose all your Might for the adventure.
  
-====Acts==== +====Class Feature: Might===== 
-===Death from below=== + 
-  * If you know an encounter ​is coming you can set up some traps in preparation.  +  * Each Act costs 1 Might to perform. 
-  * Once during ​the encounter you may call BLAST REPEL. +  * Might is restored between encounters. 
-===Aura of Righteous Authority=== +  * Each Paladin begins with 3 Might.  
-  * You may call FEAR.+  * Your maximum Might can be increased by purchasing the '​Might'​ Paladin Skill. 
 + 
 +====Class Feature: Affiliation==== 
 +  * Starting level Throne Paladins gain the [[:​general_skills#​affiliate|Affiliate]] skill for their Order for free.  
 +  
 + 
 +=====Acts===== 
 +  * You must purchase Acts with XP as you would normal skills. 
 + 
 +====Lv1==== 
 +===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 comingyou may use this Act to allow a party member to begin the encounter as though they had used [[:​general_skills#​stealth|Stealth]]. 
 +===Isolation=== 
 +  * 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.  
 +====Lv2==== 
 +===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 [[:​nonstandardcalls#​blast_x|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=== ===Air of Efficiency===
   * Whilst a group works under your coordination they can achieve great feats that would normally take many times their number. ​   * 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.   * You may count the group as 10 times larger for the purpose of how much they can get done.
 +====Lv3====
 ===Expeditious Retreat=== ​ ===Expeditious Retreat=== ​
-  * A good general knows when to leave a fight.  +  * Once per encounter ​you may place marker, this does not expend might. You may then spend one might at any point to teleport back to this marker
-  * 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.  +  * The marker does not persist between encounters and cannot be moved once placed.
-===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 ​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=== +===Dealmaker=== 
-  * You may give an ally a BACKSTAB to use once during ​the encounter.+  * 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. 
 +====Lv4==== 
 +===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.
  
-===Group on me=== +====Lv5====
-  * By calling GROUP ON ME you give each ally an AGILITY they may only use to regroup on you.+
  
-===Poisoner'​s glove===+===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 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).  +=====Skills=====
-  * 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=== +====Lv1====
-  * 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=== +===Icon===
- +
-  * 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==== +
-{{section>​genericskills#​contacts&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}} +
-{{section>​genericskills#​investigator&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}} +
-{{section>​genericskills#​just hear me out&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}} +
-===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. ​   * 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.
  
   * Paladins of the Throne tend to fall into two camps. ​   * Paladins of the Throne tend to fall into two camps. ​
   * Some have a symbolic amulet, whilst others lug a literal throne around with them.    * 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.  +  * 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.  
-  * When traded away or stolen it nevertheless seems to find its way back to the paladin ​in relatively short order.+  * 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. 
 + 
 +====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 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.  
 + 
 +===Might=== 
 +  * Gain 2 Might. 
 + 
 +====Lv3==== 
 +===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. 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=== ===Icon Attunement===
 +//Pre-req: Icon//
   * Your icon gives you a limited ability to scry.    * 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.   * 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. ​
 +
 +===Might===
 +  * Gain 2 Might.
 +
 +====Lv4====
 +
 +===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. ​
 +
 +===Might===
 +  * Gain 2 Might.
 +
 +====Lv5====
  
 ===Echoes of Self=== ===Echoes of Self===
-  ​* For one encounter per adventure you gain an almost perfect comprehension of the battlefield.  +//Pre-req: Icon Attunement//​ 
-  * By advising two allies about the likely flow of battle, you can either double their base number ​of dodges or their base weapon calls.+  ​* For one encounter per adventure ​your mind blazes with righteous knowledge and you gain an almost perfect comprehension of the battlefield.  
 +  * Call TIME FREEZE. 
 +  * 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 mayonce 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.1505863980.txt.gz · Last modified: 2017/09/19 23:33 (external edit)