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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.

Class Feature: Might

  • Each Act costs 1 Might to perform.
  • Might is restored between encounters.
  • Each Paladin begins with 2 Might.
  • Your maximum Might can be increased by purchasing the 'Might' Paladin Skill.

Acts

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

Lv1

Expeditious Retreat

  • A good general knows when to leave a fight.
  • While running away, you may use this act to call STUN on any enemy attacking you or your allies.

Small Unit Tactics

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

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.

Lv2

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.

Sacrifice the Pawn

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

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.

Lv3

Aura of Righteous Authority

  • You may call FEAR.

Group On Me!

  • Call GROUP ON ME!.
  • Any allies who hear your call and who move directly to where you are may call DODGE to any melee blow until they take until they are within 5ft of you.

Lv4

Treacherous Strike

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

Golden Handshake

  • Nominate an ichorwerk potion that delivers a CURSE by flask or ingestion.
  • That potion is used up.
  • You may deliver that CURSE by shaking hands with a target instead.

Lv5

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

Lv1

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.
  • While in possession of this icon, you are IMMUNE to REPEL.

Lv2

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.

Lv3

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.

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.

Lv4

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.

Lv5

Echoes of Self

Pre-req: Icon Attunement

  • 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.1507139291.txt.gz · Last modified: 2017/10/04 17:48 by gm_seb