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torch [2017/10/04 17:56]
gm_seb
torch [2018/06/20 22:00]
gm_seb
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   * Each Act costs 1 Might to perform.   * Each Act costs 1 Might to perform.
   * Might is restored between encounters.   * Might is restored between encounters.
-  * Each Paladin begins with Might. ​+  * Each Paladin begins with Might. ​
   * Your maximum Might can be increased by purchasing the '​Might'​ Paladin Skill.   * Your maximum Might can be increased by purchasing the '​Might'​ Paladin Skill.
 +
 +====Class Feature: Affiliation====
 +  * As a starting level Torch Paladin, gain the [[:​general_skills#​affiliate|Affiliate]] skill for your Order for free. 
  
 =====Acts===== =====Acts=====
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 ===Piercing Gaze=== ===Piercing Gaze===
   * Your gaze pierces the guilty. ​   * Your gaze pierces the guilty. ​
-  * You may call FEAR at someone whose eyes you meet.+  * You may call FEAR at a target ​you can see. 
 +  * You may make this FEAR call without interrupting your medical roleplay
  
 ===Guiding Light=== ===Guiding Light===
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 ===Burning Blade=== ===Burning Blade===
   * Your blade begins to flicker with unearthly flame. ​   * Your blade begins to flicker with unearthly flame. ​
-  * You may call WOUND on your next blow+  * You may call WOUND by melee
  
 ===One with Flame=== ===One with Flame===
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   * Alternatively,​ at GM discretion, to resist the ill-effects from exposure to a mundane source of flame: e.g. a burning building. ​   * Alternatively,​ at GM discretion, to resist the ill-effects from exposure to a mundane source of flame: e.g. a burning building. ​
  
-===Stoke the Flames=== +===Dramatic Rescue=== 
-  * You burn away the doubt from your own or another'​s mind+  * Pick an ally you can see who is under attack ​or bleeding out
-  * For the rest of the encounter ​the target ​will act on their current conviction without distraction or doubt. Whilst doing so they are IMMUNE to FEAR.+  * You may use this Act: 
 +  * Call AGILITY,  
 +  * You must use this to relocate yourself next to the target ​as best you are able
 ====Lv.3==== ====Lv.3====
 +
 +===Burning Conviction===
 +  * You may fire your allies with the conviction of the Torch. ​
 +  * Call HEAL 3 by melee to someone other than yourself. ​  
  
 ===Phoenix=== ===Phoenix===
-  * You may use this Act when you are 10s into your death count.  +  * Once per encounter: you may use this Act when you are on your death count. 
-  * Call FIGHT ON! on yourself+  * Call HEAL 6 on yourself. ​
- +
-===Immolation=== +
-  * You can burn your life essence rather than succumb to weakness. +
-  * You may use this act reactively to do the following:​ +
-  * Take a DOUBLE to gain a MENTAL RESIST.+
  
 ====Lv.4==== ====Lv.4====
  
-===Dazzling Radiance=== +===Blazing Banishment=== 
-  * You hold out an open hand. A beam of sacred light shines forth, dazzling them+  * You hold out an open hand. A beam of sacred light shines forth. 
-  * Call STUN.+  * Call [[:​nonstandardcalls#​ARC|ARC]] REPEL
   * Alternatively,​ at GM discretion, this ability can be used to fully illuminate an area or allow everyone in the encounter to see properly. ​   * Alternatively,​ at GM discretion, this ability can be used to fully illuminate an area or allow everyone in the encounter to see properly. ​
  
-===Firestorm=== +===Immolation=== 
-  * Call [[:​nonstandardcalls#​MASS_X|MASS]] DOUBLE.  ​+  * You can burn your life essence rather than succumb to weakness. 
 +  * You may use this act reactively to do the following:​ 
 +  * Take a TRIPLE to gain a RESIST.
  
 ====Lv.5==== ====Lv.5====
  
-===Acceptance===+===Firestorm=== 
 +  * Concentrate for 5s, you may then use this Act: 
 +  * Call MASS DOUBLE. ​  
 + 
 +===No Further!=== 
 +  * Concentrate for 3s as you plant both feet in the ground, you may then use this Act: 
 +  * So long as you do not move your feet: 
 +       * You may call REPEL by melee.  
 +       * Call IMMUNE to any effect that would force you to move. 
 +  * Moving your feet ends the effect of this Act. 
 +  * Making any other call (except RESIST or VOID or IMMUNE) ends the effect of this Act.   
  
-  * You must accept a painful truth about the situation you are facing to use this Act. 
-  * In combat: "we are going to lose this fight." ​ 
-  * Call HEAL 6 on yourself. ​ 
-  * In conversation:​ "I cannot convince this person of what is right." ​ 
-  * Gain 1 psyche. ​ 
  
-===Light Eternal=== 
-  * Concentrate for 10s.  
-  * Call LIGHT ETERNAL. ​ 
-  * As long as you remain alive and fighting, none of your allies may fall below one hit. 
-  * If this ceases to be the case, call LIGHT ETERNAL DOWN.  
-  * Only one person may have LIGHT ETERNAL active in an encounter. ​ 
-  * If someone else calls LIGHT ETERNAL, call LIGHT ETERNAL DOWN.  
  
 =====Skills===== =====Skills=====
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   * 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 Torch typically carry some form of light source as their icon.    * Paladins of the Torch typically carry some form of light source as their icon. 
   * This light will never go out.   * This light will never go out.
   * When carrying this icon, the paladin is IMMUNE to FEAR.    * When carrying this icon, the paladin is IMMUNE to FEAR. 
 +
 +===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. ​
 +
 +
 ====Lv.2==== ====Lv.2====
 +===Witness===
 +//Pre-req: Icon//
 +  * You can use your Icon to draw your Muse's attention more closely.
 +  * Once per adventure, you may call THE TORCH IS WATCHING. ​
 +  * For the rest of the encounter, your Muse will be observing what takes place and judging your actions accordingly.
 +
 ===Holy Intent (Downtime)=== ===Holy Intent (Downtime)===
   * You may ceremonially declare a goal that you are pursuing. ​   * You may ceremonially declare a goal that you are pursuing. ​
-  * Once per encounter, when in pursuit of your goal, you may call FIGHT ON! on yourself or a member of your party.+  * Once per encounter, when in pursuit of your goal, you may call HEAL 4 on yourself or a member of your party.
   * Furthermore,​ word will quickly spread through Rastaban that this declaration has been made and that you made it.    * Furthermore,​ word will quickly spread through Rastaban that this declaration has been made and that you made it. 
   * You may also receive other effects at GM discretion. ​   * You may also receive other effects at GM discretion. ​
   * You may only have one Holy Intent. ​   * You may only have one Holy Intent. ​
   * Performing this ceremony again can end the declaration or re-target it.    * Performing this ceremony again can end the declaration or re-target it. 
 +
 +===Might===
 +  * Gain 2 Might.
 ====Lv.3==== ====Lv.3====
-===Torch'​s ​Embrace===+===Embrace===
   * Once per adventure may perform a great feat within your Muse's purview.   * Once per adventure may perform a great feat within your Muse's purview.
-  * For example, you may guide another to acceptance of a difficult truth, permanently banish a source of metaphysical darkness, or protect those who are weaker or more vulnerable than you.+  * For example, you may guide another to acceptance of a difficult truth, permanently banish a source of metaphysical darkness, or protect those who are weaker or more vulnerable than you. Consult a GM.  
 +  * There are also two standard combat applications of this feat that you may use without GM consultation:​ 
 +  * Call [[:​nonstandardcalls#​PARTY|PARTY]] HEAL 4. 
 +  * Gain a WOUND by melee against each monster physrep in the encounter.  
 + 
 +  * Alternatively,​ you may use this ability once ever to retire your character.  
 +  * Call a TIME FREEZE. 
 +  * Your body is consumed in flame, in an act of ritual sacrifice.  
 +  * 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 being fully healed and gaining defensive calls. 
 +  * Your Muse will be watching what follows
  
 ===Icon Attunement=== ===Icon Attunement===
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   * You will learn of something that this person fears.   * You will learn of something that this person fears.
   * Further information may be provided at GM discretion. ​   * Further information may be provided at GM discretion. ​
 +  * In addition, once per adventure, you may regain all your lost Might. Roleplay this accordingly.
 +
 +===Might===
 +  * Gain 2 Might.
  
 ====Lv.4==== ====Lv.4====
 ===Help the Helpless=== ===Help the Helpless===
  
-  * While you are no more than 5m from an ally who is bleeding out;+  * While you are within sword reach of an ally who is bleeding out;
   * And you are actively fighting to defend them:   * And you are actively fighting to defend them:
-       * This counts as [[:supplementary_rules#​medical_roleplay|medical roleplay]] for you with the ally as your patient. ​+       * This counts as [[:corerules#​medical_roleplay|medical roleplay]] for you with the ally as your patient.  
 +       * Medical roleplay takes twice as long to perform when delivered in this way.  
 + 
 +===Might=== 
 +  * Gain 2 Might.
  
 ====Lv.5==== ====Lv.5====
 ===Echoes of Self=== ===Echoes of Self===
 //Pre-req: Icon Attunement//​ //Pre-req: Icon Attunement//​
-  * For one encounter per adventure, your icon bursts into flames as your heart blossoms with conviction.  +  * For one encounter per adventure, your icon bursts into flames as your heart blossoms with conviction. ​  
-  * The first three times you heal an ally on 0 hits (either through FIGHT ON or the  ​HEAL call)gain Might+  * Whenever ​you are on 0 hits, you may lose 2 maximum hit points to call HEAL 10 on yourself. 
 +  * You may not fall below 0 maximum hits in this way. 
 +  * At the end of the encounter, your maximum hits return to normal.  
 + 
 +===Personal Vow=== 
 +  * You mayonce ever, make 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.
torch.txt · Last modified: 2018/06/20 22:00 by gm_seb