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Torch

Class Feature: Initiate's Vow

  • When you join the cult of an Imperial Muse, you swear a vow.
  • As a Paladin of the Torch, pick one vow from below:
  • I will never choose what is easy over what is right.
  • I will never tell a lie.
  • I will never leave the helpless unprotected.
  • 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

Piercing Gaze

  • Your gaze pierces the guilty.
  • You may call a FEAR at someone whose eyes you meet.

Stoke the Flames of Obsession

  • You burn away the doubt from your own or another's mind.
  • 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.

Light of Truth

  • Your form strikes awe into those who behold you, burning away falsehood with its awful glory.
  • You may call LIGHT OF TRUTH.
  • For the rest of the encounter anyone who can see your form cannot knowingly lie.

Burning Blade

  • Your blade begins to flicker with unearthly flame.
  • You may call WEAKEN on your next blow.

One with Flame

  • You can absorb fire, redirecting it to your whims.
  • You may use this act reactively to do the following:
  • RESIST a BLAST, calling HEAL 6 on yourself instead.
  • Alternatively, at GM discretion, to resist the ill-effects from exposure to a mundane source of flame: e.g. a burning building.

Immolation

  • You can burn your life essence rather than succumb to weakness.
  • You may use this act reactively to do the following:
  • Take a QUAD THROUGH to call RESIST against a mental effect.

Ever-Watchful Eye

  • A burning eye appears on your forehead.
  • Nominate a target you can see. Call 'I'M KEEPING AN EYE ON YOU'.
  • You become aware if the target is ever in great danger, or is endangering others.
  • With this awareness, you and you alone can see a blazing beacon in their direction.
  • Using this Act again nominates a new target or dismisses the Eye.

Catching Fire

  • Call KEEP LOOKING AT ME on a target, who must do so as long as you remain talking to them, until such a time as they are interrupted by another.
  • Alternatively, at GM discretion, you may use this act to give rousing speeches which fire people with courage and conviction.

Guiding Light

  • Your eyes fill with torchlight. Your way ahead is clear.
  • You may use this act when you are unclear of what to do next.
  • The Torch will provide some form of guidance at GM discretion.

Dazzling Radiance

  • You hold out an open hand. A beam of sacred light shines forth, dazzling them.
  • Call REND 5.
  • Alternatively, at GM discretion, this ability can be used to fully illuminate an area or allow everyone in the encounter to see properly.

Embers Rekindled

  • Call FIGHT ON!

Phoenix

  • You may use this act when you are 10s into your death count.
  • Call FIGHT ON! on yourself.

Firestorm

  • Call MASS DOUBLE.

Acceptance

  • You accept a painful truth about the situation you are facing.
  • In combat: “we are going to lose this fight.”
  • You are strengthened for the next 30s.
  • In conversation: “I cannot convince this person of what is right.”
  • You 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.

Skills

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.

Stoicism

  • You have trained your mind to stay strong in the face of overwhelming stimuli.
  • Generally, you have a much easier time of avoiding temptations or enticements.
  • Once per encounter, you may call RESIST to mental effects.

Burning Soul

  • You are a flame which will not be extinguished.
  • For the purposes of healing, treat all afflictions of the soul you receive as one potency less than they are.

Root out the Corruption

  • You may guide others in cleansing their minds of corruption allowing you to treat strong afflictions of the soul between encounters.
  • Gain 1 psyche hit.
  • As a downtime action, you may use this ability to heal others of a severe affliction of the soul.

Vigilance

  • You are ever-vigilant for the next catastrophe.
  • Gain a DODGE.
  • In addition, you can sense when your party is in danger.
  • To represent this, your party members may call your name loudly when they bleeding out to draw your attention to them.

Help the Helpless

  • While you are 5m from an ally who is helpless;
  • And you are actively fighting to defend them:
  • You are strengthened.

Holy Intent (Downtime)

  • 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.
  • 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 only have one Holy Intent.
  • Performing this ceremony again can end the declaration or re-target it.

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 torch typically carry some form of light source as their icon.
  • This light will never go out.
  • When carrying this icon, the paladin is IMMUNE to FEAR.

Icon Attunement

  • Your icon gives you a limited ability to gauge the conviction of others.
  • Twice per adventure, you may cast the light of your icon over another.
  • You will learn of something that this person fears.
  • Further information may be provided at GM discretion.

Echoes of Self

  • For one encounter per adventure, your icon bursts into flames as your heart blossoms with conviction.
  • While fighting for something you believe in, you may spend 2 psyche to gain an extra Might.
torch.1505864006.txt.gz · Last modified: 2017/09/19 23:33 by gm_matthew