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torch
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torch
This is an old revision of the document!
Table of Contents
Torch
Class Feature: Initiate's Vow
Acts
Skills
Icon
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
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