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torch [2017/09/19 23:33]
gm_matthew created
torch [2018/06/20 22:00] (current)
gm_seb
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-======Torch====== 
  
-{{gdraw>​1nJE4w-WvDHwVLj2ZGKBJMlso26q9FdeXnwY2igMujLs width=1000 center}}+ 
 +======Torch======
  
 ====Class Feature: Initiate'​s Vow==== ====Class Feature: Initiate'​s Vow====
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   * You will lose all your Might for the adventure. ​   * You will lose all your Might for the adventure. ​
  
-====Acts====+====Class Feature: Might===== 
 + 
 +  * Each Act costs 1 Might to perform. 
 +  * Might is restored between encounters. 
 +  * Each Paladin begins with 3 Might.  
 +  * 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====
 +  * You must purchase Acts with XP as you would normal skills. 
 +====Lv.1==== 
 +===Embers Rekindled=== 
 +  * Call FIGHT ON!  
 ===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
  
-===Stoke the Flames of Obsession=== +===Guiding Light=== 
-  * You burn away the doubt from your own or another'​s mind+  * Your eyes fill with torchlight. Your way ahead is clear
-  * 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 when you are unclear of what to do next. 
 +  * The Torch will provide some form of guidance at GM discretion
  
-===Light of Truth=== +====Lv.2====
-  * 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=== ===Burning Blade===
   * Your blade begins to flicker with unearthly flame. ​   * Your blade begins to flicker with unearthly flame. ​
-  * You may call WEAKEN on your next blow.+  * You may call WOUND by melee
  
 ===One with Flame=== ===One with Flame===
-  * You can absorb fire, redirecting it to your whims. ​+  * You can absorb fire and force, redirecting it to your whims. ​
   * You may use this act reactively to do the following:   * You may use this act reactively to do the following:
   * RESIST a BLAST, calling HEAL 6 on yourself instead. ​   * 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. ​   * Alternatively,​ at GM discretion, to resist the ill-effects from exposure to a mundane source of flame: e.g. a burning building. ​
  
-===Immolation=== +===Dramatic Rescue=== 
-  * You can burn your life essence rather than succumb to weakness+  * Pick an ally you can see who is under attack or bleeding out
-  * You may use this act reactively to do the following+  * You may use this Act
-  * Take a QUAD THROUGH ​to call RESIST against a mental effect.+  * Call AGILITY,  
 +  * You must use this to relocate yourself next to the target as best you are able 
 +====Lv.3====
  
-===Ever-Watchful Eye=== +===Burning Conviction=== 
-  * A burning eye appears on your forehead+  * You may fire your allies with the conviction of the Torch.  
-  * Nominate a target you can see. Call '​I'​M KEEPING AN EYE ON YOU'.  +  * Call HEAL 3 by melee to someone other than yourself  ​
-  * 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===+===Phoenix=== 
 +  * Once per encounter: you may use this Act when you are on your death count. 
 +  * Call HEAL 6 on yourself. ​
  
-  * 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.  +====Lv.4====
-  * Alternatively,​ at GM discretion, you may use this act to give rousing speeches which fire people with courage and conviction+
  
-===Guiding Light=== +===Blazing Banishment=== 
-  * Your eyes fill with torchlight. Your way ahead is clear. +  * You hold out an open hand. A beam of sacred light shines forth. 
-  * You may use this act when you are unclear of what to do next. +  * Call [[:​nonstandardcalls#​ARC|ARC]] REPEL
-  * 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. ​   * 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=== +===Immolation=== 
-  * Call FIGHT ON!  +  * 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.
  
-===Phoenix=== +====Lv.5====
-  * You may use this act when you are 10s into your death count.  +
-  * Call FIGHT ON! on yourself.+
  
 ===Firestorm=== ===Firestorm===
 +  * Concentrate for 5s, you may then use this Act:
   * Call MASS DOUBLE.  ​   * Call MASS DOUBLE.  ​
  
-===Acceptance===+===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 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====+=====Skills====
 +====Lv.1==== 
 +===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. 
 +  * 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. 
 +  * If either occurs, they will likely find their way back to the paladin, restored, after a couple of encounters.
  
-===Just Hear Me Out=== +  ​Paladins of the Torch typically carry some form of light source as their icon.  
-  ​Your voice carries authority.  +  * This light will never go out
-  * 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.  +  * When carrying this iconthe paladin is IMMUNE ​to FEAR
-  * If you dointelligent creatures will always listen ​to the end before initiating combat.+
  
-===Stoicism===+===Sense Devotion===
  
-  * You have trained your mind to stay strong in the face of overwhelming stimuli+  * You may sense other paladins or Muses.  
-  * Generally, you have much easier time of avoiding temptations or enticements.  +  * In addition, you can tell whether ​paladin you meet is following the same path as you.  
-  * Once per encounter, you may call RESIST to mental effects+  * At GM discretion, you can sense significant acts which have taken place recently in the vicinity
  
-===Burning Soul=== 
  
-  * You are a flame which will not be extinguished.  +====Lv.2==== 
-  * For the purposes of healing, treat all afflictions of the soul you receive as one potency less than they are. +===Witness=== 
- +//Pre-req: Icon// 
-===Root out the Corruption=== +  * You can use your Icon to draw your Muse'​s ​attention ​more closely
- +  * Once per adventure, ​you may call THE TORCH IS WATCHING. ​ 
-  * You may guide others in cleansing their minds of corruption allowing you to treat strong afflictions of the soul between encounters.  +  * For the rest of the encounter, your Muse will be observing what takes place and judging your actions accordingly.
-  * 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)=== ===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. ​
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   * Performing this ceremony again can end the declaration or re-target it.    * Performing this ceremony again can end the declaration or re-target it. 
  
-====Icon==== +===Might=== 
-  * You have made an icon to the Muse you follow.  +  * Gain 2 Might. 
-  * Twice per adventure ​you may use this to attempt to divine the Muse'​s ​opinion on a matter+====Lv.3==== 
-  * The responsesif they arrive ​are generally cryptic+===Embrace=== 
-  * Icons are hard to lose or break+  * Once per adventure may perform a great feat within your Muse'​s ​purview
-  * If either occurs, they will likely find there way back to the paladin, restored, after a couple of encounters.+  * For exampleyou 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
  
-  * Paladins of the torch typically carry some form of light source as their icon.  +  * Alternatively,​ you may use this ability once ever to retire your character.  
-  * This light will never go out+  * Call a TIME FREEZE
-  * When carrying this icon, the paladin is IMMUNE to FEAR+  * Your body is consumed in flame, in an act of ritual sacrifice.  
 +  * What follows next will depend upon your relationship with your Museand 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===
 +//Pre-req: Icon//
   * Your icon gives you a limited ability to gauge the conviction of others. ​   * 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. ​   * Twice per adventure, you may cast the light of your icon over another. ​
   * 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====
 +===Help the Helpless===
 +
 +  * While you are within sword reach of an ally who is bleeding out;
 +  * And you are actively fighting to defend them:
 +       * 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====
 ===Echoes of Self=== ===Echoes of Self===
-  ​* For one encounter per adventure, your icon bursts into flames as your heart blossoms with conviction.  +//Pre-req: Icon Attunement//​ 
-  * While fighting for something ​you believe in, you may spend psyche ​to gain an extra Might+  ​* For one encounter per adventure, your icon bursts into flames as your heart blossoms with conviction. ​  
 +  * Whenever ​you are on 0 hits, you may lose 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 may, once 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.
torch.1505864006.txt.gz · Last modified: 2017/09/19 23:33 by gm_matthew