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
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.
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.
Lv.2
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.
Lv.3
Torch's Embrace
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.
Icon Attunement
Pre-req: Icon
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.
Lv.4
Help the Helpless
While you are no more than 5m from an ally who is bleeding out;
And you are actively fighting to defend them:
This counts as medical roleplay for you with the ally as your patient.
Lv.5
Echoes of Self
Pre-req: Icon Attunement
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 a Might.
torch.1507139817.txt.gz · Last modified: 2017/10/04 17:56 by gm_seb