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torch [2017/11/22 23:26] gm_seb |
torch [2018/06/20 22:00] (current) 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 4 Might. | + | * Each Paladin begins with 3 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==== | ====Class Feature: Affiliation==== | ||
- | * Gain the [[:general_skills#affiliate|Affiliate]] skill for your Order. | + | * As a starting level Torch Paladin, gain the [[:general_skills#affiliate|Affiliate]] skill for your Order for free. |
=====Acts===== | =====Acts===== | ||
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* Your gaze pierces the guilty. | * Your gaze pierces the guilty. | ||
* You may call FEAR at a target you can see. | * 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 Conviction=== | ===Burning Conviction=== | ||
* You may fire your allies with the conviction of the Torch. | * You may fire your allies with the conviction of the Torch. | ||
- | * Call SNAP OUT OF IT on a target within 1m. | + | * Call HEAL 3 by melee to someone other than yourself. |
- | * This call ends any ongoing effect calls on the target. | + | |
===Phoenix=== | ===Phoenix=== | ||
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* You can burn your life essence rather than succumb to weakness. | * You can burn your life essence rather than succumb to weakness. | ||
* You may use this act reactively to do the following: | * You may use this act reactively to do the following: | ||
- | * Take a DOUBLE to gain a MENTAL RESIST. | + | * Take a TRIPLE to gain a RESIST. |
====Lv.5==== | ====Lv.5==== | ||
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* You may call REPEL by melee. | * You may call REPEL by melee. | ||
* Call IMMUNE to any effect that would force you to move. | * Call IMMUNE to any effect that would force you to move. | ||
- | * Moving your feet ends the effect of this Act. | + | * 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. | ||
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* There are also two standard combat applications of this feat that you may use without GM consultation: | * There are also two standard combat applications of this feat that you may use without GM consultation: | ||
* Call [[:nonstandardcalls#PARTY|PARTY]] HEAL 4. | * Call [[:nonstandardcalls#PARTY|PARTY]] HEAL 4. | ||
- | * Gain a WOUND 20 by melee against each enemy in the encounter. | + | * Gain a WOUND by melee against each monster physrep in the encounter. |
* Alternatively, you may use this ability once ever to retire your character. | * Alternatively, you may use this ability once ever to retire your character. | ||
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===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 [[:corerules#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=== | ===Might=== |