When you join the cult of an Imperial Muse, you swear a vow.
As a Paladin of the Wheel, pick one vow from below:
I will always accept the call to adventure.
I will always ask any question I want the answer to.
I will always choose action over inaction.
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.
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
Starting level Wheel Paladins Affiliate skill for their Order for free.
Acts
You must purchase Acts with XP as you would normal skills.
Lv1
Effortless Evasion
Gain a DODGE.
You may use this act reactively (i.e. in response to someone making a melee call against you).
Charge!
At the end of a uninterrupted charge of at least 5m, you may call STAGGER 5 at the target of your charge.
Flight of the Hare
Few can keep up with your gait.
If you are ever more than 5m away from all enemies, you can use this Act:
Call DISAPPEARING. You have left the encounter.
Lv2
I am Rubber, You are Glue
Whenever you DODGE a call, you may use this Act:
Make that call against the target who made the call against you.
Leap of Faith
Whenever you DODGE a call, you may use this Act:
Call DISAPPEARING.
You have 5s to relocate yourself within the encounter.
At GM discretion, you may also use this Act to leap a great distance, e.g. over a roaring river or chasm.
Unfettered Path
You may phase through a solid obstacle in your path.
You may spend additional might at a rate of one per ally to bring them along with you.
Alternatively, you may use this ability to perform a feat of great acrobatics or agility; e.g. running on water, extreme parkour, balancing and moving on things which could not take your weight, avoiding all damage from falling.
Lv3
Will Unbound
You may use this Act while under any ongoing effect call.
Call 'MOVE FREELY'.
You can now move your legs as normal.
You continue to be under any other element of the effect.
This doesn't work with Stealth.
Catch me if you can!
Call AGILITY.
Lv4
Chains Unbound
Give a party member an AGILITY.
They may use this AGILITY even when bleeding out, to relocate themselves.
Moment of Joy
Roleplay attempting to cheer someone up.
If you are even marginally successful, you may use this Act:
For the rest of the encounter, they may choose to ignore any negative effects of an Affliction they are under.
This does not cure the Affliction.
You can only do this once per person per encounter.
Lv5
Dance!
Call a MASS REPEL.
Touch the Sky
Concentrate for 10s.
You leap into the air.
Call DISAPPEARING.
You have up to 10s to relocate yourself in the encounter.
When you appear, call MASS STAGGER 5.
Skills
Lv1
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.
Some Wheel Paladins have a small wheel-shaped amulet, whilst others have a full sized wheel which trundles along behind them.
As long as the wheel is intact and in the Paladin's possession, they may sense other nearby beings on any road they are on.
In addition, you are IMMUNE to STAGGER.
Sense Devotion
You may sense other paladins or Muses.
In addition, you can tell whether a paladin you meet is following the same path as you.
At GM discretion, you can sense significant acts which have taken place recently in the vicinity.
Lv2
Witness
Pre-req: Icon
You can use your Icon to draw your Muse's attention more closely.
Once per adventure, you may call THE WHEEL IS WATCHING.
For the rest of the encounter, your Muse will be observing what takes place and judging your actions accordingly.
There and Back Again (Downtime)
You can visit one place you have travelled to before as a downtime action.
This is possible even if the location would otherwise normally be very difficult to get to.
This journey is exceptionally fast and uncomplicated.
Might
Gain 2 Might.
Lv3
Embrace
Once per adventure may perform a great feat within your Muse's purview.
For example, you may teleport your party from one location to another within 30 miles you have been before. Consult a GM.
There are also two standard combat applications of this feat that you may use without GM consultation:
You can always move both legs freely for the rest of the encounter, as per “Will Unbound”.
Gain one STUN for each monster physrep. You may only make this STUN call against them when you successfully DODGE an attack they make against you.
Alternatively, you may use this ability once ever to retire your character.
Call a TIME FREEZE.
Your form begins to shimmer and blur, vibrating and pulsing at incredible speed.
What follows next will depend upon your relationship with your Muse, and the situation, but you should at the very least expect it will grant you substantial mobility and defensive capabilities.
Your Muse will be watching what follows.
Icon Attunement
Pre-req: Icon
When reduced to 0 hits, you may call DISAPPEARING and relocate yourself at will within the encounter before calling APPEARING.
MASS calls do not affect you during this time.
Your death count continues as normal during this time.
In addition, once per adventure, you may regain all your lost Might. Roleplay this accordingly.
Might
Gain 2 Might.
Lv4
Ignore the Well-Trodden Path
You and your party may instantly move to the end of a road you are travelling on, so long as it is in good condition.
Blockages or obstructions on the road will halt your progress prematurely.
Might
Gain 2 Might.
Lv5
Echoes of Self
Pre-req: Icon Attunement
For one encounter per adventure:
You may use DODGE calls in response to any call,or damage, not just those delivered by melee.
You may make the call you DODGEd back against the person who called it on you.
You fly around at incredible speeds on your icon as it floats above the ground, bearing you aloft.
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.
wheel.txt · Last modified: 2018/08/01 20:12 by gm_seb