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wheel [2017/09/19 23:33]
gm_matthew created
wheel [2018/08/01 20:12]
gm_seb
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 ======Wheel====== ======Wheel======
-{{gdraw>​1nJE4w-WvDHwVLj2ZGKBJMlso26q9FdeXnwY2igMujLs width=1000 center}}+
  
 ====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==== 
 +  * Starting level Wheel Paladins [[:​general_skills#​affiliate|Affiliate]] skill for their Order for free.  
 + 
 +=====Acts===== 
 +  * You must purchase Acts with XP as you would normal skills. 
 +====Lv1====
 ===Effortless Evasion=== ===Effortless Evasion===
   * Gain a DODGE.   * Gain a DODGE.
-  * You may use this act reactively. ​+  * You may use this act reactively ​(i.e. in response to someone making a melee call against you)
  
 ===Charge!=== ===Charge!===
-  * At the end of a uninterrupted charge of at least 5m, you may call DAMAGE+2 ​STAGGER at the target of your charge.  +  * At the end of a uninterrupted charge of at least 5m, you may call STAGGER ​at the target of your charge. ​
- +
-===Catch me if you can!=== +
-  * Gain an AGILITY. ​  +
- +
-===Will Unbound=== +
-  * You may call MOVE FREELY while under any ongoing effect.  +
-  * You can move as normal but continue to be under any other element of the effect. ​  +
- +
-===Chains unbound=== +
-  * You may shout MOVE FREELY at an ally under an ongoing effect.  +
-  * They can then move again but continue to be under any other elements of the effect.+
  
 ===Flight of the Hare=== ===Flight of the Hare===
   * Few can keep up with your gait.    * Few can keep up with your gait. 
-  * If you are ever more than 5m away from all enemies you may call DISAPPEARING. +  * If you are ever more than 5m away from all enemiesyou can use this Act: 
-  * You have left the encounter ​at unmatched speed+  * 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
  
-===Greater leap=== +===Leap of Faith=== 
-  * You leap into the air.  +  * Whenever you DODGE a call, you may use this Act: 
-  * Call DISAPPEARING.  +  * Call DISAPPEARING. 
-  * Relocate ​yourself within the encounter.  +  * You have 5s to relocate ​yourself within the encounter.  
-  * After 30scall REAPPEARING then MASS (DAMAGE+2) STAGGER.+  * At GM discretionyou may also use this Act to leap a great distance, e.g. over a roaring river or chasm.
  
 ===Unfettered Path=== ===Unfettered Path===
   * You may phase through a solid obstacle in your 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.    * 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. ​
  
-===Dance!=== +===Catch me if you can!== 
- +  * Call AGILITY.  
-  * Call an ARCED REPEL+====Lv4==== 
 +===Chains Unbound=== 
 +  * Give a party member ​an AGILITY. 
 +  * They may use this AGILITY even when bleeding out, to relocate themselves
  
 ===Moment of Joy=== ===Moment of Joy===
  
   * Roleplay attempting to cheer someone up.    * Roleplay attempting to cheer someone up. 
-  * If you are even marginally successful, you may call HEAL 1 PSYCHE.+  * 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. ​   * You can only do this once per person per encounter. ​
 +====Lv5====
 +===Dance!===
  
-====Skills==== +  * Call a MASS REPEL. ​
-{{section>​genericskills#​Survivalist&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}} +
-{{section>​genericskills#​master survivalist&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}} +
-{{section>​genericskills#​Guide&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}} +
-{{section>​genericskills#​edificier&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}}+
  
 +===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.
  
-===Mule's Burden=== +=====Skills=====
-  * You may carry extraordinary amounts without it slowing you down.  +
-  * You may carry as much as a horse and cart without suffering any penalty.+
  
-===Migration=== +====Lv1====
-  * You may speed the travel of much larger groups. +
-  * This allows a party up to the size of a large village to travel much faster and far longer. ​+
  
-===Speed travel=== +===Icon===
-  * Your party'​s travel speed is boosted by your presence.  +
-  * A day's journey tends to take a few hours.+
  
-===Wheel'​s Embrace=== +  * You have made an icon to the Muse you follow. ​ 
-  * Once per adventure may perform a great feat within your Muse'​s ​purview+  * Twice per adventure ​you may use this to attempt to divine the Muse'​s ​opinion on a matter
-  * For example, you may teleport ​your party from one location ​to another within 30 miles you have been before+  * 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
  
-===Sure footed=== +  * Some Wheel Paladins have a small wheel-shaped amulet, whilst others have a full sized wheel which trundles along behind them.  
-  * You are immune ​to STAGGER.+  * 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. ​
  
-===Planeswalker===+===Sense Devotion===
  
-  * You may count any of the four planes ​or the realm of dreams ​as favoured terrain for your survivalist skills+  * 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
  
-===Road Warden===+====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.
  
-  * While travelling on roads: +===There ​and Back Again (Downtime)===
-  * Once per encounter you and your party gain a ranged STAGGER. ​+
  
-===Ignore ​the Well-Trodden Path===+  * 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.  ​
  
-  * 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. ​ +===Might=== 
-  * Blockages or obstructions on the road will halt your progress prematurely+  * Gain 2 Might.
  
-===Dodge the Sky=== +====Lv3=== 
-  * You may call DODGE in response to being struck by any arrows or ranged weapons+===Embrace=== 
-  * You may call DODGE to avoid the damage component, but not the effect componentof any ranged ​call. +  * 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 encounteras 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
  
  
-====Icon====+  * 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. ​
  
-  ​You have made an icon to the Muse you follow.  +===Icon Attunement=== 
-  Twice per adventure ​you may use this to attempt to divine the Muse's opinion on a matter. +//Pre-req: Icon// 
-  * The responses, if they arrive are generally cryptic. +  ​When reduced ​to 0 hits, you may call DISAPPEARING and relocate yourself at will within ​the encounter before calling APPEARING
-  Icons are hard to lose or break+      MASS calls do not affect ​you during ​this time.   
-  * If either occursthey will likely find there way back to the paladinrestored, after a couple of encounters+      Your death count continues as normal during this time
 +  * In additiononce per adventureyou may regain all your lost Might. Roleplay this accordingly
  
-  * Some Wheel Paladins have a small wheel-shaped amulet, whilst others have a full sized wheel which trundles along behind them.  +===Might=== 
-  * 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.+  * Gain 2 Might.
  
-===Icon Attunement=== +====Lv4==== 
-  * When reduced ​to 0 hits, you may call DISAPPEARING and relocate yourself at will within ​the encounter before calling APPEARING.  + 
-  * Your death count continues as normal during this time+===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=== ===Echoes of Self===
-  ​* For one encounter per adventure ​you may call DISAPPEARING every 10s+//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. ​   * 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