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Wheel

Class Feature: Initiate's Vow

  • 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.

Acts

Effortless Evasion

  • Gain a DODGE.
  • You may use this act reactively.

Charge!

  • At the end of a uninterrupted charge of at least 5m, you may call DAMAGE+2 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

  • Few can keep up with your gait.
  • If you are ever more than 5m away from all enemies you may call DISAPPEARING.
  • You have left the encounter at unmatched speed.

Greater leap

  • You leap into the air.
  • Call DISAPPEARING.
  • Relocate yourself within the encounter.
  • After 30s, call REAPPEARING then MASS (DAMAGE+2) STAGGER.

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.

Dance!

  • Call an ARCED REPEL.

Moment of Joy

  • Roleplay attempting to cheer someone up.
  • If you are even marginally successful, you may call HEAL 1 PSYCHE.
  • You can only do this once per person per encounter.

Skills

Survivalist

  • You are at home in the wilderness.
  • You may track people through wilderness environments, do not suffer deprivation penalties, you may also ask the GM for useful information on common threats such a region has.
  • Gain a DODGE when in such a region.
  • This functions in normal wilderness but is likely to fail in the deep forest or other extreme environments.

Master Survivalist

  • You may treat the deep forest and other extreme environments such as tundras or desert as favourable terrain.
  • This grants you full use of your survivalist skills whilst in those environments.

Guide

  • As long as you have a Survivalist skill sufficient to cover the terrain you’re travelling in, the whole party gains a DODGE.
  • For you, this is in addition to the one you get from Survivalist.

Edificier

  • You are a skilled climber.
  • The effects of this are at GM discretion, but it’s very useful for breaking and entering.

Mule's Burden

  • 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

  • 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

  • Your party's travel speed is boosted by your presence.
  • A day's journey tends to take a few hours.

Wheel's 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.

Sure footed

  • You are immune to STAGGER.

Planeswalker

  • You may count any of the four planes or the realm of dreams as favoured terrain for your survivalist skills.

Road Warden

  • While travelling on roads:
  • Once per encounter you and your party gain a ranged STAGGER.

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.

Dodge the Sky

  • You may call DODGE in response to being struck by any arrows or ranged weapons.
  • You may call DODGE to avoid the damage component, but not the effect component, of any ranged call.

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.
  • 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.

Icon Attunement

  • 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.

Echoes of Self

  • For one encounter per adventure you may call DISAPPEARING every 10s.
  • You fly around at incredible speeds on your icon as it floats above the ground, bearing you aloft.
wheel.1505863991.txt.gz · Last modified: 2017/09/19 23:33 by gm_matthew