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