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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.

Class Feature: Might

  • Each Act costs 1 Might to perform.
  • Might is restored between encounters.
  • Each Paladin begins with 2 Might.
  • Your maximum Might can be increased by purchasing the 'Might' Paladin Skill.

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:
  • Call STAGGER 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.

Lv3

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.

Catch me if you can!

  • For the next 10s, so long as you are in motion, you may call DODGE to any blow.
  • You cannot attack or make offensive calls during this time.

Lv4

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.

Moment of Joy

  • Roleplay attempting to cheer someone up.
  • If you are even marginally successful, you may use this Act to call HEAL 1 PSYCHE on the target.
  • 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.
  • Relocate yourself within the encounter.
  • After 10s, call REAPPEARING then MASS STAGGER.

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.
  • 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.
  • In addition, you are IMMUNE to STAGGER.

Lv2

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.

Lv3

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.

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.
  • Your death count continues as normal during this time.

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.

Lv5

Echoes of Self

Pre-req: Icon Attunement

  • For one encounter per adventure:
  • You may call DODGE in response to being struck by ranged weapons.
  • You may call DODGE to avoid the damage component, but not the effect component, of any ranged call.
  • You fly around at incredible speeds on your icon as it floats above the ground, bearing you aloft.
wheel.1506861041.txt.gz · Last modified: 2017/10/01 12:30 by gm_seb