skip to content
User Tools
Log In
Site Tools
Search
Tools
Show pagesource
Old revisions
Backlinks
Recent Changes
Media Manager
Sitemap
Log In
>
Recent Changes
Media Manager
Sitemap
Trace:
•
wheel
Sidebar
Introduction
Start
What is LARP?
What is Animus?
Themes & Accessibility
Safety Rules
Social Contract
Setting information
History
Geography
Shaping
Black Ichor
The Congruent Planes
The Forest of Loss
The Blessed
Rastaban
The City of Cities
The Great Houses
The Imperial Muses
The Guilds
A Good Citizen
Festivals & Customs
Crime & Punishment
System information
Core Rules
Standard Calls
Character Creation
Print & Play Characters
General Skills
Favour
Downtime
Available Classes
Paladin
Throne
Wheel
Torch
Rod
Shroud
Plane Weaver
Connection
Perfection
Conflict
Erosion
Ichor Savant
Ichorwerk
Mutations
Shaper
Item Guide
Forest Touched
Supplementary Information
Supplementary Rules
Nonstandard Calls
Afflictions
Epic Skills
Qualities
GM Guide
Character Naming Guide
Ranks in Society
Resources
Character Information
OC Goals
Adventure Summaries
NPC index
Bestiary
Places of Interest
Fanworks
Other
Acknowledgements & Influences
Changelog
Design Blog
Privacy Policy
wheel
This is an old revision of the document!
Table of Contents
Wheel
Class Feature: Initiate's Vow
Class Feature: Might
Acts
Lv1
Lv2
Lv3
Lv4
Lv5
Skills
Lv1
Lv2
Lv3
Lv4
Lv5
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
Page Tools
Show pagesource
Old revisions
Backlinks
Back to top