User Tools

Site Tools


wheel

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
wheel [2017/10/01 12:30]
gm_seb
wheel [2018/08/01 20:12] (current)
gm_seb
Line 20: Line 20:
   * Each Act costs 1 Might to perform.   * Each Act costs 1 Might to perform.
   * Might is restored between encounters.   * Might is restored between encounters.
-  * Each Paladin begins with Might. ​+  * Each Paladin begins with Might. ​
   * Your maximum Might can be increased by purchasing the '​Might'​ Paladin Skill.   * 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===== =====Acts=====
Line 40: Line 43:
 ===I am Rubber, You are Glue=== ===I am Rubber, You are Glue===
   * Whenever you DODGE a call, you may use this Act:   * Whenever you DODGE a call, you may use this Act:
-  * Call STAGGER ​against the target who made the call against you. +  * Make that call against the target who made the call against you. 
  
 ===Leap of Faith=== ===Leap of Faith===
Line 51: Line 54:
   * 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==== ====Lv3====
 ===Will Unbound=== ===Will Unbound===
-  * You may call MOVE FREELY ​while under any ongoing effect.  +  * You may use this Act while under any ongoing effect ​call.  
-  * You can move as normal ​but continue to be under any other element of the effect.  ​+  * 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. ​
  
 ===Catch me if you can!== ===Catch me if you can!==
-  * For the next 10s, so long as you are in motion, you may call DODGE to any blow. +  * Call AGILITY
-  * You cannot attack or make offensive calls during this time.  +
 ====Lv4==== ====Lv4====
 ===Chains Unbound=== ===Chains Unbound===
-  * You may shout MOVE FREELY at an ally under an ongoing effect.  +  * Give a party member ​an AGILITY
-  * They can then move again but continue ​to be under any other elements of the effect.+  * 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 use this Act to call HEAL 1 PSYCHE on the target.+  * 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==== ====Lv5====
Line 79: Line 86:
   * You leap into the air.    * You leap into the air. 
   * Call DISAPPEARING. ​   * Call DISAPPEARING. ​
-  * Relocate ​yourself ​within ​the encounter.  +  * You have up to 10s to relocate ​yourself ​in the encounter. ​  
-  * After 10s, call REAPPEARING then MASS STAGGER.+  * When you appear, call MASS STAGGER ​5.
  
 =====Skills===== =====Skills=====
Line 90: Line 97:
   * You have made an icon to the Muse you follow. ​   * 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.   * 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.+  * 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.   * 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. ​+  * If either occurs, they will likely find their 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.    * 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.   * 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. ​   * In addition, you are IMMUNE to STAGGER. ​
 +
 +===Sense Devotion===
 +
 +  * 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. ​
  
 ====Lv2==== ====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.
 +
 ===There and Back Again (Downtime)=== ===There and Back Again (Downtime)===
  
Line 104: Line 124:
   * This is possible even if the location would otherwise normally be very difficult to get to.   * This is possible even if the location would otherwise normally be very difficult to get to.
   * This journey is exceptionally fast and uncomplicated.  ​   * This journey is exceptionally fast and uncomplicated.  ​
 +
 +===Might===
 +  * Gain 2 Might.
  
 ====Lv3=== ====Lv3===
-===Wheel'​s ​Embrace===+===Embrace===
   * Once per adventure may perform a great feat within your Muse's purview.   * 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.+  * 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 encounter, as 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.  
 + 
 + 
 +  * 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
  
 ===Icon Attunement=== ===Icon Attunement===
 //Pre-req: Icon// //Pre-req: Icon//
-  * When reduced to 0 hits, you may call [[:​nonstandardcalls#​disappearing_and_appearing|DISAPPEARING]] and relocate yourself at will within the encounter before calling ​[[:​nonstandardcalls#​disappearing_and_appearing|APPEARING]].  +  * 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. +      * MASS calls do not affect you during this time.   
 +      ​* Your death count continues as normal during this time
 +  * In addition, once per adventure, you may regain all your lost Might. Roleplay this accordingly.  
 + 
 +===Might=== 
 +  * Gain 2 Might.
  
 ====Lv4==== ====Lv4====
Line 120: Line 158:
   * 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. ​   * 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.   * Blockages or obstructions on the road will halt your progress prematurely.
 +
 +===Might===
 +  * Gain 2 Might.
  
 ====Lv5==== ====Lv5====
Line 126: Line 167:
 //Pre-req: Icon Attunement//​ //Pre-req: Icon Attunement//​
   * For one encounter per adventure:   * For one encounter per adventure:
-  * You may call DODGE in response to being struck ​by ranged weapons+  * You may use DODGE calls in response to any call,or damage, not just those delivered ​by melee.  
-  * You may call DODGE to avoid the damage component, but not the effect component, of any ranged call.+  * 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.1506861041.txt.gz · Last modified: 2017/10/01 12:30 by gm_seb