Magic Wheel

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Magicwheel.jpg

The Magic Wheel ... a

  • xe. You have been accepted by a knight or a school. You are expected to follow the Free Shield creed and have access to their techniques and property.
  • xt. Must be Adept or Rank 10+. You carry the knight title within the organization and may accept students of your own. You are expected to enforce the Free Shield creed.
  • xr. Must be Remarkable or Rank 13+. You should be consulted on major decisions affecting your branch, and if you have the highest rank you are expected to lead.

Stuff.

Structure

The Magic Wheel have no official headquarters.

  • Mount Kun. The
  • Tea House. The
  • Camp Shanty. Situated in
  • Tower. This s

Creed

Stuff.
1square.gif Good: Stop an evil plot and save hundreds of lives.
Focus: Agree to solve an innocent stranger's problem.
1square.gif Knowledge: Discover a secret someone will kill for.
Focus: Find a clue.
Stuff.

  • Dishonor. If you break the knightly code you will be expelled from the school. Breaking your word, harming innocents, indecent behavior, and practicing deviant combat skills are all violations.
  • Treachery. If you betray the Free Shields or the Mouse nation you may be killed, or kept as a prisoner in the dungeons of Mount Pah Fortress with your martial skills destroyed.

Resources

Each school or association has training grounds and artifacts that you may gain access to. You also gain the right to participate in or attend any valiant tournaments being held.

  • Techniques
    • Air Magic: Ranged attacks against you suffer an extra penalty and your Jump speed increases +2. When you concentrate (action or project) you choose the wind direction and strength (none, low, or high). You gain the Airstep spell.
    • Carefree Fist: Any attack you successfully Parry is redirected to an adjacent foe (including the original attacker) with your margin.
    • Earth Magic: Any armor value you have increases +1. You may use a snap to bond with the ground, gaining a bonus on strength checks and counting adjacent areas as part of your size against stagger. You gain the Stoneskin spell.
    • Fire Magic: You are immune to cold climates. You may use a snap to start a prepared fire or absorb up to 5 burn from existing flames in your zone. If you absorb all 5 you gain a surge. You gain the Fireball spell.
    • Flashing Needles: When you deal hits with a thrown weapon you count as within reach of that target for the remainder of the exchange. You may still Dodge when Locking such a target.
    • Snake Hands: You can Counter unarmed as a defense. If you use your guard you ignore the penalty for a counter and gain a bonus.
    • Thunder Whip: Your flex attack deals +2dE. You may spend focus after a hit to add another +5dE.
    • Water Magic: You may walk on water as though it were a solid surface. You can not drown in water, and regain 1 grit each turn you remain submerged. You gain the Waterbolt spell.
    • Wood Magic: You can repair wooden items without a forge or materials, and gain a bonus to hide in any zone with foliage. You gain the Grasping Roots spell.
Attack Tier Keywords Dice Blue/Red
Precious Needles 3 Burst 3, Balanced, Pierce 4, Return, Relic 6dE Hits / Kill
Spirit Whip 2 Flex, Mighty, Reach 3 4dE Hits / Stun
Cur Beating Stick 3 Mighty, Reach, Relic, Rod, Smash 7dE Hits / Subdue
Asset Tier Keywords
Spirit Jar 1 Magic: An overlapping spirit with no grit is trapped inside until released.
Create Restless 2 Ritual: Focus, raise a slain individual as a Restless follower.
Divining Sticks 2 Focus: Get true answer to a yes or no question or learn 2 prophetic words.
Scripture Cloak 3 Apparel, Relic: Ignore magic effects, gain +2dE to your magic.

Concepts

Magic Wheel Beggar
Beggar01.jpg
Recommended Fault Recommended Goals
Poor Charity Good
Signature Skill Key Skill Notable Skill
Communication Subterfuge Combat
Abilities
Banter (Cutting Insult, Snappy Patter), Brawl (Carefree Fist, Snake Hands), Chance, Disguise, Hide (Startling Ploy), Manipulate (Humble Beggar), Network (Friendly Face), Notice, Scheme (Dirty Ploy, Prescient Planning)


Brief Description
Stuff.
Magic Wheel Sorcerer
Devilr1.jpg
Recommended Fault Recommended Goals
Weird Acceptance Knowledge
Signature Skill Key Skill Notable Skill
Appearance Combat Scholarship
Abilities
Cast (Air Magic, Earth Magic, Fire Magic, Water Magic, Wood Magic), Charm, Concentrate, Entertain (Music Magic), Hex, Hurl (Flashing Needles), Rein, Seduce (Distracting Moves), Whirl (Thunder Whip)
Brief Description
Stuff.

Related Destinies

Main article: Destiny


Notable Individuals

  • Grand Master
  • Recruits
    • [[ ]] (5 points)
    • [[ ]] (15 points)

See Also



Version 2.5.2
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