Difference between revisions of "Magic Wheel"
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==Structure== | ==Structure== | ||
The Magic Wheel have no official headquarters. | The Magic Wheel have no official headquarters. | ||
− | *'''Mount | + | *'''Mount Kun.''' The |
*'''Tea House.''' The | *'''Tea House.''' The | ||
*'''Camp Shanty.''' Situated in | *'''Camp Shanty.''' Situated in |
Revision as of 21:23, 12 January 2016
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.
- Allies: Foundation Stone, Free Shield, Tiger Dynasty
- Enemies: Cults
Structure
The Magic Wheel have no official headquarters.
- Mount Kun. The
- Tea House. The
- Camp Shanty. Situated in
- Tower. This s
Creed
Stuff.
Justice: Eliminate a corrupt organization.
Focus: Avenge someone who was wronged.
Loyalty: Sacrifice yourself for someone close to you.
Focus: Prevent someone close to you from being harmed.
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
- Thunder Whip: Your flex attack deals +2dE. You may spend focus after a hit to add another +5dE.
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 |
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 | |||
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 | |||
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
Notable Individuals
- Grand Master
- Recruits
- [[ ]] (5 points)
- [[ ]] (15 points)
See Also
Version 2.5.2
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