Magic Wheel
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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.
Good: Stop an evil plot and save hundreds of lives.
Focus: Agree to solve an innocent stranger's problem.
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
- Carefree Fist: Any attack you successfully Parry is redirected to an adjacent foe (including the original attacker) with your margin.
- 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.
| 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 | |||
| 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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