The Path Walkers

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Status: Public, Religious
Resources: 12
Skills: Endurance, Integrity
Region: The Shirelands

The Path Walkers started out as a special order of The Star Gazers for those that heard the call to become more than who they are. Those dreamers who answered the call went forth into the world and did great deeds and had wonderful stories to tell. The culmination of their great deeds ended with Tuoqui when she sacrificed her life to drive a Dragon of the End from destroying the Shire and killing hundreds of people. Her selfless and virtuous actions in her life lead her to be claimed by Arion and ascended to become the Archon of Music.

Since that faithful day The Path Walkers have undergone a change. The new Archon of Music spoke with Murrimi who also spoke with the Pantheon. They needed an order that would do great things and deal with great threats. With that realization Murrimi placed The Path Walkers at arms length and it became a Pan-Pantheon order which has the unique ability to petition or request miracles from any member of the Pantheon, the catch is that unlike their own dedicated orders the members of the Pantheon do not have as much of an obligation to respond but most likely will if it is within their portfolio.

It should be noted that it is traditional that a Dreamer be the leader of the order even though any and all Arin Faithful are welcome to join.

Orders Abilities

Path of the Hero (Path Walker Investment)

The Path Walker decides to walk the path of the hero, accepting that it is their role to perform great deeds and to aid others. The character gains a number of benefits, improving as the character gains Growth. Activating this Ability is always a Free Action.

  • Growth 1

When the Hero spends 1 Essence to augment a roll, they may instead gain a number of bonus dice equal to the character’s Might. Doing so, the character must be performing an obvious and heroic action.

  • Growth 3

The Hero can spend 2 Essence to augment their Soak against all forms of damage, increasing their Soak by the character’s Might for the Scene, as long as the character is performing a heroic action and the circumstance that allows the character to ignore the damage is also heroic.

  • Growth 5

The Hero can spend 3 Essence to augment a single die roll, gaining a number of Minimum Successes equal to the character’s Might. Doing so, the character must perform a blatantly heroic or legendary action which is immediately noticed by everyone nearby. In most cases, the character should be performing an ‘impossible’ feat.

  • Growth 7

The Hero can spend 4 Essence to augment their Soak against all forms of damage, gaining a number of Minimum Successes equal to the character’s Might for a single Round, as long as the character is performing a heroic action. In most cases, the event or circumstance allowing the character to ignore the damage should be impossible or legendary in appearance.

Path of the Villain (Path Walker Benefit)

The Path Walker decides to walk the path of the villain, accepting that it is their role to be distrusted and despised by the community. The character themselves do not need to be evil, but they are willing to break the law and act in a way that instills distrust or dislike in others. The character gains a number of benefits, improving as the character gains Growth. Activating this Ability is always a Free Action.

  • Growth 1

When an opponent spends 1 Essence to augment a roll they are about to take, the Villain can spend 1 Essence to make the opponent instead suffer an increased Difficulty equal to the character’s Might. The Villain should be performing a trick or other underhanded manoeuver as a reaction to the action that is being performed.

  • Growth 3

The Villain can spend 2 Essence to reduce an opponent’s Soak against any damage produced by the character, decreasing the opponent’s Soak by the character’s Might for the Scene. The character must perform an underhanded or villainous action and the circumstance that allows the character to ignore the damage is also villainous.

  • Growth 5

The Villain can spend 3 Essence to cripple a single die roll, reducing the Successes of the roll by the character’s Might. In doing so, the character must perform a blatantly villainous or underhanded action which is immediately noticed by everyone nearby. In most cases, the character should be performing an ‘impossible’ feat.

  • Growth 7

The Villain can spend 4 Essence to cripple an enemy’s Soak against the character’s damage, reducing the Successes of the Soak roll equal to the character’s Might for a single Round. The character must perform a villainous action. The event or allowing the character to ignore Soak should usually be impossible in appearance.