Rules:Oathsworn Protectors

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Rules in progress: The rules on this page are in development and not yet implemented. Do not use them in regular play. Once this marker is removed, you may (and should!) begin to use them.

Name: Oathsworn Protector, Oathsworn
Class: Society Racial Overlay
Tech Bias: Same as base race
Available Power Types: Ki, Psi, Phys

Major Advantages

Power to Protect: Oathsworn Protector are created with 1.5x starting pl. This increase does not stack with any racial increase. If this is lower than the increase granted from base race use highest amount, and if this is higher than the increase given to the base race then use this.

Minor Advantages

Sense Thy Master: Oathsworn Protector are always aware of the exact location of their controlling Magus, and likewise for the Magus for the Oathsworn.

My Life for You: Oathsworn may elect to take damage (of any kind) that the Magus they are bound to would take. Likewise and without saying a Magus may order their Oathsworn to take damage for them. This works via the magical binding between the Magus and Oathsworn. This is undodgeable and damage reductions cannot be used.

Major Disadvantages

Bind of the Servant: A Oathsworn Protector is magically bound in service to a Magus. As such they are loyal and must do as they are ordered. Oathsworn cannot resist a direct order by the Magus that they are bound to including an order to kill themselves, put themselves in direct danger, or whatever order they are directly given. A Oathsworn will carry out any order given to them without hesitation. Attempts to remove this binding will kill the Oathsworn. As such a Oathsworn Protector must begin play with a Magus player of a different mun.

Two Lives as One: If the Magus of the controlling Oathsworn dies then the Oathsworn Protector dies. This is a direct result of the massive magical backlash from the bond between master and servant being broken.

Tied Knowledge: After creation a Oathsworn Protectors techniques become directly related to the allowance of their Magus. Before completing a technique of any kind a Oathsworn’s Magus must pay 20% tech days in addition of tech days spent by the Oathsworn for any tech the Oathsworn would complete based on the base cost of the tech to be learned. 15 base days would equal 3 additional tech days spent by the Magus, and so on.

Minor Disadvantages

Spark of Arcane Removed: Oathsworn may not begin with, or gain a Magic Power Level of any kind. The Oathsworn may use items made with Magic however.


created by Dashizer