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<blockquote data-quote="hawkeyefan" data-source="post: 8856775" data-attributes="member: 6785785"><p><u>Chapter 3- Paragons</u></p><p></p><p>There are six Paragons, though only five are meant for players. The sixth, the Master, is reserved for the GM (though there are optional rules on how to make the Master a PC). Each of these classes is associated with one of the classic dice used in RPGs. The Paragons and their dice are:</p><p></p><ul> <li data-xf-list-type="ul">Dictators (d4) are artistic diplomats who manipulate emotions with horrific magical words.</li> <li data-xf-list-type="ul">Fools (d6) are swashbucklers, rushing into danger and relying on their supernatural luck to survive.</li> <li data-xf-list-type="ul">Emotion Knights (d8) are warriors who feed one sacred emotion into their arcane, sentient weapons to devastating effect.</li> <li data-xf-list-type="ul">Neos (d10) are techno-magical rogues, stealing the elusive Fair Gold to power their cybernetic gifts.</li> <li data-xf-list-type="ul">Godbinders (d12) are clerics who prefer to make deals with their gods to get miracles.</li> <li data-xf-list-type="ul">The Master (d20) are reality controlling game magicians, reserved for the GM.</li> </ul><p>Each is described in detail over many pages. Each entry gives you a basic description, suggestions on why someone would want to play that Paragon, what stats are important to each, what gear they get to choose, and so on. Then it explains the special abilities of each Paragon, those they start play with, and those they gain by advancing a level.</p><p></p><p>The book then discusses how to handle character advancement for both a short two to four session game, or for a longer campaign. It’s also explained that you can tweak these methods to suit your preferred pace and type of game. There are ultimately 20 levels, but it’s suggested there is rarely need to go beyond level 14 or so, which is about what the characters in the comic ended as. They can become quite powerful the more abilities they gain.</p><p></p><p> However you handle advancement, there is an advancement map for each Paragon. It is made up of a series of triangles (this is the shape of an unfolded d20, actually). You start with one ability, and then begin to move up the chart, selecting the ability of any adjacent triangle. Here’s an image:</p><p>[ATTACH=full]269497[/ATTACH]</p><p></p><p>So it creates some choices for you along the way. Each triangle has an ability in it, different for each Paragon. How you make your way through this pattern is up to you.</p><p></p><p>Each Paragon also gets to raise a stat by 1 at levels 3, 6, 9, and 12. Each Paragon also has a unique special ability gained at a level specific to that Paragon.</p><p></p><p>So let’s get on with it! I’ll summarize each of the Paragons in their own post, starting with The Dictator!</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8856775, member: 6785785"] [U]Chapter 3- Paragons[/U] There are six Paragons, though only five are meant for players. The sixth, the Master, is reserved for the GM (though there are optional rules on how to make the Master a PC). Each of these classes is associated with one of the classic dice used in RPGs. The Paragons and their dice are: [LIST] [*]Dictators (d4) are artistic diplomats who manipulate emotions with horrific magical words. [*]Fools (d6) are swashbucklers, rushing into danger and relying on their supernatural luck to survive. [*]Emotion Knights (d8) are warriors who feed one sacred emotion into their arcane, sentient weapons to devastating effect. [*]Neos (d10) are techno-magical rogues, stealing the elusive Fair Gold to power their cybernetic gifts. [*]Godbinders (d12) are clerics who prefer to make deals with their gods to get miracles. [*]The Master (d20) are reality controlling game magicians, reserved for the GM. [/LIST] Each is described in detail over many pages. Each entry gives you a basic description, suggestions on why someone would want to play that Paragon, what stats are important to each, what gear they get to choose, and so on. Then it explains the special abilities of each Paragon, those they start play with, and those they gain by advancing a level. The book then discusses how to handle character advancement for both a short two to four session game, or for a longer campaign. It’s also explained that you can tweak these methods to suit your preferred pace and type of game. There are ultimately 20 levels, but it’s suggested there is rarely need to go beyond level 14 or so, which is about what the characters in the comic ended as. They can become quite powerful the more abilities they gain. However you handle advancement, there is an advancement map for each Paragon. It is made up of a series of triangles (this is the shape of an unfolded d20, actually). You start with one ability, and then begin to move up the chart, selecting the ability of any adjacent triangle. Here’s an image: [ATTACH type="full"]269497[/ATTACH] So it creates some choices for you along the way. Each triangle has an ability in it, different for each Paragon. How you make your way through this pattern is up to you. Each Paragon also gets to raise a stat by 1 at levels 3, 6, 9, and 12. Each Paragon also has a unique special ability gained at a level specific to that Paragon. So let’s get on with it! I’ll summarize each of the Paragons in their own post, starting with The Dictator! [/QUOTE]
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