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The Heir

The Heir is the captain of the entire endeavor, or its workhorse. He is the King-Under-The-Mountain, the sleeping god, the callow youth who needs must learn humility or wisdom. Oftentimes a scion of great dynasties, the Heir must awaken and prevent ruin, or stay asleep to catch the fallout. The crux of the Heir’s development is the Choice. The choice between king or serf, rider or steed, dominance or submission.

If players of the Heir class accept their fate, if they choose to take their inheritance, to be the bond between player and player, then they must learn to connect others with others. They must also learn how to carry the weight that authority brings. A fully ascended Heir is a marvel to behold. Harnessing kindness as their greatest strength, they lead by example, guide with pure magnetic will, and inspire with virtue. But it is for this reason that they are so vulnerable, as wearing a crown is synonymous with holding a target.

On the other hand, a completely descended Heir is not particularly noteworthy or interesting. But it is for this reason that they are so effective, as who interferes in the works of the unnoticeable? Much indeed has been accomplished by Heirs who follow instead of lead, and nothing works harder than a king with a boot against his neck.

Ascended Heirs oftentimes have forsworn Knights as their vassals, but those same Knights would have to reluctantly become leaders themselves if the Heir is descended.

The relationship between a Seer and an Heir is a close one, but at the same time one with much distance, similar to one between a monarch and an adviser.

Heirs are the Witch’s greatest ally, and are oftimes their most fervent supporters.

Possible candidates for the Heir class could have been Arthur Pendragon or Gaius Caligula.

Traits

Virtue Of Kings Heir
The Heir is a paragon of excellence.
+3 Mangrit
Born To Rule Heir
Players of the Heir class have undauntable wills.
Any contested attempt to unnaturally (or otherwise) influence your will automatically fails.

Talents

Call To Inheritance Heir Level 2
Heirs have a choice; fight by the sword, or work with the ploughshare. Either choice brings the game closer to victory.
The player can choose between two effects. An addition of the level score to all combat rolls, or an addition of the level score to all non-combat contests. Cost: 2 Mangrit
Mantle Of Leadership Heir Level 4
Heavy is the armor of authority, and heavier still would be your fist when you cast if off. Chosen of the Heir class can become mighty glaciers or speed demons if they wish.
At the spending of 4 Mangrit, you create armor (treated as a second-skin) that multiplies half your level score to your Vitality, but also halves Fleetness. Every other subsequent turn where the armor is worn increases the added level score by 1 without actually adding to your level. Removal of the armor immediately transfers all level score bonus and effects to your Fleetness, at the cost of halving your original Vitality score. Cost: 4 Mangrit
Bless This Child Heir Level 8
With but a touch, a chosen player of the Heir class can speed the ascension of others.
Target: One Ally. Effect: By spending 8 Mangrit and targeting an ally, you can force an ally to move up one level. This change is permanent. Cost: 8 Mangrit