Champion
Brimming with charisma and grace, the Champion is a hero who captivates and inspires everyone they encounter through songs, stories, and incredible acts of bravery on the battlefield. Above all things, the Champion is an artist, swinging a blade as deftly as a painter with a brush and moving with the grace of a dancer in flight. All to fill their allies' hearts with hope to fight on, no matter the cost.
What are you most passionate about? Where do your talents lie? What inspires you?
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Key Ability
Start with this ability and one rank in a Schema of your choosing.
Exploits
Perk
You gain a point of Inspiration whenever you complete one of several brave acts called Exploits. Whenever damage is dealt by any creature within 100 yards, you can spend any amount of Inspiration to increase or decrease that damage by (Power) per Inspiration spent. You continue accumulating Inspiration until you take a Full Rest, then it resets to 0.
Choose two of the following Exploits and learn two more at Levels 5, 10, 15, and 20. You also receive Inspiration when the GM decides you did something really cool.
During Combat...
Any time...
Perk
You gain a point of Inspiration whenever you complete one of several brave acts called Exploits. Whenever damage is dealt by any creature within 100 yards, you can spend any amount of Inspiration to increase or decrease that damage by (Power) per Inspiration spent. You continue accumulating Inspiration until you take a Full Rest, then it resets to 0.
Choose two of the following Exploits and learn two more at Levels 5, 10, 15, and 20. You also receive Inspiration when the GM decides you did something really cool.
During Combat...
- Begin your turn 5+ yards away from your nearest ally
- End your turn adjacent to at least 3 enemies
- End your turn with half or less of your total HP
- Reduce a foe to half or less HP in one attack
- Flank two or more enemies at once
Any time...
- Succeed on 3 Feats in a row
- Succeed on a Feat with 3+ Difficulty
- Roll a Critical Success
- Apply at least 3 Features to a Feat
- Roll 2+ Bumps when you have Disadvantage
Champion Schema
A Champion draws their power from years of training and may learn any Champion or Martial Schema.
Battle Aura
Minor Action - 1 Focus (ongoing)
Activate your Battle Aura. While it is active, you and all allies within 5 yards gain +(Power) to Combat. You must pay 1 Focus at the start of your turn each round to keep your Battle Aura going. The effect ends when the Scene ends or when you stop paying the cost to keep Battle Aura active.
Minor Action - 1 Focus (ongoing)
Activate your Battle Aura. While it is active, you and all allies within 5 yards gain +(Power) to Combat. You must pay 1 Focus at the start of your turn each round to keep your Battle Aura going. The effect ends when the Scene ends or when you stop paying the cost to keep Battle Aura active.
- Rank 2: While Battle Aura is active, you and allies within 5 yards recover (Power) HP each time your turn ends.
- Rank 3: While Battle Aura is active, gain 1 Inspiration each time your turn ends.
- Rank 4: While Battle Aura is active, you and each ally within 5 yards may ignore one instance of Durability loss each round.
- Rank 5: Extend the range of Battle Aura to affect allies within 10 yards.
Call to Arms
Minor Action - 1 Inspiration
Command an ally (besides yourself) within 10 yards to make a weapon attack against an enemy of your choice within their range.
Minor Action - 1 Inspiration
Command an ally (besides yourself) within 10 yards to make a weapon attack against an enemy of your choice within their range.
- Rank 2: If the target succeeds at the command you issue, you may grant them (Power) Temporary HP.
- Rank 3: You may use Call to Arms to command the target to perform any Action they are capable of.
- Rank 4: You may use Call to Arms to command an enemy. The target must Save or follow through with your command.
- Rank 5: After successfully commanding an enemy with Call to Arms, target enemy becomes Charmed (Save ends).
Fateful Deeds
Interrupt - 1+ Inspiration
When an ally within your line of sight rolls a Feat, you may use the following Interrupt: spend up to (Power) Inspiration and increase or decrease the number of Bumps the triggering creature rolls by 1 per Inspiration spent.
Interrupt - 1+ Inspiration
When an ally within your line of sight rolls a Feat, you may use the following Interrupt: spend up to (Power) Inspiration and increase or decrease the number of Bumps the triggering creature rolls by 1 per Inspiration spent.
- Rank 2: You may target enemies within your line of sight with Fateful Deeds.
- Rank 3: If the target is an ally, the triggering Feat has Advantage. If they are an enemy, the triggering Feat has Disadvantage.
- Rank 4: Fateful Deeds grants or removes 2 Bumps per Inspiration spent.
- Rank 5: Fateful Deeds grants or removes 3 Bumps per Inspiration spent.
Heartstrike
Action - 1 Focus
Make a weapon attack and deal an additional 1d6 damage for each Exploit you've completed this Scene.
Action - 1 Focus
Make a weapon attack and deal an additional 1d6 damage for each Exploit you've completed this Scene.
- Rank 2: When you use Heartstrike, you or an ally within 5 yards gains (Power) Temporary HP.
- Rank 3: Describe how cool your attack is when you use Heartstrike. The GM will award you with 1 or 1d6 Inspiration based on your description.
- Rank 4: If you reduce an enemy to 0 HP with Heartstrike, recover 1 Focus.
- Rank 5: Heartstrike deals another 1d6 damage (for a total of 2d6 damage) per Exploit you've completed this Scene.
Rally
Reaction
After you complete an Exploit, you may use the following Reaction: you and all allies within 5 yards recover (Power) Hit Points.
Reaction
After you complete an Exploit, you may use the following Reaction: you and all allies within 5 yards recover (Power) Hit Points.
- Rank 2: Those healed by Rally gain a +(Power) bonus to their next Combat roll.
- Rank 3: Increase the range of Rally to include all allies within 10 yards.
- Rank 4: Rally restores an additional (Power) Hit Points.
- Rank 5: You may use Rally any time as a Minor Action for 1 Focus.
Paint the Target
Action - 1 Focus
Make a weapon attack. Until your next turn starts, any ally who also attacks the target gains (Power) Temporary HP.
Action - 1 Focus
Make a weapon attack. Until your next turn starts, any ally who also attacks the target gains (Power) Temporary HP.
- Rank 2: Gain the following Exploit: all allies attack the target of Paint the Target before your next turn starts.
- Rank 3: Allies have Advantage to attack the target of Paint the Target.
- Rank 4: Allies who attack the target of Paint the Target gain an additional (Power) Temporary HP.
- Rank 5: Until your next turn starts, the target gains Vulnerability equal to your Power.
Champion Perks
Advanced Exploits
Add the following to your list of Exploits:
- An enemy you damaged this round is reduced to 0 HP.
- You take no damage during the entire round.
Add the following to your list of Exploits:
- An enemy you damaged this round is reduced to 0 HP.
- You take no damage during the entire round.
Bard
During combat, you can gain a point of Inspiration by using an Action to sing, play, or otherwise use the arts to inspire your allies.
During combat, you can gain a point of Inspiration by using an Action to sing, play, or otherwise use the arts to inspire your allies.
Commanding Presence
You and your allies gain a +3 bonus to Initiative rolls. Each round, there is one bonus Action you may give to an ally of your choice.
You and your allies gain a +3 bonus to Initiative rolls. Each round, there is one bonus Action you may give to an ally of your choice.
Heroic Insight
Once per Scene when an ally you're in the same Scene with attempts a feat one of your Features could apply to, you may grant them Advantage on the roll.
Gain an additional Proficiency of your choice.
Once per Scene when an ally you're in the same Scene with attempts a feat one of your Features could apply to, you may grant them Advantage on the roll.
Gain an additional Proficiency of your choice.
Gallant
Whenever you spend Inspiration, you or an ally within 10 yards recovers (Power) HP now and (Power) HP at the start of your next turn.
Whenever you spend Inspiration, you or an ally within 10 yards recovers (Power) HP now and (Power) HP at the start of your next turn.
Heartfire
After rolling Initiative, gain (Luck) Inspiration.
After rolling Initiative, gain (Luck) Inspiration.
Rituals
Art of Conversation
Spend up to 20 minutes talking with someone. Make a Feat with +1d6 for every 5 minutes spent talking. For each Bump, learn one of the following about this individual:
Spend up to 20 minutes talking with someone. Make a Feat with +1d6 for every 5 minutes spent talking. For each Bump, learn one of the following about this individual:
- One of their Virtues
- One of their Vices
- One of their Backgrounds
- One of their goals or dreams
- One of their closest relationships
- One of their greatest strengths
- One of their greatest weaknesses
Bardic Arts
Spend 1 hour performing to weave a spell into your art. Roll a Feat; the number of Bumps you roll indications the number of Rotes you can use, as well as the subtlety with which the spell is cast:
Spend 1 hour performing to weave a spell into your art. Roll a Feat; the number of Bumps you roll indications the number of Rotes you can use, as well as the subtlety with which the spell is cast:
- 3+ Bumps: You cast the spell and its effects are so subtle no one will ever realize what you've done.
- 2 Bumps: You cast the spell and only those sensitive to The Mystery can feel that a spell was cast (they may or may not realize it was you).
- 1 Bump: You cast the spell and its quite obvious you used magic.
- 0 Bumps: You fail to cast the spell but put on a great show nonetheless.
Center of Attention
For up to 10 minutes, you can completely captivate everyone present with your charm, antics, and talent. Make a Feat when you do so; the number of Bumps you roll is the Difficulty an NPC must beat in order to turn their attention away from you and notice anything else going on around them.
For up to 10 minutes, you can completely captivate everyone present with your charm, antics, and talent. Make a Feat when you do so; the number of Bumps you roll is the Difficulty an NPC must beat in order to turn their attention away from you and notice anything else going on around them.
Heroic Tales
Once per day during any rest or traveling period, you may tell the group a heroic story (fact or fiction). You and all the members of your group start the next Scene with 1-5d6 Temporary HP depending on how good the story is (GM's discretion).
Once per day during any rest or traveling period, you may tell the group a heroic story (fact or fiction). You and all the members of your group start the next Scene with 1-5d6 Temporary HP depending on how good the story is (GM's discretion).
Meet and Greet
When you enter a place where many people are present, you may work the room, shaking hands and making introductions to discern within 10 minutes the most important, connected, and dangerous people present.
When you enter a place where many people are present, you may work the room, shaking hands and making introductions to discern within 10 minutes the most important, connected, and dangerous people present.
Reputation
When you meet a new NPC and spend 5 minutes in conversation with them, roll a Feat. They have heard stories about you. For each Bump, tell the GM one thing they believe about you (true or not).
When you meet a new NPC and spend 5 minutes in conversation with them, roll a Feat. They have heard stories about you. For each Bump, tell the GM one thing they believe about you (true or not).
Showtime
Spend up to 1 hour performing and make a Feat with +1d6 for every 15 minutes you perform. Pick two of the following:
Spend up to 1 hour performing and make a Feat with +1d6 for every 15 minutes you perform. Pick two of the following:
- Your fame in the region grows; (Bumps x10) more people know of you.
- You make (Bumps) new contacts.
- You earn (Bumps x Level) x10 Crowns.
- (Bumps x10)% of the audience is convinced of the ideals your show/message communicated.
Song of Rest
During any rest period, you may sing a song to the group. Those present gain an additional (Power)d6 HP for each point of Stamina spent to recover HP.
During any rest period, you may sing a song to the group. Those present gain an additional (Power)d6 HP for each point of Stamina spent to recover HP.