HEROES   ⟩   CALLINGS

Champion

Callings    Wanderer

Charging into battle in gleaming bronze armor, invincible behind a heavy shield and long spear, weaving deftly between foes with sickleswords flashing, or smashing their way through enemy forces with a huge mace—however armed and armored, Champions are bold heroes and masters of melee combat. 

You start with the following ability:

Mighty Blow 

Strength  Take -1 stamina to make a melee attack with brace advantage. You must declare this ability before rolling the attack. The attack inflicts double lethal damage and an additional -1 guard. If your attack is blunted or otherwise has a damage cap, the cap is doubled.

Ask the Guide:

Abilities to Learn

.5xp new ability  |  10xp with attribute increase

Charge!

✦✧ Strength  When you Run and make a free melee attack, the attack inflicts an additional -1 guard and (on a hit) an additional -1 life. If you know Battle Cry!, you have compel advantage on your Run roll—and so do any allies who Run along with you to attack.

Desperate Strike

✦✧ Strength  You can take -2 guard instead of -1 stamina to use Mighty Blow.

Gathering Strength 

✦✦✧ Strength  After you Stand Fast, you can empower the next melee attack you make as a Mighty Blow without expending its -1 stamina cost. 

Warrior's Constitution

✦✦✧ Strength  Gain +2 max Life.

Mighty Thews 

✦✦✦✧ Strength  Gain +1 max Life and add +1 to the calculation for your Brace dice.

Protect

Will    Gain +1 max Awareness. When an ally in your span is attacked by a foe you can see, take -1 awareness to intercept the attack, causing it to target you instead. 

Battle Cry!

Will  Take -1 spirit, choose an effect from the list below, and roll Compel. Each effect has a different set of outcomes. You must come up with your battle cry before using this ability. (The names of the effects below are just addendums to your battle cry.)If you know one of the ideals listed alongside an effect, you can freely invoke it as part of this action, without the invocation spirit cost.

Rally!

Fellowship, OrderAffects all allies who can hear you. You bolster all your allies in your span. Your compel roll serves as their advantage. You can then Stand Fast as a free action, if you desire.

Live to Fight Another Day!

IDEALS  Freedom, TruthAffects all allies who can hear you. Every great warrior has lost battles. You inspire your allies to accept temporary defeat and regroup. You and your allies can immediately take a free Run action to move away from foes toward safety. Your compel roll provides advantage to all Run rolls. 

Face me!

IDEALS  Glory, HonorAffects one foe who can hear you. You challenge a foe to a duel, or otherwise compel a foe to direct their murderous attention to you and you alone. If the foe has either the Honor or Glory ideals, you automatically succeed.Success: The foe can only take aggressive actions against you until one of you retreats, submits, or is defeated, or until one of your allies attacks the foe. Take a free aggressive action against the foe.  Struggle: The foe can take -1 spirit to rebuff your challenge, causing you to fail. Failure: No effect. Take a free aggressive action against the foe.

Fear me!

IDEALS  Justice, PowerAffects all foes in your span who can hear you. You seek to strike fear into the hearts of your enemies—or at least distract them. Success: You inflict -1 guard on the foe(s). Take a free aggressive action against one of the foes you bellowed at.Struggle: Take a free aggressive action against one of the foes. Failure: No effect. Take a free aggressive action against one of the foes with a -2 penalty.If you know Charge and run toward a foe as your free aggressive action, you have compel advantage on your Run roll. 

Vengeful Strike

Will  When a foe hits you with a melee attack that reduces your Life, make a free melee attack against them, adding your Will to your roll. 

Only a Scratch!

Will  When you take lethal damage, you can immediately reduce your current stamina by an amount up to your Will, then reduce the lethal damage by an equal amount.You can’t delay using this ability—you must use it as soon as you’re hit, not after the battle, nor even on the next turn or free action.

Nigh Invulnerable!

✦✦✧ Will  Gain +1 max Life and +1 max Guard.

Heart of Bronze

✦✦✧ Will  Gain +1 max Life. When you rest, you regain +3 Life per maximum Stamina point reduced, instead of +2.

Way of the Warrior

✦✦✦ Will  Gain +1 max Awareness and add +1 to the calculation for your Attack die.

Callings    Wanderer