Celestial Combatants

Those who wield popular magic to fight oppression.

Abolitionist

Revolutionaries empowered by acts of resistance. Some who resist tyranny realize that even the simplest act of resistance generates magical power. Use of this magic is something that requires preparation and quick reaction, as one must be aware of when it has been generated and act quickly and in unison with others in order to use it.

The use of this magic starts with an act of defiance against an oppressor. This act, if seen or heard about by others, will inspire others, and thus, a tiny amount of energy will be born. Anyone can be the spark of defiance. But only an abolitionist can wield it. Someone who feels inspired by an act of resistance has the potential to become an abolitionist, but only if they understand what they are feeling, why, and how to wield it. It requires that they act on the inspiration, on the force of liberation, and continue the act of defiance. If they and others act in unison, enough power might be generated to be useful. An abolitionist will then be able to act, if they have been taught how to wield such power.

Placing their hands on their breast, they may draw forth that power and channel it into weapons. To channel this power from their hearts, they must act in unison with the others engaged in resistance, though only one of them needs to know what they are doing (and thus be an abolitionist). Hands over heart, pushed forward, clasped, concentrating, unwavering in devotion to liberation, and acting all at once, they may draw out fulvous sparks of magic. If they have a weapon on hand, they will then be able to place the spark on the weapon to empower it.

Once weapons are empowered, they may be used for further acts of resistance. As resistance continues, more liberation power will build up, eventually allowing a group of abolitionist to draw forth enough to create armor out of the fulvous energies if they have the right materials.

  • Fulvous flame: orange flames around their weapons give +3/+3 vs. an oppressor.
  • Liberatory light: a beacon of fulvous light that guides any oppressed, imprisoned, enslaved, or indentured person toward freedom.
  • Chainbreaker: a single strike that will shatter literal or metaphorical chains at a power of 20.
  • Winds of freedom: the abolitionist gains +3 ATH as long as they move toward freedom.
  • Fulvous firestorm: unleashing their full might will burn every oppressor within 300' at a power of 20/26/32/28.

The fight for liberation can last generations. If an abolitionist and their comrades have younger comrades who will carry on the fight, they can pass on their magic before they die, assuming they are within a thousand miles of them. Their spark will flit into the sky and come down into the hearts of their successors. When it happens, the weapons and armor of the abolitionist are passed on as well.

PRO +2 ATH +2 STR +2 AWA +2 WIL +2 PRS +2 STH +2


Coelventian

Vigilantes who fly on celestial winds.

Coelventians are fully devoted to the cause of the fighting for the meek. Their life's work is freeing the enslaved, and they work to fight for the oppressed as vigilantes. They all swear an oath upon their own souls to serve in this capacity for their entire lives, and any betrayal of, deviation from, or depature from this will result in the loss of their powers - and their souls. They make this very clear to anyone who wishes to join them in the work, but they also make clear the positive sides of it. Anyone who makes this vow and lives the life is guaranteed "salvation" from the powers of the authorities (and possibly the Beyond). None who do this work may be enslaved or imprisoned, and the winds themselves may obey their will. However, this only works as long as they are engaged in the work of protecting the meek, the poor, the enslaved, the imprisoned, the oppressed, the exploited, or the abused. While they can engage in other, related work, certain powers are not in place when they are not working as vigilantes. The vow they make is sworn on an angel's feather, and if they knowingly lie, they burn.

Any coelventian who has sworn their vow must still prove themselves worthy by working for at least a year and a day at freeing slaves, fighting oppression, and standing up for the victims of injustice. After this is done, they are sent to a secret location, alone, in a small boat, where they meet a celestial figure who tests them. If they are found truly worthy, they are given a pair of blue wings made of celestial power, giving them certain powers:

  • Flight: coelventians can fly on the winds. This spends no feathers.
  • Celeste gale: winds tinged with blue light flow from their wings, stunning any agent of oppression struck by them. This spends 4 feathers per use.
  • Uplifting breeze: a light breeze tinged with blue light flows from their wings, giving strength to any oppressed grazed by them. This spends 2 feathers per use.
  • Swift gust: the coelventian turns into a fast gust of wind for one turn, moving 100' in any straight direction. This spends 3 feathers per use.
  • Feather strike: a blue feather darts from their wings, striking any target for 12/18/24 damage, +3 against infernal targets. This spends 1 feather per use.
  • Windwall: a blue-tinged wind forms around them, protecting them from missile attacks. This spends 3 feathers per round of use.
  • Blue whirlwind: for every turn they spend spinning, a celeste whirlwind forms, drawing in every infernal or oppressor within 50', hurling them about, causing major damage. This spends 5 feathers for every three rounds of use.

Other powers may be possible around the themes of salvation or wind. Consult with the GM. Their wings have 20 feathers at a time. They get replenished every night, assuming the coelventian has not violated their vow. The number of feathers increases the more they work.

PRO +2 ATH +4 STR +1 AWA +2 WIL +1 PRS / STH +1


Defensatrix

A non-male warrior who forms a bond to their shield or armor to protect others. They exist specifically to protect people harmed directly by patriarchy, and thus, they only wield their abilities to defend them.

A defensatrix is able to take wounds for their wards. They do this by devoting themselves to the defense of others. They gain their powers by ritually turning their bodies into shields. They engage in a series of body-strengthening exercises first, then engage in ritual combat to toughen themselves, then spend time in deep meditation on the meaning of protecting others and their own power. After long hours of meditation, they are tested by a mentor, being forced into multiple situations where they must act to protect someone at great risk to themselves. If they succeed, they gain the power to take wounds for their wards and other defensive powers.

Their defensive powers derive entirely from those they mark as their wards. They mark someone as a ward via a touch (usually hand to shoulder) and a vow of protection (usually a very brief and direct statement such as "I vow to protect you", out of practicality). If the target is willing, there is no roll; if the target is unwilling, they roll WIL vs. WIL.

  • Body shield: any physical attacks on the ward instead roll against the defensatrix’s full defense (toughness+armor) and the defensatrix receives the stun and wound instead of the ward.

  • Shielding vow: any magical attacks on the ward instead roll against the defensatrix’s WIL. If the defensatrix normally succeeds, the magical attack suffers -3 against the ward; special success means -6; exceptional means -9; critical means -12. If the attack hits 0, it is negated completely. If it goes into negative numbers, it is sent back at the caster.

  • Locate ward: the defensatrix can know the direction and distance to their ward is at any moment, no matter how far away they are.

  • Aura of protection: if the defensatrix has three or more wards within 20', they can extend an aura of protection against all attacks at a power equal to their WIL+STR for up to 3 rounds. This barrier will not cause wounds to the defensatrix, but the defensatrix will have a -1 per point of damage repelled to WIL and/or STR for a round. If this takes them to 0 or below, they are not killed, but are stunned for the round.

  • Counterguard: in place of a counter attack, a defensatrix may choose to add +3 to their next parry, dodge, toughness, or defensive WIL roll.

  • Meek reflection: if the defensatrix protects anyone nearby, even if not a ward, who has a STR or WIL below 8, they will gain a bonus equal to the difference between the protectee's STR or WIL and the defensatrix's to their respective stat for the next round. This only works if the protectee is not an exploiter, oppressor, abuser, or wielder of infernal powers.

  • Resist patriarchal dominance: if the defensatrix is facing a patriarchal authority figure or agent, they gain a further +3 to any of the above powers used against them.

  • Defy witchfinder: if a witchfinder targets a defensatrix, the defensatrix can repel all of the witchfinder’s abilities back on them at a roll of WIL vs. WIL.

Defensatrices belong to a special group of protectors descended from legendary shieldmaidens of the past. Their magic is forbidden, so they operate often in secret, but they will never back down from protecting their wards.

PRO +2 ATH +1 STR +4 AWA +1 WIL +2 PRS / STH -2


Freebooter

A pirate who uses the power of liberation.

Freebooters are like abolitionists in that they are empowered by acts of resistance. Some who resist tyranny realize that even the simplest act of resistance generates magical power. Use of this magic is something that requires preparation and quick reaction, as one must be aware of when it has been generated and act quickly and in unison with others in order to use it.

The use of this magic starts with an act of defiance against an oppressor. This act, if seen or heard about by others, will inspire others, and thus, a tiny amount of energy will be born. Anyone can be the spark of defiance. Freebooters wield it like abolitionists, but often their acts of resistance are on a larger scale. A pirate who feels inspired by an act of resistance, who engages in piracy against the empire and colonies only, has the potential to become a freebooter, but only if they understand what they are feeling, why, and how to wield it. It requires that they act on the inspiration, on the force of liberation, and continue the act of defiance. If they and others act in unison, enough power might be generated to be useful. A freebooter will then be able to act, if they have been taught how to wield such power.

Placing their hands on their breast, they may draw forth that power and channel it into weapons. To channel this power from their hearts, they must act in unison with the others engaged in resistance, though only one of them needs to know what they are doing (and thus be a freebooter). Hands over heart, pushed forward, clasped, concentrating, unwavering in devotion to liberation, and acting all at once, they may draw out fulvous sparks of magic. If they have a weapon on hand, they will then be able to place the spark on the weapon to empower it.

Once weapons are empowered, they may be used for further acts of resistance. As resistance continues, more liberation power will build up, eventually allowing a group of freebooter to draw forth enough to create armor out of the fulvous energies if they have the right materials.

  • Fulvous flame: orange flames around their weapons give +3/+3 vs. an oppressor.
  • Liberatory light: a beacon of fulvous light that guides any oppressed, imprisoned, enslaved, or indentured person toward freedom.
  • Chainbreaker: a single strike that will shatter literal or metaphorical chains at a power of 20.
  • Winds of freedom: the freebooter's ship gains significant speed as long as they move toward freedom.
  • Fulvous cannonfire: orange flames around cannonballs give them +10/+10 power vs. the ships of the empires or colonies.

The fight for liberation can last generations. If a freebooter and their fellow pirates have younger pirates who join them to carry on the fight, they can pass on their magic before they die, assuming they are within a thousand miles of them. Their spark will flit into the sky and come down into the hearts of their successors. When it happens, the weapons and armor of the freebooter are passed on as well.

PRO +2 ATH +2 STR +2 AWA +1 WIL / PRS +1 STH +1


Outlaw

Outlaws rely on audacity for magical powers. They target the rich and powerful, anyone with a lot of guards, and anyone who robs the poor. They choose the most fearsome opponents and draw strength from doing so.

In order to tap into the magic of bravery, they must be acting without desire for personal gain. They must be acting against an oppressor, exploiter, or abuser, and they must be acting with intention to help others. They must feel both fear and confidence, and they must act in spite of the former. These feelings become their fuel. They tap into them as they fight, and the emotions manifest as scarlet flame. To do this, they must act purely from feeling, letting it guide them, and they must become completely focused on their targets. If they can achieve this, their weapons ignite in the scarlet flame of valor.

Mechanically, this requires them to spend their first round against an opponent with 3 or more above their scores in PRO, ATH, and/or STR attacking without bonuses while feeling their emotions (AWA roll with their attack). Their next round must be spent focusing (WIL roll along with their attack). On the third round, their flames will come, giving them bonuses to PRO and/or stun/wound equal to how much they are outmatched in PRO, ATH, and STR, and another +3 if the opponent has infernal powers (+6 if that power is fear-based). On each subsequent round, another point of bonus will come to their stun/wound or PRO.

If they are attacking multiple opponents, their average scores are used, but the necessary gap goes down by point per opponent, even going into the negative if there are four or more. If they defeat an opponent who is 6 or more above them in PRO, ATH, or STR, they gain a special power:

  • Scarlet plume: scarlet flames erupt from their weapons and lash out at a single target within 20'.
  • Cunning mockery: they can mock a more powerful opponent in a way that intimidates the opponent.
  • Bold arrival: a surprise attack against a more powerful target gives them two rounds of uninterrupted attacks before the enemy may act.
  • Rallying call: they can give everyone around them greater morale with a rallying call, cancelling fear or intimidation effects and giving +1 to reaction, dodge, or parry rolls.
  • Direct strike: calling a shot to an opponent's strong point gives them +6 stun/wound instead of targeting a weak point.
  • Ferocity: on the sixth round of combat, if their scarlet flame is present, they may take on the form of a large predatory animal.

If the outlaw is in a band that is a third or more outlaws, all of these powers and abilities may be applied on a whole-band level.

PRO +3 ATH +2 STR +1 AWA +2 WIL / PRS +1 STH +1


Pacer

A gun duellist who draws power from acting honorably.

A gun duellist who draws power from acting honorably. Pacers are skilled with small firearms and believe in a code of honor that flies in the face of the values of the colonies, and thus, they often find themselves living outside the law.

To derive power from their honor, they must first define what honor means to them. This can be a lot of things so long as it does not reflect the values of colonialism, oppression, abuse, bigotry, empire, exploitation, etc. It can also not value things over people in any way. Other than that, the player may pick between five and thirteen rules for their character to live by to meet their code of honor. These should reflect ethical, moral, or principled behaviors.

Once they have lived honorably for at least three years, atoning for any past dishonors, they will begin to feel it as emotional resonance, which they can capture in a dumaqu jewel or, more likely, in one of their pistols. They learn to do this from a mentor, usually the person whom has instilled a sense of honor in them.

So long as they maintain their honor and carry their token of it, they can channel it into their weapons for dueling or gunfighting in general. This gives them bonuses to reaction, to hit, and stun/wound, depending on the honor of the target. If the target is a defined NPC, the GM should have a note of that character’s honor on their sheet. If they are a PC, the player and GM will determine their honor together. If the character is a random NPC, the GM will roll a d10, and the higher the roll, the better the honor.

If the target is infernal/imperial or dishonorable, the pacer can gain up to +3 on any combat rolls. If they are in an actual duel, the pacer also gains extra bonuses for being honorable in their engagement of the duel.

PRO +2 ATH +2 STR +1 AWA +3 WIL +2 PRS / STH -3


Pinpoint

A fencer with magical danger sense. They have magical awareness of danger. They gain this power by engaging in special vigils and engaging in protective practices to serve others. Notably, they spend as much time as they can helping anyone who is prone to being preyed upon or harmed either by the authorities or more predatory individuals. The more they do this, the more potent their powers may become, especially combined with regular vigils wherein they watch over and contemplate something sacred. After years of practice at this, guided usually by a mentor, they start to see things magically.

  • Danger sense: they have an innate sense of danger that gives them +3 to any defensive rolls, immunity to being surprised by an attack or stealth attacked, and forewarning of anything harmful.

  • Identify enemy: they can identify anyone who is an enemy of the people with +3 to read people or perception rolls, once per day.

  • Quick react: they may choose to react first in any situation once per day. In combat, this means they go to the top of the initiative order for one round, then back to their normal place in it.

  • Vigil mark: they may mark someone by touching them and sense when that person is in danger as well, range of 10 miles. They may mark up to two people at once.

  • Warning whisper: anyone they have marked, if they are within 10 miles, may be warned of impending danger by the pinpoint with a whisper.

  • Share vision: anyone marked may be granted the pinpoint's visual perspective if they are within 10 miles of one another.

Pinpoints come from a long tradition back in the east, but they have adapted to the colonies. They are often at odds with the powers-that-be due to their distaste for colonial values, and thus, many are marked as criminals.

PRO +3 ATH +3 STR +1 AWA +3 WIL / PRS +1 STH +1


Quoquinna

A warrior wearing cougarskin who is empowered by acts of valor. They gain power by choosing the most fearsome opponents and draw strength from doing so.

Traditionally, their first time drawing on this power is killing the cougar whose skin they wear, but only if that cougar has attacked their people. If not a cougar, it might be a bear, wolf, or other large predator. If their first act is not against one of these, they are often given a cougarskin from a retired quoquinna, often their mentor.

In order to tap into the magic of bravery, they must be acting without desire for personal gain. They must be acting against an oppressor, exploiter, or abuser - or for the protection of their people - and they must be acting with intention to help others. They must feel both fear and confidence, and they must act in spite of the former. These feelings become their fuel. They tap into them as they fight, and the emotions manifest as scarlet flame. To do this, they must act purely from feeling, letting it guide them, and they must become completely focused on their targets. If they can achieve this, their weapons ignite in the scarlet flame of valor.

Mechanically, this requires them to spend their first round against an opponent with 3 or more above their scores in PRO, ATH, and/or STR attacking without bonuses while feeling their emotions (AWA roll with their attack). Their next round must be spent focusing (WIL roll along with their attack). On the third round, their flames will come, giving them bonuses to PRO and/or stun/wound equal to how much they are outmatched in PRO, ATH, and STR, and another +3 if the opponent has infernal powers (+6 if that power is fear-based). On each subsequent round, another point of bonus will come to their stun/wound or PRO.

If they are attacking multiple opponents, their average scores are used, but the necessary gap goes down by point per opponent, even going into the negative if there are four or more.

If they defeat an opponent who is 6 or more above them in PRO, ATH, or STR, they gain a special power:

  • Scarlet plume: scarlet flames erupt from their weapons and lash out at a single target within 20'.

  • Bold arrival: a surprise attack against a more powerful target gives them two rounds of uninterrupted attacks before the enemy may act.

  • Rallying call: they can give everyone around them greater morale with a rallying call, cancelling fear or intimidation effects and giving +1 to reaction, dodge, or parry rolls.

  • Direct strike: calling a shot to an opponent's strong point gives them +6 stun/wound instead of targeting a weak point.

  • Ferocity: on the sixth round of combat, if their scarlet flame is present, they may take on the form of a large predatory animal.

  • Cougar strength: cougars are a symbol to the quoquinna of the most fearsome of animals, and thus, they revere them. They wear their skins as a symbol of their bravery, and in wearing them, gain magical strength when they are most wounded - +3 STR for being deep wounds, +6 for exceptional, +9 for critical.

If the quoquinna is in a group that is a third or more quoquinnas, all of these powers and abilities may be applied on a whole-group level.

PRO +3 ATH +2 STR +3 AWA +1 WIL +2 PRS +1 STH +1

Rainbowguard

A warrior who rides a rainbow steed.

They use the rainbow light of radiance to summon and bond with a rainbow steed. To become a rainbowguard, one must be amongst the oppressed and exploited. No member of the ruling, exploiting, or oppressing class can wield radiant energy. They must spend their time helping others, even if it is in small ways, and they must be a warrior who knows how to ride an impressive steed. If they are truly kind and devoted to uplifting others, they will be visited in their dreams by a rainbow serpent.

Rainbow serpents are beings of incredible power, and they choose those they empower carefully. A rainbowguard will be empowered after they are tested and trained by the rainbow serpent in their dreams, being given the ability to channel radiance through their weapons and armor. They awaken one morning to find a special, magical prismatic shield. Once they bear it, they must go on a quest to find their rainbow steed.

The commonest rainbow steeds include the following:

  • Iridal horse: a horse with rainbow hide that can walk on rainbows.

  • Giant glowing lizard: an aptly named lizard large enough to ride that can see esoteric energies and whose tongue is made of radiant magic.

  • Prismatic beetle: a giant beetle with rainbow wings that empowers its rider with great strength.

  • Konrul: a legendary firebird.

  • Iridal painter: a cougar with rainbow fur that is a direct celestial servant of the people, appearing only in times of crisis.

  • White-tailed deer: a white-tailed deer, usually a stag, that is strong enough to be ridden.

  • Giant painted turtle: a giant, colorful turtle that protects its rider from esoteric energies.

  • Bison: a mundane bison.

  • Shimmering marlin: a large, rainbow-hued fish that lets its rider swim with it.

  • Radiant swan: a swan that radiates rainbow magic.

Consult the GM for more details about these steeds. They can communicate with their steeds if they are within nine miles of one another. They can also empower their steed, giving it special abilities and magicks based on the color of its barding, saddle, bit, bridle, or other adornments:

  • Black gives the steed a second chance roll if it is critically or exceptionally wounded.

  • White improves the steed’s vision.

  • Red gives the steed strength and courage.

  • Orange gives the steed determination and defiance.

  • Yellow gives the steed wisdom and insight.

  • Green gives the steed sharper hearing and a louder voice.

  • Blue gives the steed empathic senses.

  • Violet gives the steed greater morale and contentment.

Rainbowguard then gain the following powers:

  • Radiant armor: rainbow light that forms an armor around them, emanating from their shields.

  • Ebon cape: a cape of celestial shadow that forms when they are in direst need, protecting them from all attacks and hiding them until they are safe.

  • Lavender banner: a banner that brings joy to the downtrodden when it is seen.

  • Sapphire bond: the bond they have with their mount is sealed with a blue jewel.

  • Emerald call: emerald green light flows from them as they shout for aid, sending it far afield.

  • Saffron analysis: yellow light surrounds them as they analyze the battlefield, gaining bonuses for the following round.

  • Fulvous spear: if they fight an oppressor, their spear glows orange and burns them.

  • Scarlet strength: if they fight a stronger opponent, their bodies burn red and gives them extra strength.

  • Crystal aura: they shine with white light when they wish to inspire others.

They can use one color at a time per round.

The rainbowguard is an ancient and powerful group of warriors chosen by the Rainbow Serpent. They exist all over the world, either integrating into a culture or living in defiance of it.

PRO +3 ATH +2 STR +2 AWA +2 WIL +1 PRS +2 STH -3


Renegade

Renegades are escaped slaves who vow to help other slaves escape. They are vigilantes who spend their time constantly fighting the slaveowners, and they are led by the Counterblast herself.

Every renegade is trained by other renegades. They generate magical power via acts of resistance to tyranny. While they are enslaved, they are usually unable to wield it, but any act of resistance generates the power. Escpaing enslavement generates so much that every renegade involved in the escape can sense it palpably, and they use it to help the escaping slave sense it and wield it. Not every escaped slave can or will become a renegade - many are too afraid, too confused, too tired, too traumatized to do so. Some are too focused on escape, seeking freedom for themselves, their family, their loved ones, but not to devote themselves to fighting for others. This is respected - no enslaved person is judged for their choice of what to do with their freedom, so long as it is not to enslave or harm others. But those who feel called toward resistance and liberation are recruited immediately.

Renegades gain power by acting in unison. This is why they go in groups to liberate other slaves, and this is why the newly escaped slave joins their group if they choose to become a renegade. Acting in unison creates an enormous amount of power. Their hearts will be filled, their bodies will be filled, their souls will be filled with power, and if they place their hands over their hearts, concentrate, and draw it forth, orange flame of liberation will spill forth. If they have a weapon - and renegades will always have a weapon, and extras to share with new renegades - the spark of fulvous flame will leap to their weapon.

From there, every act of resistance they engage in makes the flame burn brigther.

With enough fulvous flame, they can empower their weapons, their own bodies, armor, or other objects. Any action they undertake to free other slaves will be empowered, and any chain they find will shatter at even the weakest blow of their weapons. Their fulvous flame gives them +3 to any action in resistance to tyranny, +6 to freeing slaves, +9 to breaking chains or jail bars.

PRO +3 ATH +2 STR +2 AWA +2 WIL +2 PRS +1 STH +2


Sworn Defender

A warrior who can defend others by oath alone.

A sworn defender is able to take wounds for their wards. They do this by devoting themselves to the defense of others. They gain their powers by making an oath to defend someone. Though anyone can make such an oath, a sworn defender means it emphatically and is willing to die for someone. Once they make their oath, they are tested by powerful magicks, and if they pass, they gain special abilities.

Their defensive powers derive entirely from those they mark as their wards via their oath. They mark someone as a ward via the oath (usually hand verbal). If the target is willing, there is no roll; if the target is unwilling, they roll WIL vs. WIL.

  • Body shield: any physical attacks on the ward instead roll against the sworn defender’s full defense (toughness+armor) and the sworn defender receives the stun and wound instead of the ward.

  • Shielding vow: any magical attacks on the ward instead roll against the sworn defender’s WIL. If the sworn defender normally succeeds, the magical attack suffers -3 against the ward; special success means -6; exceptional means -9; critical means -12. If the attack hits 0, it is negated completely. If it goes into negative numbers, it is sent back at the caster.

  • Locate ward: the sworn defender can know the direction and distance to their ward is at any moment, no matter how far away they are.

  • Aura of protection: if the sworn defender has three or more wards within 20', they can extend an aura of protection against all attacks at a power equal to their WIL+STR for up to 3 rounds. This barrier will not cause wounds to the sworn defender, but the sworn defender will have a -1 per point of damage repelled to WIL and/or STR for a round. If this takes them to 0 or below, they are not killed, but are stunned for the round.

  • Counterguard: in place of a counter attack, a sworn defender may choose to add +3 to their next parry, dodge, toughness, or defensive WIL roll.

  • Meek reflection: if the sworn defender protects anyone nearby, even if not a ward, who has a STR or WIL below 8, they will gain a bonus equal to the difference between the protectee's STR or WIL and the sworn defender to their respective stat for the next round. This only works if the protectee is not an exploiter, oppressor, abuser, or wielder of infernal powers.

  • Unbreakable oath: if someone tries to coerce them into acting against their oath either mundanely or magically, the sworn defender gains +3 to resist it.

  • Warding step: the sworn defender can exchange places with a ward if the ward is in a dangerous place and the sworn defender is not and if they are within 13 miles of each other.

Sworn defenders can be of any culture or community, but they must be willing to die for someone, make their oath, and not be an oppressor, abuser, exploiter, enslaver, etc.

PRO +3 ATH +1 STR +3 AWA +2 WIL +2 PRS +1 STH -3

This topic: Shem > Campaigns > ThirdShemCampaigns > AllThingsEnd > ATECharacters > ATECharGen > ATEOccupations > ATECombatants > ATECelestialCombatants
Topic revision: 06 Jul 2025, SallyJaneBlack
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