Captain (3 CP)
Captains gain access to the “by Command” Trait.
- Light Armor or Combat Reflexes
- Heroic Strike, Heroic Block, or Heroic Dodge
- Any 5 Weapon or Shield Skills
- Swift Strikes
- Heroic Recovery or Heroic Vitality
- Staff Approval-- Captain is a restricted class and you should consult with the Director before buying into this Header.
Captains are battlefield commanders, standing at the forefront of battle and bolstering their allies to win the fight. They serve, weapon in hand, supporting their allies and fighting by their side.
Captains come from all races and walks of life. Briton
Knight-Commanders lead units of heavily-armored troops into battle, while Brynn
warchiefs guide their clansmen in berzerk charges into the enemy's lines. Elven captains often lead skirmishing forces or groups of archers, while Free Dwarves
follow their commanders into the fray, their heavy infantry marching in solid step to strike down the foe. The Crown Guard is a training ground for many captains; regardless of their race or heritage, the training they receive is often valuable enough to sign on for a term of years in order to learn how to lead men on the battlefield. Regardless of their background, captains are skillful fighters with a knack for leadership.
The captain easily flows from inspiring his troops and issuing orders to engaging the enemy in direct combat, and back again as the condition on the battlefield warrants. As a leader who fights as well as he commands, captains earn the respect of their allies by ability, not words. They form cohesive combat units that are a force to be reckoned with when words fail and steel is the only answer.
- Skills with the "Unit" keyword specify "Shield Wall" or "Skirmish Formation".
- Shield Wall is all members of the Unit within Medium Melee Weapon range of one another.
- Skirmish Formation is all members of the Unit NO CLOSER THAN Large Melee Weapon range of one another.
- It is important that you as the Captain make sure all members of your Unit understand these formations.
- You CANNOT use skills with the Unit keyword unless ALL members of your Unit are in the correct formation.
When you unlock this header, you gain the Assemble On Me! skill. The 0 CP cost counts as the first purchase.
Assemble On Me! (0, 3, 3, 3 CP; 0 Stamina, Battle, Command)
You may gather with allies to create a Unit. Spend at least five minutes getting a clear agreement from a group of people that they wish to join together in combat.
These 5 minutes of roleplaying should be you as a leader getting to know your Unit: training, learning their skills and weaknesses, roleplaying some training drills, etc. It's time for you as a leader to get to know the people you're going to be leading into battle. It's also time for you to explain to them how your skills work and maybe go to the training area to do some practical exercises.
Touch the target and call “Imbue [Unit Trait] by Command.” to willing allies. The Unit members keep this Trait until the end of the Watch, or leave the community at any time by renouncing the Trait by calling, “Cure Unit Trait To Self by Command”. You automatically gain the Unit Trait and do not count against the total number of allies in the Unit.
When you choose use this skill, choose a generic word to designate YOUR unit, one that you believe is not in use by any other Captain (PC or NPC). Examples would be Team, Squad, Platoon, Warband, Pack, etc. This trait can carry some flavor with it, but it is not an in-game label and should not include individual names or factions (If you want that, look at the Herald or the Champion, that's exactly what they're designed for). For the duration of this watch, use that word instead of "Unit" anywhere you see that word in this skill list.
Once the Trait is Imbued, you must call your Unit together by calling "Unit, Assemble On Me!" loudly, and gathering all Unit members within Close Formation (see above) of you. Then, once your Unit is gathered, you can call either, "Unit, Shield Wall Formation!" or "Unit, Skirmish Formation!" From then on, your Unit must be in the correct formation for you to use any skill with the Unit keyword.
Remember, Brittanis runs on the honor system--Don't Be A Dick.
Anyone with a Unit Trait may respond “No Effect” to any skill that targets that Trait, if they do not wish to be affected by it. Only characters with this named ability can add targets to a Unit.
You may Imbue up to 3 allies with this skill.
· 2nd Purchase: 3+Tier allies.
· 3rd Purchase: 4+Tier allies.
· 4th Purchase: 5+Tier allies
Command (3, 3, 3, 3 CP; Watch)
You gain a pool of points called Command, which can be spent in place of Stamina to power skills from the Captain header ONLY. You gain one point of Command for each skill you have with the Command keyword. Command points Refresh after you have rested for 5 minutes.
▪ 2nd and later Purchases: Your Command Pool increases by +1.
Assault (3, 4, 5 CP, 2 Stamina; Unit, Command)
You call, “By My Voice to Unit, Grant Attack by Command: (Melee/Missile) 2 Damage”
· 2nd Purchase: “By My Voice to Unit, DOUBLE Grant Attack by Command: (Melee/Missile) 2 Damage”
· 3rd Purchase: “By My Voice to Unit, TRIPLE Grant Attack by Command: (Melee/Missile) 2 Damage”
Wall of Blades (3, 3, 3 CP; 2 Stamina; Unit, Command, Battle)
You call, "By My Voice to Unit, Grant Defense by Command: Parry Weapon.
2nd Purchase: usable 2/battle
3rd Purchase: usable 3/battle
Victorious Praise (2, 3 CP; 1 Stamina; Battle, Command)
When your Unit strikes true, it heartens you and renews your will to fight. When a character in your Unit defeats an enemy (to the best of your knowledge, keeping DBAD in mind)
using an attack you Granted them, you can immediately make a 5 second exhortation, praising the victory and then call, "By your Name (NAME), Grant 2 Protection by Command!" afterwards.
2nd Purchase: Grant 3 Protection
Change In Plans (3, 3, 3 CP; 3 Stamina; Battle, Command)
You can change formations mid-battle. You can spend 3 Stamina points (NOT COMMAND POINTS) and call, "By My Voice, Imbue to Unit: [Shield Wall/Skirmish] Formation!" Once your Unit is in the NEW formation, you can use Unit skills as normal.
2nd Purchase: Usable 2/battle
3rd Purchase: You can use Command Points to power this skill.
Guardian Formation (2, 3, 3, 3 CP; 2 Stamina; Battle, Unit)
Requires Lead From The Front; Unit must be in Skirmish formation. With a quick order to your unit, you remind them to stay alert and ready to avoid harm. Make a 5 second battle cry to your troops and call, "By My Voice to Unit, Grant 2 Protection by Command!"
2nd Purchase: usable 2/battle
3rd Purchase: Grant 3 Protection
4th Purchase: Grant [Tier+2] Protection
Stonewall Stance (2, 3 CP, 1 Stamina; Unit)
Requires Stand Your Ground.
Unit must be in Shield Wall formation. You can instill a solid, immovable character in your Unit, making a 5 second speech and calling, “By My Voice to Unit: Slow and Grant Defense: Resist Repel, Slam, Weakness."
2nd Purchase: “By My Voice to Unit, Slow and Double Grant Defense: Resist Repel, Slam, Weakness"
Cloak of Bravery (2, 3 CP, 1 Stamina; Unit, Command)
You call, “By My Voice to Unit, Grant Defense by Command: Resist Fear”
2nd Purchase: "Resist Mental"
3rd Purchase: "Double Resist Mental"
Call To Arms (3, 3, 4, 4 CP, 3 Stamina, Battle, Unit, Command)
Requires 4 skills from this header WITHOUT the "Grant Attack" effect.
Make a 5 second battle cry and call, “By My Voice to Unit, Grant 4 Protection by Command”
2nd Purchase: “By My Voice to Unit, Grant [Tier+3] Protection to Unit By Command"
3rd Purchase: usable 2/battle
4th Purchase: [Tier +4] Protection
Commander’s Resolve (3 CP, 2 Stamina, Battle)
While in a Unit, spend 3 sec of roleplay shaking your head, binding wounds, checking armor, etc. and call, “Heal [Tier+1] to Self by Command”
Lead From The Front (3, 4 CP)
When in command of a Unit, your Armor Pool maximum is increased by your Tier. These points can be repaired and refreshed as if the armor were of the higher value so long as you are in possession of the armor. The bonus Armor points do not work for any other character.
· 2nd Purchase: You gain the Armor Point bonus at all times.
Stand Your Ground (3, 3 CP, 2 Stamina)
When in command if a Unit, you can call “Resist by Command” against a Slam or Root effect.
· 2nd Purchase: You do not have to be in command of a Unit to use this skill.
Turn The Tide (3, 4, 4, 5 CP, 2 Stamina; Unit, Command, Battle)
Requires 5 skills from this header.
If you down an unwilling enemy in combat with a melee attack, you can immediately call “By My Voice to Unit, Grant 2 Protection and (Melee/Missile) Attack to Unit: [Tier+1] Damage”
Break The Line (2, 3, 4 CP, 2 Stamina; Battle, Unit, Command)
Requires 2 "Grant Melee/Missile attack" skills from this header.
- 2nd Purchase: “By My Voice to Unit, Grant 2 Protection and DOUBLE (Melee/Missile) Attack: [Tier+1] Damage”
- 3rd Purchase: “By My Voice to Unit, Grant 2 Protection and TRIPLE (Melee/Missile) Attack: [Tier+1] Damage”
- 4th Purchase: Requires Tier 3. “By My Voice to Unit, Grant [Tier+1] Protection and TRIPLE (Melee/Missile) Attack: [Tier+1] Damage”
You may make a short (5 second) battlecry, and call, "By My Voice to Unit, Grant Melee Attack by Command: Short Repel."
· 2nd Purchase: “[Tier+1] Damage and Short Repel”
· 3rd Purchase: Usable 2/battle.
Avenge the Fallen (3, 3, 3 CP; 0 Stamina; Battle, Unit, Command)
Requires 3 skills from this header.
If a member of your Unit becomes unconscious, (to the best of your knowledge, keeping DBAD in mind)
you can immediately call, “Avenge the Fallen! By My Voice to Unit, Grant (Melee/Missile) Attack by Command: 3 Damage”
· 2nd Purchase: “By My Voice to Unit, Grant (Melee/Missile) Attack by Command: [Tier+2] Damage”
· 3rd Purchase: [Tier+3] Damage
Stand the Fallen (3, 3, 3 CP, 2 Stamina, Unit; Battle)
Requires Avenge the Fallen.
You know exactly when members of your unit are near death-- and that the right motivation at the right time can be nearly magical in its ability to make them fight on. If you believe a member of your unit is Unstable, make a 5 second speech exhorting them to get back in the battle and call “By Your Name, [NAME], Heal [Tier+1] by Command.
· 2nd Purchase: Heal [Tier+2]
· 3rd Purchase: Heal [Tier+3]
Pressing Assault (3, 3, 3, 3 CP, 3 Stamina, Battle, Unit, Command)
Requires Assault, Break The Line, Unit must be in Shield Wall formation.
Call, “By My Voice to Unit, Grant Melee Attack by Command: Slam,”
2nd Purchase: “By My Voice to Unit, Grant Melee Attack by Command: 2 Damage and Slam,”
3rd Purchase: usable 2/battle
4th Purchase: “By My Voice to Unit, Grant Melee Attack by Command: 3 Damage and Slam,”
Takedown Attack (3, 3, 3 CP, 2 Stamina; Battle, Unit, Command)
Requires Assault, Break The Line, Unit must be in Skirmish formation.
Call, “By My Voice to Unit, Grant Melee Attack by Command: Short Maim.”
2nd Purchase: “By My Voice to Unit, Grant Melee Attack by Command: 2 Damage and Short Maim.”
3rd Purchase: usable 2/battle
Move It, Soldier! (2, 3 CP, 1 Stamina)
Requires Cloak of Bravery.
Call “By Your Name, [NAME], Cure (Root or Slow) by Command.” You can only Cure one effect at a time.
· 2nd Purchase: “By My Voice,Cure (Root or Slow) to Unit by Command.”
Clear The Line (2 CP, 2 Stamina; Battle, Unit)
You call, “By My Voice, Grant Disengage to Unit by Command”
Ready For Inspection (3, 3, 4 CP; 2 Stamina; Watch; Unit)
Requires Battlefield Repair: Armor, Unit in Shield Wall formation.
You can gather your Unit and work together to repair each other's armor without a forge. Spend 5 minutes of Activity with your Unit in Shield Wall formation, roleplaying repairing armor. Then you call, "By My Voice, Repair [Tier+1] Armor to Unit."
2nd Purchase: Usable 2/watch.
3rd Purchase: Requires 3 minutes of Activity.