Champion

Champion (3 CP) Champions gain the Flavor Trait of Inspiration. Champions are people who, by their deeds and actions, inspire others. These skills take many forms. Charismatic leaders, entertainers, storytellers, and councilors each have their own styles of performing essentially the same role in improv­ing the morale of their friends and allies. Inspiration (2, 3, 3, 3 CP; Watch) Requires 1 skill with the Inspiration keyword. You gain a pool of points called Inspiration, which can be spent in place of Stamina to power skills from the Champion header ONLY. You gain one point of Inspiration for each skill you have with the Inspiration keyword. Inspiration points CANNOT be returned by a Refresh effect; they refresh ONLY after you have rested for 5 minutes. 2nd and later Purchases: Your Inspiration Pool increases by +1. Community (2, 3, 3, 3, 3 CP; Watch) You may gather with friends and allies to create a Com­munity. Spend at least five minutes getting a clear agree­ment from a group of people that they wish to join to­gether, and jointly agree on a name for the group. All Community names must be approved by staff before use, as they become a Trait and must be chosen carefully for clarity and to avoid confusion with other traits. Touch the target and call “Imbue: [Community Trait] by Inspiration” to willing allies. The community members may keep this Trait until the end of the Watch, or leave the community at any time by renouncing the Trait by calling, “Cure [Community] To Self by Inspiration”. You automatically gain the Community Trait and do not count against the total number of allies in the Community. Anyone with a Community Trait may respond “No Effect” to any power 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 Community. You may Imbue up to [Tier+1] allies with this skill. · 2nd Purchase: [Tier+2] allies. +1 Inspiration Pool. · 3rd Purchase: [Tier+3] allies. · 4th Purchase: [Tier+4] allies. +1 Inspiration Pool. · 5th Purchase: You may have two Community Traits, and may use this skill twice per watch. This means that you can either create two Communities bound to yourself, or create one and be a part of a second that does not originate with you. Comic Relief (3, 3, 3 CP, Watch; Inspiration) Requires Inspiration. Once per watch, when you are under the effects of a lin­gering affliction (Maim, Inflict, Drain, etc.) you may make a joke at your own expense about your problems. If the joke gets a reaction (not neces­sarily a positive one, groans at a bad pun are just as valid as laughter) you may call, “Refresh [Tier+1] Inspiration,”. Your Inspiration pool can never go above its normal maximum. · 2nd purchase: usable twice per watch. · 3rd purchase: "Refresh [Tier+2] Inspiration."  +1 Inspiration Pool. Empathy (2 CP) Requires Diagnose. You are able to judge a character’s mental condition by interacting with them. After talking to someone for one minute, you may call “Diagnose Mental,” per the Diagnose rules. The subject can tell you are trying to judge their condition, and some people maybe offended by the attention. Free the Mind (2, 3, 3, 3 CP, 2 Stamina; Battle) Requires Snap Out Of It! By means of a performance, rousing speech, or warcry, you may attempt to bring your allies back to themselves, curing mental conditions. Spend at least ten seconds of Activity ro­leplaying the use of the skill and call “By My Gesture, Cure [Mental/Frenzy] by Inspiration.” You can use this skill with the Mental Trait or Frenzy effect, but not both in the same instance. · 2nd Purchase: “By My Voice to [Community], Cure [Mental/Frenzy] by Inspiration.” · 3rd Purchase: “By My Voice to Hero, Cure [Mental/Frenzy] by Inspiration.” · 4th Purchase: usable twice before rest. Inspired Resilience (3, 3, 3, 3 CP, Watch; 3 Inspiration; Inspiration; Self) Spend 5 seconds of Activity roleplaying shaking your head to clear the cobwebs, tightening and checking bandages, etc to call out "Heal [Tier] and Slow to Self by Inspiration.” · 2nd Purchase: usable twice per watch. · 3rd Purchase: “Heal [Tier+1] and Short Slow to Self,” · 4th Purchase: Touch one target and call, “Heal [Tier+1] and Short Slow to [Community] by Inspiration." Luck of Heroes (3, 3, 3, 3 CP, 3 Stamina; Day) Good fortune sometimes saves you from serious injury or death. When you are Unstable and approaching the end of your Death Count, you may spend 3 Stamina and take a "Stabilize and Drain to Self by Inspiration." effect. Note: You do not have to say the Effect for this skill out loud. The skill need not be used immediately after you are dropped by called damage, and may be saved un­til the last second before Death. If you are struck with called damage again before regaining consciousness, you are “out of luck” and cannot use this skill again to save yourself. · 2nd Purchase: "Stabilize and Drain to Self by Inspiration." When your 5 minute wait is up, call, "Heal [Tier] and Slow to Self by Inspiraiton. · 3rd purchase: usable once per Watch · 4th Purchase: "Heal [Tier+1] and Short Slow to Self by Inspiration." Not Dead Yet (2, 2, 2, 2, 2, CP, 2 Stamina; Battle; Inspiration) Requires Diagnose. In a crisis, you can quickly aid your fallen friends with some helpful humor. Touch an unconscious ally and call, "Diagnose [Unstable/Stun]. If they respond with "Yes.", make a joke about their condition, and call “Heal [Tier] and Slow by Inspiration.” · 2nd Purchase: You can Diagnose and Heal [Tier+1] targets. These uses expire when you rest for any reason. · 3rd Purchase: You can use the Heal effect OR call, “Grant Defense: Purge Stun by Inspiration.” Both effects use up 1 instance of your [Tier+1] targets. · 4th Purchase: “Heal [Tier+2] and Refresh [Tier] Stamina by Inspiration,” · 5th Purchase: “Cure Stun by Inspiration” instead of Purge. Rally (3, 3, 3, 3 CP, 2 Stamina; Inspiration) Requires Community. Your brave example encourages your allies to go on in the face of injury and adversity. Spend at least ten sec­onds of Activity loudly exhorting or encouraging your allies and call, “By My Voice to [Community], Stabilize by Inspiration!" This costs 2 Stamina. It is highly recommended that the Champion memorize a few battle cries and time them out to 10 seconds for this purpose. All higher-level uses of Rally cost 3 Stamina. 2nd Purchase: You can call, "By My Voice to [Community], Heal [Tier] by Inspiration!" 3rd Purchase: You can call, "By My Voice to [Community], Heal [Tier+1] by Inspiration!" 4th Purchase: Requires Tier 2. You can call, "By My voice to [Community], Heal [Tier+2] by Inspiration!" Rouse (3, 3, 3, 3, 3, 3 CP; 3 Stamina; Battle, Inspiration) Requires Not Dead Yet. Your voice can encourage your companions to endure greater wounds and renew their flagging spirits. Touch an ally and spend at least ten sec­onds of Activity loudly exhorting or encouraging them. It is highly recommended that the Champion memorize a few battle cries and time them out to 10 seconds for this purpose. Then call, "Heal [Tier+1] and Repel by Inspiration!" (Yes, this means the target must stay 10 feet away from the Champion until they have rested for 5 minutes; they should probably head back toward the battle.) 2nd Purchase: Usable [Tier]/battle 3rd Purchase: "By Your Name, [NAME], Heal [Tier+1] and Repel by Inspiration!" 4th Purchase: Heal [Tier+2] and Repel 5th Purchase: Usable [Tier+1]/battle 6th Purchase: "Heal [Tier+2] by Inspiration!" Stand Up and Fight! (4, 5, 6 CP; 3 Stamina; Battle) Requires Rally 3, Rouse 3. Your voice cries out across the battlefield, bolstering every hero who can hear you. Make a LOUD, rousing speech (25 seconds of activity), exhorting your allies bravery and prowess. then call, "By My Voice to Hero, Heal [Tier+1] by Inspiration 2nd Purchase: "By My Voice to Hero, Heal [Tier+2] by Inspiration!" 3rd Purchase: usable 2/battle Snap Out Of It! (3, 3 CP, 2 Stamina; Battle) When a friend of yours is out of control, the memory of your friendship can bring them to their senses. Spend 5 seconds of Activity roleplaying the encouragement of the target and call “By Your Name, [name], Grant Defense: Purge Mental by Inspiration.” As this skill depends on your knowledge of the afflicted party, it can only be used on people whose names you know. · 2nd Purchase: usable twice before rest. · 3rd Purchase: call “Cure Mental by Inspiration” instead of Purge. · 4th Purchase: costs 1 Stamina. Tale of Bravery (3, 3, 3, 3 CP; 2 Stamina; Battle) You touch a target and call “Grant Defense: Shield Fear by Inspiration,” Target calls call “Shield by Inspiration.” when hit with an effect that has the Fear trait. · 2nd Purchase: Spend 1 minute of activity telling a tale of heroism and call, “By My Voice to [Community], Grant Defense : Shield Fear by Inspiration.” · 3rd Purchase: "By My Voice to Hero, Grant Defense: Shield Fear by Inspiration. · 4th Purchase: "By My Voice to Hero, Grant Defense: Double Shield Fear by Inspiration" Tale of Restoration (3, 3, 3 CP, 2 Stamina; Watch) Requires 3 skills from this header. Your tales inspire those who listen to them and the entertainment can soothe their wounds. Once per watch you may spend at least one minute of Activity telling an entertaining story to any in a room who would listen. If you have been within sight or hearing of a battle, you cannot use this skill until you have rested for 5 minutes. When you are finished you bow or indicate somehow that the story is complete. If the crowd reacts with laughter or applause you may call out "In This Room, Heal [Tier+1] by Inspiration" to offer your audience respite from their wounds. Using this skill does NOT include you in the effect. · 2nd Purchase: You can use this skill twice per watch. · 3rd Purchase: Heal [Tier+2] by Inspiration Tale of Encouragement (3, 3, 3 CP; 2 Stamina;Watch) Requires 3 skills from this header AND Tale of Restoration. Your tales inspire those who listen to them and the entertainment can give them hope and strength and ease their fatigue. Once per watch you may spend at least one minute of Activity telling an entertaining story to any in a room who would listen. If you have been within sight or hearing of a battle, you cannot use this skill until you have rested for 5 minutes. When you are finished you bow or indicate somehow that the story is complete. If the crowd reacts with laughter or applause you call out "In This Room, Refresh [Tier] Stamina by Inspiration" to offer your audience respite from their weariness. Using this skill does NOT include you in the effect. · 2nd Purchase: You can use this skill twice per watch. · 3rd Purchase: Refresh [Tier+1] Stamina by Inspiration. You Do Not Have Permission To Die (5 CP, 0 Stamina, Event--Special) Requires Tier 2, Not Dead Yet 2, Rouse 2. You may attempt to save an ally from certain death. Once per Event, you can spend ten seconds of Activity roleplaying trying to wake them and call “By Your Name, [name], Cure Death and Stricken by Inspiration." Your dead friend will wake, exhausted by their ordeal, but alive. When they do, you immediately call, "Drain to Self by Inspiration." Special: This skill cannot be recharged by any means, for any reason, ever. Once per event ONLY. You Missed Me (3, 3, 3 CP, 2 Stamina; Battle) You may spend 2 Stamina to call “Avoid by Inspiration” any one melee, missile, or packet attack. · 2nd Purchase: usable twice before rest. · 3rd Purchase: The next [Tier] attacks that hit you.