To venture into the Glowlands is to enter one of the most dangerous places in all of Atrius, and those who enter do not do so without good reason. Champions are those who enter the Glowlands for reasons beyond themselves, whether it is for a quest, to fulfil an oath or to defend some worthy cause. Halfway between vagrant and knight, they have a strange charisma that compels others around them, pushing them to great deeds.
Class Goal - Cause: A Champion has dedicated themself to a cause they deem worthy. This can be a noble or malevolent one, but it is the service of a greater power such as an organisation, a god or even something more abstract, like a system of ethics. Wherever it is, its principles are something that guide you, and whenever you follow or advance these you mark your class goal box.
Starting Gear: You start the game with the following:
A hand weapon and a shield
A crossbow
10 crossbow bolts
A suit of medium armour
Starting Mastery: You start the game with either Rank 2 Martial Mastery or Rank 2 Skill Mastery.
Starting Proficiencies: You start the game proficient in all weapons and all armour
Class Ability - Rallying Cry: Using two actions, you boost the resolve of your allies with inspiring rhetoric, a commanding presence or simple loud shouting. When you do, all friendly characters within range 1 can immediately take a single action, even if they have already acted this round. When you use this power, test your Martial Mastery twice.
Class Ability - Bolster Morale: Whenever you defeat an enemy, you can use your victory to strengthen the resolve of your allies. If you do this, all friendly characters within Range 1 lower their Strain by an amount equal to your Empathetic, to a minimum of 0. When you use this ability, test your Martial Mastery once.