Guardian in Ananke
Guardian are known as defenders of the weak and helpless, bound in steel and by codes of conduct and honor, Guardians are often at the employ of major nations or organizations.
Defender (slotted ability): Call Guard and touch someone struck to take the hit for them. You may use defenses against things that strike you as normal.
Challenge: Call out a loud verbal challenge against a single foe on the field. Every time the foe calls damage or an effect against a target other than you, you may use a Spike attack Hit 1 or from your race or from another style against that target. Cooldown: 3 hits or 5 seconds.
Avenger: Call out a loud verbal declaration to one ally you will defend. The next time a foe calls damage or an effect against that ally, you may spend 1 Spirit and use a Heroic attack of Hit 5 or from your race or from another style. If that ally has made no offensive calls since your declaration, this strike does not cost spirit. Cooldown: 3 hits or 5 seconds
Battlefield Awareness (slotted ability): Spend 1 spirit to call “Timestop Battle Awareness Look around 3 2 1 lay on”.
Battlefield Maneuver: Spend 1 spirit to call “Timestop Battle Awareness Allies Scamper 3 2 1 lay on”. This lets people take three scamper steps. This can’t be stacked with other forms of scamper because it’ll take too long to manage.
New Battle Plan: Spend 1 spirit to call “Timestop Battleplan”. Then you may take one breath and convey as much as possible in that breath. Next breath calls the lay on. You may not have a dialog with another person. You are the only one who may speak.
Prepared Battle Plan: Coordinate with others before an encounter and come up with a battle plan. Name the battle plan. Define what attacks will be used and in what order. You may give each person participating in the plan 1 Temp Spirit or 1 Temp Blood to be used for their part in the plan. If all participants are present you may spend 1 Spirit to call “Battle Plan {name}”. Each participant gains the Temp Spirit or Temp Blood to be used in their part of the plan.
Armor of Heroes (slotted ability): Reduce 4 or less damage to 1 damage (Except Blood damage). If you also have the armor skill that does the same, you may reduce 5 damage to 1. If you lose your heroic DR, lose this as well.
Parry: 1 Blood or 1 Spirit: Hit/Core/Range Resist so long as the attack hit your weapon/shield.
Durable Form: 2 Blood or 2 Spirit: Block. If you have heroic armor you may use the defense from it instead of 2 Blood to call Block.
Ready For Battle: Spend a 15 second RP preparing yourself and spend 1 Spirit to gain 1 Temp Blood.
True Hero: If you would lose Heroic DR, you may instead downgrade your Armor of Heroes.
Shield of Pa'man (slotted ability): You may have DR4 against any Core Strike that hits your shield.
Guardian of Pa'man: You may have DR4 against any Core Strike that hits your weapon.
Armor of Pa'man: You may have DR4 Bodywide against Core. This does not work on attacks that strike your weapon or shield.
Shield Circle (slotted ability): RP for 1 minute to create one Guardian Circle with a 5' radius. You must include a site description. You may only have one site at a time per ability slot. The site may be removed with an RP for 1 minute. While you are within this circle your Shield is Sunder and Destroy Immune.
Full Circle Forge: You may place your shield in the center of the circle and create a basic forge. You may spend 5 Minutes roleplay here to repair equipment.
Full Metal Circle: Anyone may gain the Benefits of your circle.
Indomitable Spirit (slotted ability): 1 Spirit: [Resist Berserk / Fear / Compel / Dominate / Pain] Effect. Instead, call Partial, stand still, and quote personal vows for the duration. If you are interrupted, take the resisted effect for the rest of duration.
Not Given To Fear: 1 spirit: Resist Fear. State vow or “I am not given to fear. Resist”.
Not Given To Anger: 1 spirit: Resist Berserk. State vow or “I am not given to anger. Resist”.
Beyond Control: 1 spirit: Resist Dominate/Compel. State vow or “I am beyond control. Resist”.
Beyond Pain: 1 spirit: Resist Pain. State vow or “I am beyond Pain. Resist”.
Vow of Honesty: You are known for always speaking the truth. You may say you are a person of your word (or similar statement) and have a high chance of being believed by NPCs. If you ever lie you will lose all benefits until you speak with staff and determine if penance is possible. Additional Vows may be taken at no extra dot cost.
Vow of Courage: If a task is declared to be dangerous you will volunteer to do it. If you are taken up on this offer you will follow through regardless of the danger. If you volunteer and the offer is not accepted you are not required to perform it.
Vow of Peace: You may not strike your allies, even if they are turned against you. The default for this is the PCs. PCs who you wish to not consider allies must be cleared by staff with a reason why. Statistical compulsions that are not resisted do not break this vow.
Vow of Service: You must swear to follow another for a defined amount of time. You may not disobey their commands. you may swear to follow more than one person at a time, but this may cause you to break your vow more easily if one commands you to disobey another. Statistical compulsions are not resisted and do not break this vow.
Vow of Fortitude: If there is an enemy on the field you will not seek out healing unless asked to.
Fortitude Against [Type]: Gain RP fortitude against disease, torture, intoxication, or other staff approved types.
Tactician: When preparing plans and informing staff of those plans, you may bid this to allow staff to fill in missing details or convey obvious loopholes based on the world. They are not required to give you information and it does not guarantee success.
Sworn to Courtesy: You must always show the Unarmed and children courtesy and respect, regardless of if they are an enemy or not. This does not mean if you are attacked by them, you cannot defend yourself or others. While you have not broken your oath, you may bid Fame+1 and introduce yourself as a Knight of Courtesy. If you have broken the vow, you are instead at Infamy + 1.
Banner Bearer: You may wield a 2-Handed Banner instead of a weapon. If one of your Knight skills would trigger a Spike damage, you may touch grant a single target Aura Spike Damage instead.