Bands of Soldiers or bandits often form around singular leaders around whom coalesce armies, for good intent or bad. Bands of men and women who will follow their leaders orders, and even die, and who often turn the wheels of history.
Who Will Enjoy: Feeling like a Leader, without needing to deal with PC's too much.
Cross-Subclass: Politician, or Hunter give you access to good information.
9 to 5 [Slotted Ability]: 15 Minute Cooldown: Timestop, You and All Allies Skitterflit To Me. Take 25 Steps in one direction
Workaholic: 9 to 5 may be 30 Second RP: All Enemies Range Repel
Married to the Job: 9 to 5 may be: 60 Second RP Synch: Area Enemies Range 1
You have access to a Basic Squad. You must be present for them to contribute or be used in any way. They have equipment slots as detailed below, they can only equip [Militia] items. They start with "Unarmed, 1 Power" in their weapon Slot. This is lost when weapons of any kind are equipped.
Squad 7, Move Out!: Up to your Rank in Militiaman per Event, You may bid your Squad in a Combat Situation. See Staff.
Border Patrol: 1 NPC Shift: You may gain a Minor Favor with a Town Militia Group.
Additional Information: 1 Focus: You may gain information about a conflict or location on the Tactical Map.
Draft Lieutenant: 1 Focus: You may hand a PC a Tabard, Sigil, or other item signifying their position in your Militia. Each Lt increases your power by 1. They remain in this position until they remove the item.
Invisible Support: 1 Time Unit: Your Squad will buy the town a short break, they will stop random low level monsters for a time.
Public Service: You may bid your Squad to assist in a large Subclass or Town Works Project.
Chain that Binds: 1 Focus: You may dispatch your squad to perform an objective or task without the need for you to be there. This may be denied by staff and your Focus refunded.
Immortal L.T.: You may create an NPC with staff, they are Fatetouched and return from death, and persist even if your Squad is wiped out. They have half your XP, and can be assigned abilities by you during creation, they have special rules after ascension. Once per event you may use a skill they have access to as your own for one encounter. They increase your squad power by 2.
Veteran Squad: Your Squad may now learn Rudimentary Combat Training from a Combat Class of your Choice. (IE: They may become a troop of Knights, or Agents, or Razor, etc). This will effect their performance.
Foolhardy Rescue: If you would die for the First Time in an Event, one of your Squad Members will disobey your orders and get you on your feet. You may be restored to 1 Blood, but under effect Slow. This does not guarantee your Safe Escape. You must report this death to Staff.
Nightwatch: 1 NPC Shift: Your Militia will take the Night Shift, and ward off lesser monsters during the Night.
Safety in Numbers: Your Squad will now Guard and Protect you while you use Basic Travel. It will greatly reduce the chance of being attacked or losing merchandise.
Brotherhood of Steel: You may join one of the existing armies in the world, or create your own paramilitary organization which will undertake missions and exist as an entity in the world.
Superior Tactics: Your Squad is now either Elite Rank, Elite Skirmish, or Elite Support Fighters. Choose One upon gaining this Skill.
Combined Arms: 1 NPC Shift: You may gain a Favor with one of the National Militaries.