Herald

Herald

Cost: 5

Your Herald’s banner is a prop that displays your team’s symbol. It is a banner that is at least 3’ long and 1’ wide. The banner is held above you on a pole. You are unaffected by missile and packet attacks that strike your banner so long as the banner is not in front of you or another ally. If the banner has blocked the attack from striking you or another character, then you must take the attack.

You may create a community and, if you already belong to a community, induct new members into your community. If you are creating a community, you must decide upon a community name and get plot approval for your name. Your community can be as big as you wish, and it can include the entire town if you want to do that. The first time you create a community or join a community you must create an induction ceremony of at least one minute. You may perform this induction ceremony for a person who has proven themselves worthy of inclusion in your community. When you finish the induction ceremony, touch the new member and call out “Permanent Grant [Community] Trait” to welcome the new member into your community. This person permanently gains your community trait.

You may normally only belong to and induct members into one community, although rumors have suggested there are ways to join and even learn to induct members into additional communities.

At the Fore

Cost: 1
Spirit Form

When you are going forward to negotiate or to view enemy forces you may place your banner so it is upright or leave it in the hands of someone you trust so you have a safe retreat. If you get into trouble you may exhaust a point of Fire and call out “Protection of the Banner” to turn to a spirit. You cross your arms in front of you and walk towards your banner. Call “Spirit” to negate melee, missile, packet and voice attacks against you. Detrimental attacks that effect you (such as traps or other plot deliveries) or detrimental effects with “to Spirit” or “to Herald” traits take full effect and end the use of this skill. You may not use this skill if your banner is away from you on the other side of a gate. If at any time after you activate this skill your banner is moved, falls over, or somehow goes on of line of sight you immediately come out of spirit form, lose all of your Vitality, and fall over unstable. Once the effect ends all Spirit Form skills are exhausted until you take a long rest.

Banner of Healing

Cost: 3

Once per long rest, if you are holding your banner, spend a point Void, and call out “By My Voice, Heal 2 by Inspiration.” If you have a community trait you may instead call out “By My Voice, Heal 2 to [Community]” when using this skill.

Battlefield Command

Cost: 4

Spend a point of Air, call out either “Cure Fear by Inspiration” or “Cure Confusion by Inspiration” and touch an ally to maintain the ranks.

Battlefield First Aid

Cost: 4

The time required for you to use First Aid to stabilize or cure a Maim effect is reduced to 30 seconds.

Call of Respite

Cost: 2

Once per long rest, spend a point of Air, and call out “By My Voice, Stabilize by Inspiration.” If you have a community trait you may instead call out “By My Voice, Stabilize to [Community]” when using this skill.

Healing Adept

Cost: 5
Requirement: Blessing of Health

If you use both castings from the Legacy spell, A Blessing of Health, on recipients other than yourself, you gain an additional casting for use on others. You cannot use this additional casting to heal yourself.

The Herald's Nod

Cost: 1

If you see someone wearing the checkered pattern you may exhaust a point of Air and gesture to them to call out "By My Gesture, Expose Herald by Magic." This is usually done only if there is some question as to the validity of the individual in question. If you do this in court to a prominent Herald you might be considered a buffoon or fool, but using the skill on the road or in times of danger is certainly warranted. The person must be clearly displaying the checkered pattern and in decent view.

Inspire Excellence

Cost: 4

Spend a point of Air, call out “Grant Melee Attack by Inspiration, 2 Damage,” and touch an ally to empower them.

Rise Again!

Cost: 5

Once per short rest, you may deliver a beneficial effect from a skill or a spell using the name of an ally. When you use this skill add “By Your Name,” and the name of the recipient to the beginning of the verbal of the effect so your call benefits your ally.

Tale of Encouragement

Cost: 1

Your tales inspire those who listen to them and the entertainment can give them hope and strength and ease their fatigue. Once per event you may spend at least one minute telling an entertaining story about your Company to any in a room who would listen. When you are finished you bow or indicate somehow that the story is complete. Choose one of Earth, Fire or Water. If the crowd reacts with laughter or applause you may call out "In This Room, Refresh [Attribute] By Inspiration" to strengthen your audience. If you have already used this skill during the event, you may use this skill additional times by spending a point of Void for each additional use.