Ensign
About this class
Ensigns are those who have chosen to not only join an order or organization but carry the very Standard of such an entity. Whether an adept tactician or courageous fighter, an Ensign inspires courage in any who fight alongside them. Carrying Banners into battle an Ensign either leads the charge or plans and commands from the rear. In both regards they ensure the protection of their allies and a swift victory over their foes.
Domains
Valor
Starting stats
Hope feature
Class features
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Standard Bearer:
You carry the symbol of your army, order or creed. You can Mark a Stress to unfurl your Banner. While unfurled, your Banner costs One Burden to hold, takes up your Secondary Weapon slot, and produces a constant effect within Close range of you. You choose what effect the Banner produces from the Banner list (see below). The Banner continues to produce this effect until the scene ends or until you Mark a Stress to unfurl a different Banner.
You may also choose to plant your Banner. When you Mark a Stress to unfurl your Banner or at any time after it is unfurled, you can choose a spot within Very Close range of you and plant your Banner there. While the Banner is planted it does not cost One Burden to hold or take up a weapon slot and produces its constant effect within Close range of that space. The Banner cannot take damage, and the effect still lasts until the scene ends or until you Mark a Stress to unfurl a different Banner. -
Banner List
Whenever you reach a new Tier you gain access to all Banner options from your current Tier or lower.
Tier 1:
Banner of Fortitude: Creatures of your choice within range gain a bonus to their Thresholds equal to your Tier.Tier 2:
Banner of Strength: Creatures of your choice gain a bonus to their damage rolls equal to your Proficiency.
Banner of Courage: When a creature of your choice rolls with Fear, that creature may Mark a Stress to reroll one of their Duality Die.Tier 3:
Banner of Resolve: You can Mark 2 Stress and choose a creature within range to clear a Hit Point. If a creature within range would make a Death Move you may use this effect on them first.
Banner of Defiance: When a creature within range would mark 2 or more Hit Points they may spend up to 2 Armor slots instead of just 1.Tier 4:
Banner of Hope: When a creature within range rolls with Hope, they gain 2 Hope instead of 1.
Banner of Fear: When an Adversary within range would be spotlighted they must spend an extra Fear or Mark a Stress. -
Envoy
Your station allows you to sway even the mightiest of lords or the most fierce of battlefield commanders. Regardless of your community you gain either the Highborne or Orderborne community, you have the benefits of both this community and the original one you chose.
Class items
- A Banner, Flag, or Standard of your Kingdom, Order, or Cause.
- A memento of your family from home OR a broken weapon from your first battle.
Character questions
Background prompts
- Where do you differ from the ideals of your Kingdom, Order or Cause?
- What command did you issue that still haunts you to this day?
- What do you consider your greatest strategic achievement?
Connection prompts
- What task have I promised to help you with in our downtime?
- What do you remember fondly about the place we met?
- How did you have my back in our most recent conflict?
Subclass cards
Printable via header menu
Vanguard
Foundation
Lead the Charge: When you fail an Agility roll to move to Far range you may reroll both of your Duality Dice.
Eager for a Fight: The first time in a scene where you are forced to Mark one or more Hit Points from an Attack. Choose to either Gain a Hope or Clear a Stress.
Vanguard
Specialization
Burst of Inspiration: Mark a Stress to increase the Range of your Banner effects to Far. This boost lasts until you take Severe damage or until the combat scene ends.
Dauntless: Gain 2 Stress slots.
Vanguard
Mastery
Cry Havoc: Once per long rest you can unleash a rousing war cry. All allies within Far Range gain 3 Hope. Additionally, all allies have advantage on Action Rolls and Reaction Roll until the GM spends 2 Fear to cancel this effect.
Strategos
Foundation
Switch Tactics: After your Banner is unfurled the first time in a scene, spend a Hope to swap the active effect of a Banner without having to unfurl another one.
Optimistic: Gain an additional Hope Slot. You may place a token on this card to indicate the Hope Slot as Marked.
Strategos
Specialization
Double Standard: When planted, your Banner affects creatures within Close range of both you and the space it is planted in. Additionally, you may have two different Banner effects active at once, with each effect emanating from a different source (you or the planted Banner).
Strategos
Mastery
Chain of Command: Once per rest, when you have the Spotlight, you may forgo making an action roll to allow 2 allies to simultaneously make action rolls instead. Each ally can choose their own individual action roll and take their turn as normal, however, play does not move to the GM from a Roll with Fear, a Failed Action Roll or an interruption until both allies have concluded their respective action rolls.
Ensign
Ensigns are those who have chosen to not only join an order or organization but carry the very Standard of such an entity. Whether an adept tactician or courageous fighter, an Ensign inspires courage in any who fight alongside them. Carrying Banners into battle an Ensign either leads the charge or plans and commands from the rear. In both regards they ensure the protection of their allies and a swift victory over their foes.
Domains
Valor + Tact
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A Banner, Flag, or Standard of your Kingdom, Order, or Cause.
- • A memento of your family from home OR a broken weapon from your first battle.
Ensign’s Hope Feature
Rallying Cry : Spend 3 Hope, all creatures of your choice within Close range of you may Clear up to 2 Hit Points or Stress in any combination.
Class Features
Standard Bearer:
You carry the symbol of your army, order or creed. You can Mark a Stress to unfurl your Banner. While unfurled, your Banner costs One Burden to hold, takes up your Secondary Weapon slot, and produces a constant effect within Close range of you. You choose what effect the Banner produces from the Banner list (see below). The Banner continues to produce this effect until the scene ends or until you Mark a Stress to unfurl a different Banner. You may also choose to plant your Banner. When you Mark a Stress to unfurl your Banner or at any time after it is unfurled, you can choose a spot within Very Close range of you and plant your Banner there. While the Banner is planted it does not cost One Burden to hold or take up a weapon slot and produces its constant effect within Close range of that space. The Banner cannot take damage, and the effect still lasts until the scene ends or until you Mark a Stress to unfurl a different Banner.
Banner List
Whenever you reach a new Tier you gain access to all Banner options from your current Tier or lower. Tier 1: Banner of Fortitude: Creatures of your choice within range gain a bonus to their Thresholds equal to your Tier. Tier 2: Banner of Strength: Creatures of your choice gain a bonus to their damage rolls equal to your Proficiency. Banner of Courage: When a creature of your choice rolls with Fear, that creature may Mark a Stress to reroll one of their Duality Die. Tier 3: Banner of Resolve: You can Mark 2 Stress and choose a creature within range to clear a Hit Point. If a creature within range would make a Death Move you may use this effect on them first. Banner of Defiance: When a creature within range would mark 2 or more Hit Points they may spend up to 2 Armor slots instead of just 1. Tier 4: Banner of Hope: When a creature within range rolls with Hope, they gain 2 Hope instead of 1. Banner of Fear: When an Adversary within range would be spotlighted they must spend an extra Fear or Mark a Stress.
Envoy
Your station allows you to sway even the mightiest of lords or the most fierce of battlefield commanders. Regardless of your community you gain either the Highborne or Orderborne community, you have the benefits of both this community and the original one you chose.
Ensign Subclasses
Choose either the Vanguard or Strategos subclass.
Vanguard
Lead the charge into the fray and inspire your allies from the front lines
Foundation Features
Lead the Charge: When you fail an Agility roll to move to Far range you may reroll both of your Duality Dice.
Eager for a Fight: The first time in a scene where you are forced to Mark one or more Hit Points from an Attack. Choose to either Gain a Hope or Clear a Stress.
Specialization Feature
Burst of Inspiration: Mark a Stress to increase the Range of your Banner effects to Far. This boost lasts until you take Severe damage or until the combat scene ends.
Dauntless: Gain 2 Stress slots.
Mastery Feature
Cry Havoc: Once per long rest you can unleash a rousing war cry. All allies within Far Range gain 3 Hope. Additionally, all allies have advantage on Action Rolls and Reaction Roll until the GM spends 2 Fear to cancel this effect.
Strategos
Support you allies from anywhere on the battlefield. Make tactical decisions to turn the tide in your favor.
Foundation Features
Switch Tactics: After your Banner is unfurled the first time in a scene, spend a Hope to swap the active effect of a Banner without having to unfurl another one.
Optimistic: Gain an additional Hope Slot. You may place a token on this card to indicate the Hope Slot as Marked.
Specialization Feature
Double Standard: When planted, your Banner affects creatures within Close range of both you and the space it is planted in. Additionally, you may have two different Banner effects active at once, with each effect emanating from a different source (you or the planted Banner).
Mastery Feature
Chain of Command: Once per rest, when you have the Spotlight, you may forgo making an action roll to allow 2 allies to simultaneously make action rolls instead. Each ally can choose their own individual action roll and take their turn as normal, however, play does not move to the GM from a Roll with Fear, a Failed Action Roll or an interruption until both allies have concluded their respective action rolls.
Background Questions
Answer any of the following, or create your own.
- • Where do you differ from the ideals of your Kingdom, Order or Cause?
- • What command did you issue that still haunts you to this day?
- • What do you consider your greatest strategic achievement?
Connections
Ask one of the following, or improvise.
- • What task have I promised to help you with in our downtime?
- • What do you remember fondly about the place we met?
- • How did you have my back in our most recent conflict?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.