Archetypes & Pathways
The Vanguard
Strong in body and spirit, the Vanguard thrives in the heart of battle. They excel at enduring punishment, dealing devastating blows, and pushing forward when others would fall. Whether you want to become an unstoppable juggernaut, an unbreakable guardian, or a one-person army, the Vanguard stands ready to crush whatever lies in your path.
- A. [M1] Mace (3), Heavy Armour (3), Reinforced Gloves (1)
- B. [M1] One-Handed Weapon (2), Shield (2), Medium Armour (2)
- C. [M1] Knuckle Wraps (1), Chain (1), Cloak (1), Knife (1)
- D. [M1] Tool Weapon (2), Scrap Armour (2), Rope (2), Hook (1)
Level 1 Abilities
Stone Throw: Gain +1 Outcome to Throws made with {Athletics} when lifting or throwing objects. When you successfully throw an ally or an object, you do so with great accuracy and considerable distance.
Endurance Fighting: Gain +1 Outcome to Throws made with {Clash} in combat. Once per Long Rest, you may Resist a Consequence in combat for 0 Grit.
Imposing Presence: Gain +1 Outcome to Throws made with {Command} when speaking from a position of power. Once per Scene, you may make a lesser enemy flee, back away, or refuse to approach you. This effect lasts until the end of the Scene or until they are damaged by you.
Take a Hit: Gain +1 Outcome to Throws made with {Instinct} when protecting an ally. Once per Scene you may take Harm in place of an ally.
Stock Up: Gain +1 Outcome to Throws made with {Survival} while at or above half your Load Limit rounded up. Items that take (3) or more Load take (1) less Load.
Level 5 Abilities
Multiattack: While you are in Combat and take a Scene Action against an enemy using a weapon, you may use that weapon again as part of a 2nd scene action. Become Focused with a Weapon of your choice.
Wordbound Warrior: Choose a number of Words of Power that you know, from among The Vanguard’s Archetypes or Pathways, equal to Half your Level rounded down. Those words gain an additional use per Long Rest. (Continues to scale with level)
Plain Spoken: Ignore Difficult Terrain in Social Situations. You may Throw {Diplomacy} with Stones. Once per Long Rest, you may force an NPC to answer plainly to a question you ask as to their wants and objectives.
Courage of the Colossus: Once per Scene, when you suffer Harm, fear, or a serious physical consequence, choose one ally who can see you. They automatically win the first round of their next Thrown Series.
Level 10 Abilities
Stone Champion: Gain Focus in one of the following: {Athletics} — {Clash} — {Command} — {Instinct} — {Survival}. Increase Stones attribute by +1. (This bonus can go above the attribute cap of 3)
Rock of Ages: Once per Level, when you would suffer Level 4 Harm (Death), you do not die. Instead, clear your Recovery Track and suffer Level 3 Harm. Until the end of the Scene, ignore the penalties of Harm.
Will of the Warrior: Increase your maximum Load by (20). Carrying a single willing creature does not count towards your Load. Successful weapon attacks you make in Combat deal Harm at 1 Level higher.
Level 1 Words of Power
Armour, Slam, Bash, Step, Block, Strike, Break, Throw, Charge, Brace, Cleave, Intimidate, Guard, Lunge, Push
Level 5 Words of Power
Body, Blood, Crush, Deflect, Enemy, Harden, Rend, Shatter, Surge, Withstand
Level 10 Words of Power
Annihilate, Earth, Peace, Unbreakable, War