The Champion

Human champion

Flavor text.

Names

Favored Soul: Choose a name from the class that you take a move from.

Look

Choose one for each:

  • Bright Eyes, Dark Eyes, or Eager Eyes
  • Styled Hair, Shaved Head, or Shaggy Hair
  • Fancy Clothes, Peasant Garb, or Ornate Robes
  • Fit Body, Thin Body, or Bulky Body

Stats

Your maximum HP is 8 + Constitution.
Your base damage is d6.

Starting Moves

Choose a race and gain the corresponding move:

Favored Soul

You may be a dwarf, elf, halfling, human, or something else, but you have been touched by your deity. You maintain one of your avatar powers even in champion form, but you have a tell while using it.

You start with these moves:

Avatar Form

When you take on the form granted to you by your god, roll + CHA. On a 10 +, you transform into your avatar form. On a 7-9, you transform, but you must choose one of the following complications:

  • Your connection to your deity is weak, take -1 Ongoing in avatar form until you Make Camp.
  • The transformation is unstable, you’ll have to change back to your champion form soon.
  • The transformation puts stress on your mortal form, take a debility of the GM’s choice when you change back.

In either case, once the task you called upon your deity for is completed, you change back into your champion form. When in avatar form, you gain hit points equal to your level, and you have a rearranged set of stats. In addition, you have 4 power points to be divided amongst the following powers, chosen at character creation (if you put 2 power points into a power, you gain the power in parentheses):

  • Divine Might: When using Hack n’ Slash, roll one die step higher on damage. (When using Hack n’ Slash, roll two steps higher on damage.)
  • Supernatural Resilience: You gain 2 Armor. (You gain 3 Armor.)
  • Deific Influence: You gain influence of something related to your god’s domain. (You are immune to something related to your god’s domain.)
  • Up, Up, and Away: You can leap, hover, and glide. (You can fly, whether it be with or without wings.)
  • Weapon of God: You gain a weapon that has two of the following tags: forceful, ignores armor, messy, or precise. (Your weapon has three of the following tags.)

Apprentice Champion

Choose one class that is not being played. Gain one starting move from that class.

Nemesis

Your faith as enemies and you are sworn to fight them. Define a major threat to your faith. When you oppose this threat, its machinations, or its minions, reroll any 1s. You must keep the second roll. You also cannot hide from your enemies in your avatar form.

Alignment

Choose an alignment:

Good: Protect an innocent in the name of your deity.
Evil: Kill an innocent in the name of your deity.

Gear

Your Load is 8+STR. You have dungeon rations (5 uses, 1 weight). Choose one:

  • Chainmail (1 Armor, 1 weight)
  • Adventuring gear (5 uses, 1 weight)

Choose your armament:

  • Blessed blade (close, +1 damage, 2 weight)
  • Traveler’s staff (close, two-handed, 1 weight)
  • Sacrificial dagger (hand, 1 weight)

Choose one:

  • Adventuring gear (5 uses, 1 weight)
  • Shield (+ 1 Armor, 2 weight)
  • 2 healing potions (0 weight)

Bonds

Fill in the name of one of your companions in at least one:

  • ____________ is a devout servant of the gods; I trust them completely.
  • ____________ works with dangerous forces, I must try to protect them from themselves.
  • I will convert ____________ over to my faith.
  • ____________ has proved their loyalty to me.

The Champion

Eberron: DungeonWorld Edition inferno813