Valiance (Major)
When you enter a dangerous situation, lose all previous Valor and then answer the following questions:
● Am I acting to protect another?
● Are the odds greatly against me?
● Am I acting without expecting a reward?
For each “Yes”, gain 1 Valor. Spend 1 Valor to take any of the following actions:
● Make an obvious and intimidating display of Divine Authority.
● When you would deal damage, deal an additional +1d6.
● Take no damage from a single blow.
● Gain a flash of divine insight.
Divine Ward (Major)
When you call upon your deity for protection for yourself or an ally, Roll+WIS.
✴ On a 10+, hold 3.
✴ On a 7-9, hold 1.
You can spend hold 1-for-1 on the following effects:
● Take +2 forward to armour
● Heal 1d8 damage
● Take +1 forward to Defy Danger
● An approaching enemy is driven back.
Armoured (minor)
You ignore the clumsy tag on armour you wear.
Foetracker (minor)
When you use your nose to track a creature whose scent you know, as long as their trail isn’t cold, roll+WIS.
✴ On a 10+, you find them quickly, and they do not know they were followed.
✴ On a 7-9, choose one or the other.