Footman
From SCross
An archetypal spirit that represents the common grunt of battle. He has had a place all through man's tarnished history. Wielding a club, then a mace and sword, and eventually muskets. One thing is common, he is the most proliferate element on the battlefield, and it is by his numbers that great many wars were won and lost. He is the currency of war, and his general may use him wisely, or squander his life. The footman is a spirit of loyalty and battle, and abhors cowardice. His anathema is treachery, and will never pact with one who speaks less than forwardly.
Image
A soldier dressed in field armor appropriate for the era of the battle. Male. His face is always covered, by a gas mask, by thick war paints, or just a shadow that seems to drip down from his helmet. The Footman has no identity.
Spell
The Footman may be summoned for 20 MP. In battle, he causes all allies within melee range of the enemy to seemingly multiply. For the rest of combat, ANY attack on an ally that is within melee range of the enemy has a 25% chance of missing outright. Area of effects are unaffected by this ability.
Out of battle, The Footman endows the summoner and their party the ability to march towards battle tirelessly. Double the amount of land covered that day in return for 30 MP.
Suggested Channeler Effects
Focused by a channeler, the summoner who called The Footman forth may, at any time, surrender a health level to prevent a health level loss and restore a health level to an ally. This lost health level may not be restored by ANY means for 24 hours.
Prerequisites:
Archetype-Summon of 15, Earth-Summon of 5, Melee or Ranged of 15+. Must NOT have betrayed an ally in battle.
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