TEXT: TM
  
  
  CALL TO ARMS: 
  BLOODSWORN
  CREDITS
  WRITING
  Alex Flagg
  ILLUSTRATION
  Ben McSweeney, Octographics
  GRAPHIC DESIGN
  Steve Hough
  EDITING & LAYOUT
  Alex Flagg, Patrick Kapera
  PLAYTESTERS
  Jon Andersen, Alex Andersson, Jacob Collins, Joshua 
  Crisp, Loren Dean, Charles Etheridge-Nunn, Scott Gearin, 
  Travis Herron, Tyler Johnson, Evan McLeod, Steve Mileham, 
  Mark Newman, Andy Normansell, Lee Reeves, Kevin Ripka, 
  Shaun Washington, Jimmy Taylor
  TABLE OF  
  CONTENTS
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  Bloodsworn (Expert Class)  .  .  .  .  .  .  .  .  .  . 3
  Building the Bloodsworn  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4
  Playing the Bloodsworn  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4
  Basic Combat Feats  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Aggro Basics  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  Aggro Mastery  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  Aggro Supremacy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  New Class Ability NPC Qualities .  .  .  .  .  .  . 5
  OGL/OGC  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  CRAFTY GAMES PRODUCT CFG0016
  Fantasy Craft and all related marks are ™ and © 2009 Crafty Games LLC. 
  All rights reserved.
  All characters, names, places, and text herein is copyrighted by Crafty Games. 
  Reproduction without Crafty Games’ express permission is expressly forbidden,  
  except for the purpose of reviews and when permission to photocopy is clearly stated.
  The mention of or reference to any company or product in this release is not a  
  challenge to the trademark or copyright concerned.
  WWW .CRAFTY-GAMES .COM
  FANTASY CRAFT CREATED BY SCOTT GEARIN, 
  ALEX FLAGG, AND PATRICK KAPERA
  
  
  BLOODSWORN
  INTRODUCTION
  Welcome to Call to Arms, a series of character expansions 
  for Fantasy Craft . In each installment we offer a new class, 
  appropriate for any fantasy setting . Some, like this volume’s 
  Bloodsworn, come with additional character options and other 
  supporting material . For more information on this and many 
  other great products, visit the Crafty Games website at www.
  crafty-games.com, your home for all things Fantasy Craft .
  BLOODSWORN (EXPERT)
  Death can lurk anywhere: around the next dungeon corner, 
  in the shadows of a dark alley, or even in the cellars and gardens 
  of noble homes . The Bloodsworn is blessed with preternatural 
  awareness and uncanny toughness, and stands at eternal vigil 
  to defend the weak and helpless . With a select few he shares a 
  supernatural bond, a union that binds them in body and soul .
  Depending on the campaign, a Bloodsworn could be…
  • 
  A mystical guardian, obliged by ancestral oath to guard the 
  lives of his masters
  • 
  A devoted father who will go to any length to protect his 
  child
  • 
  A blood-brother of mages who’s absorbed some of their 
  arcane power
  • 
  A sacred warrior sent by the gods to protect the innocent 
  from the scourge of evil
  • 
  A royal guardian whose duty is fueled by sublime zeal
  • 
  A grizzled sellsword whose love of gold drives him to ever 
  greater (and perhaps reckless) action
  Party Role: Backer/Combatant . The Bloodsworn is steward 
  to the party’s most vulnerable members, shielding them from the 
  slings and arrows (and blades, bullets, and ballistae) of common 
  foes . He also pretty consistently kicks the crap out of the bad 
  guys .
  CLASS FEATURES
  Requirements: Notice 4+ ranks, Lighting Reflexes, The 
  Extra Mile
  Favored Attributes: Wisdom, Constitution, Dexterity
  Class Skills: Athletics, Intimidate, Medicine, Notice, Resolve, 
  Ride, Sense Motive, Tactics
  Skill Points: 4 + Int modifier per level
  Vitality: 12 + Con modifier per level
  CORE ABILITY
  Devoted Defender: Your toughness is legendary . Your 
  Heroic Renown increases by 1 . Also, at Level 1 and for each 
  Class Level thereafter, you gain 1 additional wound point . 
  CLASS ABILITIES
  Harm’s Way I: You guard your friends with your life . At 
  Level 1, at the beginning of each session, you may select 1 ally 
  who can see and hear you as your ward . Each time your ward is 
  adjacent to you and is struck by an attack, you may make a Reflex 
  save (DC equal to 1/2 the attack check result, rounded up) . With 
  success, you suffer the hit as if you were the target instead . You 
  gain DR 1 against this attack .
  Harm’s Way II: At Level 5, you may select your ward at 
  the beginning of each scene, and your DR against this attack 
  increases by an additional 1 (total DR 2) .
  Harm’s Way III: At Level 9, you may select your ward at 
  the beginning of each combat, and your DR against this attack 
  increases by an additional 1 (total DR 3) .
  Ever-Vigilant I: You’re always on the lookout for trouble . 
  At Level 2, you gain an additional Basic Combat feat and your 
  maximum Notice rank increases to your Career Level + 5 . 
  Ever-Vigilant II: At Level 7, you gain an additional Basic 
  Combat feat and your maximum Notice rank increases to your 
  Career Level + 7 . 
  Watch Out!: At Level 3, while your ward can see and hear 
  you and his Initiative Count is lower than yours, it becomes 
  equal to yours . 
  At Level 7, while your ward can see and hear you and his 
  Defense is lower than yours, it becomes equal to yours . 
  Armor Use I: At Level 4, you gain a +1 bonus to Defense 
  while wearing armor and receive a 20% discount when purchasing 
  armor .
  Armor Use II: At Level 8, this Defense bonus increases to 
  +2 and this discount increases to 25% .
  Blood-Bound I: Your devotion to your ward goes beyond 
  mere protection — it binds you together in spirit . At Level 4, 
  once per scene as a full action, you may select 1 condition your 
  ward currently suffers . Your ward loses that condition and you 
  gain it instead . If the condition persists beyond the end of the 
  scene, your ward regains the condition at the end of the scene .
  Blood-Bound II: At Level 6, as a full action, you may transfer 
  up to 1/2 your remaining vitality to your ward (rounded down) . 
  This may not increase your ward’s vitality points beyond their 
  normal maximum . Also, you may use your blood-bound I ability 
  an additional time per scene (total 2) . 
  Blood-Bound III: At Level 8, when your ward is the target 
  of a spell with the range of Self or a saving throw of Harmless, 
  the caster may target you with an identical copy of that spell as 
  well . Also, you may use your blood-bound I ability an additional 
  time per scene (total 3) .
  
  
  CALL TO ARMS
  Ultimate Sacrifice: You always keep your ward alive — even 
  if it kills you . At Level 10, once per session when your ward is 
  killed within Close Quarters, you may choose to die as well (by 
  leaping after them when they plunge off a cliff, stepping before 
  a coup de grace attack that impales you both, etc .) . In this case, 
  you and your ward both Cheat Death with the same Petty Fate 
  and return to play at the beginning of the next scene (see Fantasy 
  Craft, page 384) .
  BUILDING THE  
  BLOODSWORN
  The Bloodsworn must both soak up damage and keep an 
  eye out for trouble (so he doesn’t have to keep soaking damage), 
  and so Species with good Constitution bonuses like Dwarves, 
  Orcs, and Ogres are great fits for the class . Likewise, Humans 
  with Talents that increase Constitution, Wisdom, wounds, and 
  combat reaction time are all welcome options . 
  Specialties most beneficial to the Bloodsworn boost his 
  Defense, Initiative, and critical skills like Medicine and Resolve . 
  Also keep an eye out for Specialties with support abilities like 
  the Vanguard (stand together) and Guardian (step in) . One 
  surprisingly good choice is the Druid — the Animal Partner feat 
  gives the Bloodsworn a buddy to protect his ward and fill gaps 
  in his own skill base, Attribute Training bumps up his two core 
  attributes, Practiced Medicine and Survival better his party’s 
  chances of long-term survival, and Trackless Step helps him 
  avoid enemies he doesn’t feel like fighting .
  It’s an obvious choice to enter this Expert Class from a fightin’ 
  base class like the Soldier, but as a team player the Bloodsworn 
  may be better off with the Captain or even the Sage to further 
  enhance his ward’s odds of survival, plus the effectiveness of 
  party members . Lancer is another strong option for its high 
  durability and strong combat skills, not to mention the social 
  acumen to guard bodies in less hostile surroundings . 
  Suggested Species: Dwarf, Ogre, Orc, Human
  Suggested 
  Human 
  Talents: 
  Grizzled, 
  Ruthless, 
  Unpredictable, Vigilant
  Suggested Specialties: Druid, Fencer, Guardian, Shield-
  Bearer, Vanguard
  Suggested Entry Classes: Captain, Lancer, Sage, Soldier
  PLAYING THE  
  BLOODSWORN
  The Bloodsworn is an excellent team player and can become 
  a force multiplier for any party that relies on coordinated tactics . 
  When close at hand, he spots and reacts to trouble quickly thanks 
  to ever-vigilant and a high Initiative bonus, and he protects 
  vulnerable teammates with harm’s way and watch out! He soaks 
  up hits with the best of them thanks to devoted defender and 
  armor use, and can bring friends back from the brink with blood-
  bound and ultimate sacrifice . Yet the Bloodsworn’s ultimate value 
  is even greater in parties without a combat focus, particularly if 
  they include Burglars, Keepers, and Mages, who can lean on the 
  character when the going gets hostile . 
  Though the Bloodsworn may seem like a fairly straightforward 
  “tank” at first glance, he also has a tremendous capacity to control 
  the flow of battle through misdirection and interference . Taunts 
  and Diversions are a Bloodsworn’s stock in trade, but devious 
  use of his class abilities — in combination with carefully selected 
  tricks and feats — can quickly upset enemy plans . For example, 
  a well-armored Bloodsworn might use harm’s way to draw an 
  attack that can’t penetrate his armor (or one that he can deflect 
  with Arrow-Cutting, Parry, or Shield Block) . Likewise, when 
  the Bloodsworn and his ward are mobbed by mooks, he could 
  use the Elusive feat in combination with watch out! to keep his 
  ward’s Defense high, even when flanked or flat-footed . Should 
  his ward suffer debilitating conditions like fatigued or shaken, a 
  clever Bloodsworn can use blood-bound to yank the condition 
  and follow up with the Iron Will feat or No Pain Origin feature 
  to cancel them entirely . Just a little ingenuity when choosing 
  character options and using tactics, and the Bloodsworn can 
  quickly become a thorn in nearly every enemy’s side . 
  Feat-wise, the Bloodsworn stands to benefit most from 
  increased toughness, teamwork, and crowd-control capacities . 
  Table 1: The Bloodsworn
  Level	
  BAB	
  Fort	
  Ref	
  Will	
  Def	
  Init	
  Lifestyle	
  Legend	
  Special
  1	
  +0	
  +2	
  +2	
  +1	
  +0	
  +2	
  +0	
  +0	
  Devoted defender,	harm’s	way	I
  2	
  +1	
  +3	
  +3	
  +2	
  +1	
  +3	
  +0	
  +1	
  Ever-vigilant	I
  3	
  +2	
  +3	
  +3	
  +2	
  +1	
  +4	
  +1	
  +1	
  Watch	out!	(initiative	count)
  4	
  +3	
  +4	
  +4	
  +2	
  +2	
  +5	
  +1	
  +1	
  Armor	use	I,	blood-bound	I
  5	
  +3	
  +4	
  +4	
  +3	
  +2	
  +5	
  +1	
  +1	
  Harm’s	way	II
  6	
  +4	
  +5	
  +5	
  +3	
  +2	
  +6	
  +2	
  +2	
  Blood-bound	II
  7	
  +5	
  +5	
  +5	
  +4	
  +3	
  +7	
  +2	
  +2	
  Ever-vigilant	II,	“watch	out!”	(Defense)
  8	
  +6	
  +6	
  +6	
  +4	
  +3	
  +8	
  +2	
  +2	
  Armor	use	II,	blood-bound	III
  9	
  +6	
  +6	
  +6	
  +4	
  +4	
  +9	
  +3	
  +2	
  Harm’s	way	III
  10	
  +7	
  +7	
  +7	
  +5	
  +4	
  +10	
  +3	
  +3	
  Ultimate	sacrifice
  
  
  BLOODSWORN
  Choices that grant extra attacks, like Contempt and Cleave 
  Basics, can help thin out a veritable flood of mooks, while Shield 
  Basics and Combat Instincts can improve the Bloodsworn’s 
  ability to react to incoming attacks . Also of particular use are 
  feats that dictate the flow of battle — Coordinated Attack and 
  its kin, for instance, which let you choose the best part of your 
  team to act, and Aggro Basics (see below), which commands 
  enemy attention and preserves vital teammates, letting them do 
  the work of winning the day . Finally, Quick Healer, Iron Will, 
  and Great Fortitude are invaluable for ensuring the Bloodsworn 
  remains standing until the battle’s over . 
  Bloodsworn gear is pretty basic, his most important 
  investment being a good set of armor . Since he’s likely to stick 
  close to his ward in most cases, weaponry should be fit for close-
  range fights and should ideally improves his ability to nullify foes 
  or keep them at bay long enough for his ward to get to safety . 
  Suggested Feats: Aggro Basics, Armor Basics, Cleave 
  Basics, Combat Instincts, Coordinated Attack, Iron Will, Quick 
  Healer, Shield Basics, Surge of Speed
  Suggested Adventuring Equipment (0s): Axe with the 
  hook upgrade OR bar-whip with the bleed and hook upgrades, 
  3 javelins, metal shield, moderate studded leather armor with 
  heavy fittings, doctor’s bag
  BASIC 
  COMBAT FEATS
  For more about Basic Combat feats, see Fantasy Craft,  
  page 85.
  AGGRO BASICS
  You’re skilled at drawing enemy attention… by any means 
  necessary .
  Benefit: You may Taunt up to 3 opponents at once . You 
  roll only once for the action, while each opponent rolls to resist 
  separately . Also, you gain a stance: 
  Easy Prey (Stance): You gain a +4 bonus with Taunt checks, 
  and suffer a –2 penalty to Defense . 
  AGGRO MASTERY
  Your barbed insults sting worse then arrows — and have 
  saved your friends far more often . 
  Prerequisites: Aggro Basics
  Benefit: Once per round, after a teammate is attacked within 
  Close Quarters, you may spend 1 Edge to Taunt his attacker as 
  a free action .
  Your Father Smelt of Elderberries! (Taunt Trick): If this check 
  is successful, you gain 1 Edge . You may use this trick once per 
  round .
  AGGRO SUPREMACY
  To say you know how to get your enemy’s goat is a bit of an 
  understatement . 
  Prerequisites: Aggro Mastery
  Benefit: When you hit an opponent with a melee or 
  unarmed attack, you may Taunt him as a free action . Also, you 
  gain a trick: 
  Mortal Insult (Taunt Trick): You may spend up to 5 Edge 
  to make your target enraged for a number of rounds equal 
  to the Edge spent . Opponents enraged in this way do not fall 
  unconscious when the condition ends . 
  NEW CLASS ABILITY 
  NPC QUALITIES
  The following Bloodsworn abilities are available to NPCs 
  using the class ability NPC quality (see Fantasy Craft, page 231) .
  Class Ability 
  XP Value
  Blood-bound I-III 
  4 per grade
  Harm’s way I-III 
  2 per grade
  Watch out! 
  2 per grade
  
  6
  CALL TO ARMS
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