Hero

150% empowerment
Heroes come in many different varieties, some are heroes born through their mindset, while others obtain magical blessings that help them along the path of heroism, below are three such paths.
====Champion ★====
Lore : 
The champion is a pure of heart individual who seeks to fight evil whether they be monsters or one hiding under the guise of a regular person. These individuals are often natural born martial geniuses with the capability to recover from injuries far faster than even hardened veteran knights of Zaveron, this is due to a blessing from the spirit of Life. Those who are recognized as champions say rarely, they hear the voice of the spirit of Life, praising their accomplishments or warning them a great evil.
Most spirits view those they contract as either tools or a means to an end, a vessel from which they can destroy curses, however, the life spirit is almost the complete opposite of this, as they view every human, chaosborn, and spiritfolk as a precious existence that deserves to be saved. When the life spirit comes across one who perfectly matches with her ideals, they create a contract with the individual. However, even when the life spirit is within a contract they know that the amount a single contractor can save is limited, and so they look for more to share their ideals, individuals who are pure of heart, who treasure every person they meet, and have the courage to defeat evil. Upon those individuals the Life spirit delivers upon them a blessing, in a way, it can be seen as an extremely minor version of a contract, as it betows a portion of the life spirit's ability to heal, although requiring the individual to abide by certain conditions and tenants, which is told to the individual when they receive the blessing. 
Minor Tenets of Champions : 
-thou may not steal
-thou may not kill an opponent who hath surrendered (unless they are pure evil)
-thou may not turn an eye to injustice
-thou may not harm others whilst fulfilling their desires (aka stuff like being greedly)
-thou may not intentionally harm oneself
-thou must take care of those around them
-the champion will feel a swift pain across their body if they come close to breaking any tenet (akin to a static shock from touching metal)
-should any of the first four tenets be broken, the blessing will be halted until the champion has atoned, atonement can be found by appeasing the victims, or if the victim is dead, their closest relative/lover/friend. Atonement of this type is only completed once the victim states that they are satisfied with it, however, an exception is made if the victim demands the champion's life, or prevents them from destroying evil (in such a case the atonement is halted but must be continued). 
-should one of the last two tenets be broken, the user must spend a month without engaging in any form of combat comforting either themselves or those around them.
Major Tenets of Champions : 
-thou may not rape
-thou may not torture
-thou may not kill the innocent
-thou may not betray others
-thou must never accept death
-should any major tenet be broken the Champion will instantly and permanently lose their blessing.
Mechanics : 
Challenge ⊕
When a Champion declares a challenge they are putting their reputation, body, and everything they stand for on the line, as such, it is not to be used carelessly.
Declaring and readying themselves for a challenge takes two actions for the Champion.
After Enacting a challenge a Champion can start building determination, +2 to Vit, +2 to soul (and their curse sensing skill tiers). If the Champion loses a battle or attempts to flee in any regard they will have disgraced the challenge and be mentally devastated for a time (moving away from an opponent for any reason, including dodging backwards and a plan of attack which is likely to include getting knocked back). The effects of this is that for a full week the Hero will take a -3 to soul and cannot challenge any opponent.
Determination ▣
In the face of formidable evil, the raw determination of the Hero allows them to persevere and bring forth power from the depths of their body in a life or death fight.
This ability is a passive that becomes active when the Champion is fighting an opponent they believe to be evil and while "challenge" active. Similar to the number of conditions, Determination has two effects, the first is that the user passively recovers fate points while it is active depending on the number of fatigue. At zero fatigue, the character recovers a fate point every 4 turns, at 1 fatigue recovers a fate point every 2 turns, and at 2 fatigue recovers a fate point every turn (fate points cannot be recovered if the character is already at their max. The second effect of determination is that while active, the character cannot gain fatigue penalties negatives (the penalties still come in, but just do not apply the negative, thus should determination be canceled, the penalties the character has accumulated will be applied). Due to the blessing of the spirit of Life, every 6 fate restored, the Champion will gain a burst of accumulated healing and heal 1 fatigue (this healing will focus on healing the most major wounds, but will not inherently cure poison, bleed, DOT magic, and will not fix broken bones).
Expertise ⦿
Compared to others, the genius is simply a natural born genius, even without specialized training or a brutal ferocity, he is still able to best the average person by leaps and bounds.
Expertise represents skills that the hero has either come up with or practiced and developed to a far higher proficiency than the average person. The expertise of the hero is so miraculous that it does not physically exhaust them or require them to draw upon less power reliant tactics. However, even for a genius, such a technique has its drawbacks, with each use of an expertise a sliver of their spirit is weakened, and in a drawn out fight, they may find themselves inexplicably unable to use their expertise, as their fighting spirit wanes immensely.
Expertise costs fate to use, if an expertise has an attribute modifier of 2.0 or two attributes of 1.0, it then costs 2 fate points.
▣The champion must be an inherently good person
▣The champion passively has 1 higher max fate than other classes
▣The champion cannot use dex weapons, ranged weapons, or shields
▣The champion effectively has double vit for the purpose of natural recovery
====Guardian ✦====
An individual who loves his fellow man, the sort of person who naturally finds themselves standing up to bullies as a child and later in life protecting the innocent from bandits or curse users.
Armored expert ▣
The guardian has worn armor all their life, they travel in it, they eat in it, some even sleep in it. Because of this they can utilize armor to its best capabilities, especially heavy armor.
The guardian gains +1 to the vit bonus of wearing medium armor, and gains +2 vit to the bonus of heavy armor(the bonuses increase by 1 and 2 respectively when wearing tungsten), additionally, they only require 5 tiers to max out heavy armor proficiency. Due to their usage of armor in defending themselves they are resilient to knockback and take 25% less damage from area of effect attacks (aka bombs or large radius magic).
Protections ⦿
The techniques used by guardians, all of these techniques must have an emphasis on defense, additionally, even if these techniques have an offensive component, the effective empowerment drops to 75%. The guardian can use one protection per two points of vitality a day.
Defensive Imperative ⊕
The guardian focuses his mind solely on protecting his allies in doing so he reduces his dexterity and physical power by a minimum of 50% (can sacrifice more than 50% explained later). In this state the guardian is able to use a minor reaction to intercept an attack meant solely for an ally (aka cannot use this against AOEs), when the guardian does so he must take the brunt of the attack with his body. If the opponent is in range of the guardian after delivering their attack, the guardian may retaliate with a shield bash. The range is equal to 2 meters per point of dex sacrificed, the power of the shield bash is double the amount of physical power sacrificed.
▣The guardian cannot be a loner (personality wise)
▣The guardian is required to have a shield of at least kite size equipped to use his techniques
▣The guardian cannot use ranged weapons
====Idealist ✦====
Unlike the other two types of heroes, the idealist is neither a genius born of a spirit's blessing, nor do they have a proficiency in armor and defense, instead, they play into the fact that their opponents are trying to kill them. The idealist is an individual with a goal, and a rampant mindset where they are willing to do anything to achieve that goal.
Arm for an Arm ⦿
The idealist's main form of "techniques" are crude trades in which the Idealist plans to take a hit in exchange for a greater blow of their own. These techniques work off of trading fatigue for effective techniques, the amount of fatigue gained depends on the scaling of the technique as follows :
0.25 = 1/8 of a fatigue point
0.5 = 1/4 of a fatigue point
0.75 = 3/8s of a fatigue point
1 = 1/2 of a fatigue point
1.25 = 5/8s of a fatigue point
1.5 = 3/4s of a fatigue point
1.75 = 7/8s of a fatigue point
2 = 1 fatigue point
Eye for an Eye ▣
The idealists rides a rush of adrenaline over the course of combat, their blows becoming heavier and their feet expedited in a rush to arrive at their opponent.
at 1 fatigue the idealist gains +2 physical power and Dexterity, but takes -2 to mind and -4 to reaction speed
at 2 fatigue the idealist gains +4 physical power and Dexterity, but takes -4 to mind and -8 to reaction speed
▣The idealist takes twice as long to suffer fatigue penalties
▣While wearing no armor, but still having more Vitality than dex, the Idealists weapon empowerment increases to 170%