CHARACTER CREATION
You are a knight, united with other knights by a common Oath, and visions of the Shining City.
Your three-part oath:
--PROTECT THE WEAK
--HONOR THE KNIGHTHOOD
--SEEK THE SHINING CITY
You start with the Fighting trait, and either up-close combat with normal weapons or non-ranged combat with two-handed (long) weapons.
Then you get Foraging: Riding, and two other Skills (and the Traits that come with them).
--You can choose whichever weapon skill you didn't already get, if you want.
--IF you want, you can trade in Foraging: Riding for a different Skill or even a different Trait/Skill combo.
Whatever you do, you'll end up with a total of 4 Skills and the traits that come with them.
The Traits and Skills:
--Thinking:
--using logic
--solving puzzles
--outwitting someone
--reading runes
--speaking languages
--Fighting:
--up-close combat with normal weapons,
--non-ranged combat with two-handed (long) weapons,
--weaponless brawling,
--feats of strength
--Foraging:
--surviving (in the wild),
--medicine (includes herblore),
--archery (incl. using thrown weapons, but not firearms),
--guiding,
--scouting,
--riding (includes driving a carriage or wagon)
--Sneaking:
--dodging,
--escaping bonds,
--hiding,
--concealing something,
--moving quietly
--Crafting:
--forging,
--repairing,
--building,
--appraising
--Carousing:
--drinking,
--cooking,
--charming,
--haggling,
--making music,
--telling stories,
--gaming (chess, dice, cards, etc.)
SQUIRES:
Small groups (1-2 players) can give each Knight a Squire. They serve as apprentices, and are not yet knights, so cannot gain Glory or perform Feats. Each Squire gets Foraging: Riding, and Fighting: up-close combat with normal weapons, and one more Skill (and whatever Trait goes with it) that you choose.
Each squire rides a pony.
Roll d6 for their weapon:
1: Cudgel
2: Axe
3: Spear
4: Shortbow (ranged)
5: Dagger
6: 3 Javelins (ranged)
RULES:
I don't mean to overwhelm you with rules during character creation, but some details below refer to certain rules you'll need to know about to understand those details.
--EXPOSED:
Characters who are caught unready or overloaded are Exposed. They roll with a -1 die penalty, and cannot perform Feats. If they remedy their situation, then they are no longer Exposed. Traps and ambushes catch the victims Exposed when sprung.
--LONG WEAPONS: Long weapons require two hands to wield, and are Impaired when fighting in
unsuitable situations, such as a spiral staircase, narrow tunnel, or extreme close range.
--BURDENS
Burdens weigh on the body and soul. Anybody with 3 or more Burdens is Exposed. Each Burden specifies a method to Relieve it, removing it from the character.
Knights inevitably gain Burdens throughout their journeys. The Burden is usually specified, but sometimes the Referee chooses from the below:
----Shame - The stain of a wicked act. Relief: Perform a sacrifice or penance.
----Ache - Hungers stoked too fiercely. Relief: Indulge in a selfish vice (drinking, feasting, gambling, for example).
----Dread - Fear of what tomorrow brings. Relief: Nurture or witness a spark of hope in someone who isn't in your party.
ONSLAUGHT
When a melee attacker rolls the maximum possible number on the highest of their damage rolls, they strike an Onslaught.
(Impaired attacks cannot cause Onslaughts.)
The attacker chooses an additional effect, occurring after the damage. It should not be so impactful as to instantly end the combat.
Typical Onslaught effects are:
Disarming them of their weapon
Shattering their shield
Dismounting them from their steed
Restricting their movement next turn
Driving them into a vulnerable position
These effects are not limited to Onslaughts, but here they are granted without risk and
without use of an action.
Multiple attackers only use the single highest die when checking for an Onslaught. They choose which specific attacker delivers the Onslaught.
FEATS:
Every Knight knows these 3 Feats. Feats cannot be performed while Exposed.
--SMITE: Make an armed melee attack. Get +1 die to the attack. Gain Dread.
--ENDURE: Reaction to a damage roll against you or a nearby ally. Discard one damage die rolled. Gain Ache.
--FRENZY: Make an armed melee attack. The attack gains Blast but is indiscriminate. Gain Shame.
UNARMED COMBAT
Unarmed attacks are impaired (unless the attacker is some sort of being that has suitable natural weapons).
CAVALRY COMBAT
Combatants mounted on chargers benefit from their steed’s Trample attack when charging enemies on foot. This doesn’t work against large opponents or a spearwall.
Steeds can be targeted separately from the rider, and if Mortally Wounded the rider is thrown for damage. Any Knight performing such an attack gains Shame.
DUELS & JOUSTS
Two combatants can mutually agree to engage in a duel, or joust if mounted. They fight as normal but their attacks are rolled and resolved simultaneously.
SHIELDWALL
3 or more fighters forming up a wall of shields gain 1 Armour in addition to the usual benefit of their shields, but can only move very slowly. Allies immediately behind the Shieldwall are also protected.
SPEARWALL
3 or more fighters forming up a wall of spears or pikes cause immediate damage to anybody charging them. This can be combined with a Shieldwall.
WAVERING MORALE
Groups losing half of their total number require a roll to avoid rout or surrender.
Groups with a leader may use the leader's Charming skill, if there is one, in place of their own.
This applies to opponents and allies, but not player characters.
EARNING GLORY
At the end of a Season or Era, players decide if their Knight has fulfilled the oath:
PROTECT THE WEAK
HONOR THE KNIGHTHOOD
SEEK THE SHINING CITY
They gain 1 Glory for each part upheld.
This is a self-assessment, with each player as sole judge of their Knight’s performance.
RANK
A Knight’s glory dictates their rank:
0 Glory - Petty Knight
Worthy of Knighthood
3 Glory - Knight Militant
Worthy of leading a Warband
6 Glory - Knight Exemplar
Worthy of a place in Court
9 Glory - Noble Knight
Worthy of a Holding
12 Glory - Knight Commander
Worthy of leading an Army
15 Glory - Knight Sovereign
Worthy of a Seat of Power
18 Glory - Knight Radiant
Worthy of the City Quest
WORTHINESS
Rank alone does not grant the Knight sudden possession of a Warband or Holding, it merely proves their Worthiness.
Knights in positions for which their rank is unworthy face unrest and opposition.
Anyway, your knight has a name (choose a name and a gender now! (Any kind of gender counts as an acceptable choice, including no gender), but you also have a title. With your title comes a destiny (known only to the GM), and also one or more other features. Choose one of the below-- or, you can just treat the below as examples, and you make up a title and features of your own in cooperation with the GM:
THE TRUE KNIGHT: You have sworn to uphold truth-- The untrue fall, broken, upon their lies
PROPERTY:
Polished mace
Kite shield marked with a symbol of the truth: an oak tree with long, curling roots.
Petulant Steed
FEAT - Punitive Stroke: Make an armed melee attack against a known liar.
Get 1 extra dice when you attack such a person/being, but gain the condition Ache (see below).
Trigger Effect
--Lying to you about their identity: Golden Glow
--Giving false witness to you: you feel Cold
--Giving you malicious advice: Gentle Hum
--Lying while bearing a shield: a Fragrant Aroma
--Omitting key information to you: Distant Birdcall
--Lying to you about their intent: Loud Clang
THE SNARE KNIGHT-- Immersed within the woods-- A sheriff of natural order
PROPERTY
Tattered steed
Hatchet (d6) attached to Wildrope (strong rope that blends perfectly into foliage)
Companion (see below)
Partially understands human speech.
Shield: a red bird on a background of black and white triangles pointing to the center
KNIGHT & COMPANION
Your History: Companion Type:
1 Exiled Otter
2 Feral Hare
3 Vengeful Badger
4 Shamed Weasel
5 Jovial Ferret
6 Artistic Squirrel
FEAT - Wild Eye: Observe a beast in secret to learn a useful truth about their habitat.
THE TOURNEY KNIGHT: A calling brought a life of combat-- A protector, but also a competitor
PROPERTY
Greatlance (long, slow when on foot) and 2 javelins (ranged)
Steed: horned stallion
Arena armor (requires a second person to don or remove, fancy helm, see below).
Shield: On a yellow background, three green firebreathing dragons
CALLING AND HELM:
Call to Battle Fancy Helm
1 Greed Lion
2 Bloodlust Shark
3 Glory Great Crest
4 Duty Hawk
5 Pride Bull
6 Ambition Boar
FEAT - Champion Vow. Use immediately before a combat where there is a prize at stake.
+1 die to melee attacks for the whole combat. Gain Shame if you lose.
THE BLOOD KNIGHT-- Some were born to fight-- You were birthed from the very blood of battle
PROPERTY:
Longaxe (d8 long) and brutal armour (gives protection only when you're not at full health)
Eager Warhorse
Sacks of alcohol (see below)
Shield: On a yellow background, a red gauntlet, its fingers together, all pointing upward
RAGE FUEL:
Alcohol: Hatred:
1 Strong Wine The Rich
2 Strong Mead Impure Knights
3 Strong Ale Poverty
4 Fermented Milk Seers
5 Fermented Vegetable The Sea
6 Fermented Animal Blood The Sun
FEAT - Bloody Echo
Use immediately after killing an opponent: Your next melee attack in this combat gains Blast.
THE MOSS KNIGHT-- The tree and stone had no need to be taught-- The wisest knew to study beneath them
PROPERTY:
Cudgel (if need be, you can find a replacement in any large tree) and shield
Pale steed
Tattoos (see below)
Shield: On a black background with a dark blue stripe down the center, a crossed pair of white bones
FULL BODY TATTOOS
Design Effect
1 Faded Spirals: Points to Water
2 Blue Thorns: Itches before an Ambush
3 Silver Stars: 1 point of armor when not at full health
4 Pale Snakes: 1 point of armor under moonlight
5 Red Bones: 1 point of armor while in rivers or streams
6 Burnt Rings: Conceals a third eye-- you are hard to surprise and sometimes see the unseen
THE WAR KNIGHT-- Forged and broken in the bloodied mud-- Won some, lost some, ever survived
PROPERTY
Special Polearm (d6, long, see below), splint armour and helm
Stocky steed
Whalebone chess set (and some skill)
Shield: On a red background, a white (right) arm in armor, upraised and crooked
MILITARY GEAR
Special Polearm Helm
1: +1 vs mounted targets Leather Cowl
2: +1 vs targets with a shield Chain Hood
3: +1 vs targets in armor Full Bucket Helm
4: +1 vs targets without a shield Beaked helm
5: +1 vs two-handed weapons Caged Visor
6: +1 vs anybody attacking you Kettle Cap
FEAT - Battle Awareness
Use at the start of combat. Declare 2 reasonable battlefield features to be present.
THE WILLOW KNIGHT-- The giants fought the storm, falling, all broken bones-- The youth, thrown about, arose in the calm
PROPERTY:
Old sword and small buckler (1 point of armor, cannot be broken, does not count as Armor for your Vengeful Grace Feat)
Cautious steed
Youthful Energy (Use once, and once only, to ignore damage)
Buckler shield: an empty green background on the right side. A red background on the left, with a white unicorn on it, rampant.
FEAT - Vengeful Grace: Use in reaction to being attacked while unarmored (your buckler doesn't count). Your next attack against them gets +1 die.
MEMORIES OF HOME
Place Disaster
1 Riverside Death
2 Coastal War
3 Mountain Famine
4 Pine Forest Fire
5 Moor Flood
6 Castle Terrible storm
THE GILDED KNIGHT-- A beacon of the brave and bold-- All cloaked and masked in sunset gold
PROPERTY
Great mace (long)
Gold-colored armor with cloak and masked helm (opponents who value gold have their first-ever attack against you Impaired)
Majestic charger
Shield: On a gold-and-black quartered background, a white head of a unicorn, looking left
THE COST:
Where did the armour show itself? What was left behind?
1 Lake A Farm
2 Waterfall A Name
3 River Only Graves
4 Beach A Student
5 Cave A Teacher
6 Mountain A Castle
FEAT - Martyr-in-Waiting: Use as a reaction to taking damage. Allies fighting with you regain 1 Toughness and get +1 dice against your attacker for the remainder of the combat. You gain Dread.
THE SADDLE KNIGHT-- Within a blink they were atop their steed-- Knight and beast at one, a red streak in the green
PROPERTY:
Swift steed
Fine saddle and tack (you can never be dismounted)
3 Rider’s Axes (when you are mounted, they can be thrown) and Rider’s Pauldron (armor when mounted only)
Shield: On a red background, three white stags, leaping
LOYAL STEED:
Appearance Temperament
1 Pristine Silent
2 Plaited Alert
3 Tall Valiant
4 Golden Restless
5 Dark Gentle
6 Stocky Wild
FEAT - Song of the Steed: Speak in a voice comprehensible to horses. They need reasoning with rather than commanding.
THE RIDDLE KNIGHT-- The right words say everything and nothing-- A different truth to each ear
PROPERTY
Twisted bow (long, ranged), embroidered hood
Shadowy horse (very quiet)
Moon pendant (grants the wearer a false form under moonlight, see below, rolling each night)
MOON FORM
Body Visage
1 Muscular (+1 to punch) Elderly
2 Shrunken (+1 to bite) Youthful
3 Stretched (+1 to strike) Hideous
4 Skeletal (+1 to slash) Fearsome
5 Canine (+1 to jaws) Horned
6 Feline (+1 to claws) Regal
Shield: Background is blue on left, white on right. Center: an animal (your choice) in purple.
FEAT - Twisted Words
When you wish, those who hear your words will hear only what they want to hear, no matter what you say, even if you don't know what they want to hear. (You decide if you should be bound by any promises they think you make.)
THE TALON KNIGHT-- The claw is nothing without the eye-- The eye is nothing without the wing
PROPERTY
Hookhammer (+1 when leaping down onto a target) and gauntlet (counts as shield in and of itself, cannot be damaged)
Old steed
Loyal bird (see below)
LOYAL BIRD
Breed Special Training
1 Fisherhawk (can dive into water) Silent Flight
2 Cave Owl (nocturnal) Fighting Humans (+1 vs humans)
3 Grey Raven (highly intelligent) Singing
4 Red Eagle (Talons) Delivery
5 Rock Falcon (preys on reptiles) Stealing
6 Bog Vulture (hardy) Fighting Birds and Beasts (+1)
Shield: Top half blue, bottom half red. Center: a white eagle, wings spread, looking left.
FEAT - Flockbond: See through the eyes of your bird, and learn the local knowledge of any prey it eats.
THE BARBED KNIGHT-- Cruelty can bring a peace-- Stone and spikes split into bloom
PROPERTY:
Jagged Spear (long, +1 against a target you have already damaged)
Hunting Bow (long, ranged, can be used to Smite)
Vicious steed
Shield: on a red background, a white thistle
BAD REPUTATION:
Begrudging Ally Hated Enemy
1 Eccentric Alchemist Rich Merchant
2 Humble Chronicler Master Blacksmith
3 Surly Brewer Admired Knight
4 Horse Breeder Bandit Leader
5 Elderly Innkeeper Retired General
6 Petty Burglar Mercenary Captain
FEAT - The Red Hunt
Infuse spilt blood into an arrow to grant +d1 to Smites against the target, or taste a small
amount to get a glimpse of their location.
THE TRAIL KNIGHT--
PROPERTY
Crow-beak Axe
Sanguine lens (traces of blood appear obvious when viewed through this)
Serene steed
Shield: Top right black background, bottom left white background. Center: a golden knight on a golden horse, riding left
PERSONAL CODE
Value Forged by
1 Honour Battling a monster
2 Duty Helping A raided village
3 Loyalty Rescuing the helpless
4 Justice Killing a tyrant
5 Respect A long journey
6 Truth Facing temptation
FEAT - Insight: By studying an area for a good 10 minutes and focusing on a goal, you will notice a clue or sign that tells you which way would be best for you to go to achieve your goal.
THE AMBER KNIGHT-- The blade glowed with a gentle menace, then a precise arc-- Slow but unstoppable
PROPERTY:
Clumsy greatblade (double dam, long, slow)
Loyal steed
Amber amulet (if placed in a fire, carries its warmth for a whole day)
A STEADY HAND
Pastime Taught By
1 Painting Knight-Mentor
2 Miniature Sculpture Self
3 Embroidery/Sewing Mother
4 Pottery Brother
5 Drawing Father
6 Flower Pressing Sister
FEAT - Unstoppable Stroke: Can only be made with Slow weapons. Ignore all of the target’s Armor and Immunities, no matter how supernatural. If this fails to defeat the opponent, gain
Shame.
THE HORDE KNIGHT-- In fury’s reign afore the rav’ning throng-- In chaos born as knight where beast belong
PROPERTY
Blunt sword
Rations from home (acquired taste, see below)
Beastly Steed
RATIONS FROM HOME
Flavor Substance
1 Sour Dried Fruit
2 Salty Nuts
3 Fiery Roots
4 Smoked Cheese
5 Blackened Jerky
6 Chewy Honeycomb
Shield: On a red background, three golden locusts/grasshoppers.
FEAT - Graceful Slaughter: When you use Frenzy while fighting closely alongside at least 3 Allies, you get +d6 and only damage targets you choose.
THE EMERALD KNIGHT-- A verdant cloak on sable steed-- Neath nature’s veil beyond sight and heed
PROPERTY
Branchspear
Cloaked Armor (2 points of armor in verdant environments-- none elsewhere)
Sable steed
Shield: On a black background, two green arms, locked/intertwined, hands near the top, each hand a fist
FEAT - Fade to Green
When hiding still and silent in greenery, you cannot be found by any means. While hiding you can only perform a specific type of action without revealing yourself, but also benefit from a heightened sense (see below for both).
HIDDEN ACTION:
Hidden Action Heightened Sense
1 Strike a Wounded Enemy Vision (low light)
2 Make Animal Calls Vision (distance)
3 Throw Stones Hearing
4 Grab an Unalert Enemy Smell
5 Move Slowly Nature sense
6 Whisper to Nearby Allies Emotional Insight
THE CHAIN KNIGHT-- Born below the soil, below the stone, below all thought-- Down, down, further down, of blood and iron wrought
PROPERTY
Heavy Mace (normal dam) and Oubliette Armour (1 point of armor, wrapped in chains)
Dislike of the sun (you cannot Rest in direct sunlight)
Tired steed
Shield: On a white background, a gray 16-point star (or sun?)
HOW DID YOU ESCAPE TO THE SURFACE?
First Then
1 Through Darkness Through Ice
2 Through Smoke Through Dirt
3 Out of a Cell Out of a Mountain
4 Climbing Chains Out of a Tomb
5 Up the Great Stair Up From a Well
6 Through Fire Out of a Lake
FEAT - Will of the Irons
You can move chains that you touch as if they were a limb. They can lash out (normal damage), grasp opponents, and otherwise move to your will. Attacks against chains that you are actively moving cause damage to you.
THE BANNER KNIGHT-- Beware of those who bear the flag-- Their blade may be idle but their comrades are sharpened
PROPERTY
Banner-pike (d8, long, see below, gain Shame if the banner ever falls to the ground in battle)
Handaxe
Fat steed
INSPIRING BANNER
Design Center
1 Red/White Diamonds Black Antlers
2 Blue/Yellow X White Shark
3 Green/Silver Spiral White Tree
4 Purple/Gold Chevrons White Eagle
5 Black/Blue Bars White Wings
6 Orange/Black Waves White Seashell
FEAT - Rousing Presence: Once per turn while bearing the banner, when an Ally attacks, you may choose to add +1 die to their attack. If the attack hits, it will do two extra points of damage (or double damage, if that would be more), possibly overwhelming armor. If the attack does not defeat the opponent, you gain Dread.
This message was last edited by the GM at 18:14, Sat 22 Apr 2023.