Overview
Knight is a simple class of defending themselves and their allies. Knight have put more raw effort and practise than anyone else.
Health: High
Complexity: Low
Stats: STR and FOR
Mechanics: Guard, Exert, Items
Combat Strategy: Guard any allies being Marked or out of position, Stand next to enemies to hit them with Attack of Opportunities to stop them from moving.
Social Strategy: Build relationships and use your allies and favours to your advantage.
| Level | Class Abilities |
|---|---|
| 1 | Effort |
| 2 | Class Focus 1 |
| 3 | A |
| 4 | Class Focus 2 |
| 5 | B |
| 6 | Class Focus 3 |
| 7 | Focuses |
| 8 | Class Focus 4 |
| 9 | |
| 10 | Final |
Quick Build
Weapons: Sword or Greatsword.
Shield: Heater or none
Armour: Scale Mail
Skills: Insight, Persuade, Physique, Society
Paradigms: Warden Paradigm, Charmer Paradigm
Health
When you gain Level in Knight, you gain +3 Max HP.
Custom Triggers
Choose 1 of:
- When the Knight suffers in the place of another, gain 1d4 Momentum.
- When the Knight protects or fights for the common Folk, gain 1d4 Momentum.
- When the Knight chooses to persevere after a set-back or chooses to fight against overwhelming odds, gain 1d4 Momentum.
Fortress Bonus
Abilities
Guardian
The Knight can take two Reactions per turn.
When the Knight performs a kindness for someone or a small kindness in the same conversation they first meet someone - they may additionally apply one of the following benefits:
- Apply Fascinated, Charmed, or Vulnerable (if all are applied, apply any Debuff)
- Gain +1 Attitude with the target
- Free: Scan with an additional option: What does the target hold dear?
While the Knight is wearing Armour, that Armour is also considered an Outfit.
The Knight ignores their Weight when calculating their Travel Speed and the Weight Penalty of Shields.
Effort
The Knight gains a Weapon Focus 1 with 2 Weapons of their choice.
While Fascinated by the Knight, Characters cannot move further away from the Knight.
The Knight may Exert once per Scene without suffering any negative consequences.
When the Knight Exerts to retry a Skill roll they may add +1d6 to the roll.
When the Knight Exerts to take the Attack action, they may add +1d6 to the Hit roll of all Strikes during that action.
A
The Knight gains Armour Focus 1 with an Armour of their choice.
The Knight starts with +1 Reputation with Folk and +1 Attitude with the common working class people.
When this ability is gained, it is applied retroactively to all that have at least neutral Reputation/Attitude.
B
The Knight may Exert twice per Scene without suffering any negative consequences.
When the Knight uses a Technique they may immediately take an Extra: Shift action.
C
The Knight may consider ally Characters within Range 2 of them as adjacent.
Focuses
The Knight gains Weapon Focus 2 with a Weapon of their choice.
The Knight gains Armour Focus 2 with an Armour of their choice.
C
When the Knight uses a Technique, the cost of that Technique is reduced by 1?
When the Knight Misses with an Strike, they still deal damage equal to their STR/ DEX
Final
The Knight can be in 2 Paradigms at the same time, but if they are, they must spend a Momentum at the start of each of their turns.
Class Focuses
| Duelist | Guardian | Dragoon | |
|---|---|---|---|
| 2 | Challenger | ||
| 4 | |||
| 6 | |||
| 8 |
Duelist
Challenger
When the Duelist beats a Character in a challenge, competition, or duel fairly, they gain +1 Attitude towards the Duelist.
Additionally you gain the following action:
| Duelist’s Challenge | |
|---|---|
| Tempo: | Mark |
| Target: | 1 Character in Seek |
| Duration: | Up to 1 minute |
| Action: | Apply Marked to target Character, force the Character to apply Marked to you. While you are both Marked, that Character must include you as a target in all offensive abilities. This Marked is consumed if your allies effect the target or you attack another target. |
| Tags: | Mark |
Sentinel at the Gates
When the Duelist hits a Character with an Attack of Opportunity, that Character becomes Restricted for that turn.
Guardian
The Knight gains Shield Focus 1 with a Shield of their choice and gains the following Reaction:
| Shield Wall | |
|---|---|
| Tempo: | 4 |
| Pre-Requisites: | You are adjacent to a Character you Guarded |
| Trigger: | The Character you are Guarding moves. |
| Action: | Move with them, maintaining adjacency. |
| Tags: | Reaction |
The Knight gains Shield Focus 2 with a Shield of their choice.
The Intercept Reaction is replaced by this version:
| Intercept | |
|---|---|
| Tempo: | 4 |
| Trigger: | When a Character in your Speed is Hit by a Strike. |
| Action: | Immediately move adjacent to that character and take the damage from the Strike instead of them. Guard that character. |
| Tags: | Reaction |
Dragoon
Charging Companion
The Knight gains an Animal Companion.
The Knight’s Animal Companion gains 1 Trait.
While Mounted on their Animal Companion, the Knight gains…
Ideas
Weapon Mastery:
- Weapon Focuses.
- Sweeping attacks, maneuvers
- Stances
Armour Mastery:
- Armour Focus
- Shield Focus
- Positional manuevers
Effort:
- Retry things
- Add an additional dice to things
Steed!!!!
Well-Liked:
- Folk Hero popular with the people?
- Popular with the guard and authority?
Class Focuses:
- Weapons
- Armours
- Dragon Knight, turns Steed into a dragon.