Difference between revisions of "Knight (FiD)"
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{{FiD}} | {{FiD}} | ||
− | + | As a heavily armed and armored knight you are the warrior elite of feudal holdings and mercenary companies alike. Usually proud of your noble heritage but not actually rich, you are welcomed in both humble hovels and lavish courts, tough you truly feel at home in castles and barracks. | |
− | Trained from childhood in the use of weapons, armor, and horsemanship, you are a superlative warrior, able to overthrow enemies with sheer power. | + | Trained from childhood in the use of weapons, armor, and horsemanship, you are a superlative warrior, able to overthrow enemies with sheer power. You sacrifice mobility on foot, relying on your mount and the security of your heavy armor. |
'''Touchstones | '''Touchstones | ||
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A paladin is usually a Knight multiclassed into [[Chosen_(FiD)|Chosen]]. | A paladin is usually a Knight multiclassed into [[Chosen_(FiD)|Chosen]]. | ||
+ | Excalibur (1981), | ||
A Knight’s Tale (2001), | A Knight’s Tale (2001), | ||
Kingdom of Heaven (2005), | Kingdom of Heaven (2005), | ||
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=== Special Abilities === | === Special Abilities === | ||
− | # '''Argent :''' You | + | # '''Argent :''' You can imbue yourself with spirit energy. Your melee weapons gain potency. You can offer a spirit a promise for mercy, and such a promise is binding for the spirit. |
# '''Bodyguard:''' When you protect a teammate (p 135), take +1d to your resistance roll. You get +1d when you gather info to anticipate immediate threats. | # '''Bodyguard:''' When you protect a teammate (p 135), take +1d to your resistance roll. You get +1d when you gather info to anticipate immediate threats. | ||
# '''Heraldry:''' You have a recognizable symbol of your identity that you can wear—''a pennant, a painted shield, an embroidered surcoat''. When resisting, instead of using stress, you can lose your heraldic display, appearing as a common soldier for the rest of the score. | # '''Heraldry:''' You have a recognizable symbol of your identity that you can wear—''a pennant, a painted shield, an embroidered surcoat''. When resisting, instead of using stress, you can lose your heraldic display, appearing as a common soldier for the rest of the score. |
Latest revision as of 09:18, 26 August 2025
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As a heavily armed and armored knight you are the warrior elite of feudal holdings and mercenary companies alike. Usually proud of your noble heritage but not actually rich, you are welcomed in both humble hovels and lavish courts, tough you truly feel at home in castles and barracks.
Trained from childhood in the use of weapons, armor, and horsemanship, you are a superlative warrior, able to overthrow enemies with sheer power. You sacrifice mobility on foot, relying on your mount and the security of your heavy armor.
Touchstones An adaptation of the D&D Knight and the Pathfinder Cavalier. A paladin is usually a Knight multiclassed into Chosen.
Excalibur (1981), A Knight’s Tale (2001), Kingdom of Heaven (2005), Niccolo from Flesh and Blood (1985).
Special Abilities
- Argent : You can imbue yourself with spirit energy. Your melee weapons gain potency. You can offer a spirit a promise for mercy, and such a promise is binding for the spirit.
- Bodyguard: When you protect a teammate (p 135), take +1d to your resistance roll. You get +1d when you gather info to anticipate immediate threats.
- Heraldry: You have a recognizable symbol of your identity that you can wear—a pennant, a painted shield, an embroidered surcoat. When resisting, instead of using stress, you can lose your heraldic display, appearing as a common soldier for the rest of the score.
- Heroism: When you push Command or Finesse you can do one of the following: engage and disengage at will—insure your mount or vehicle is unharmed—make yourself heard over noise and distance.
- Ironheart: You may expend your Special Armor to reduce harm from an attack in combat or to push yourself during a fight or to inspire others.
- Juggernaut: Your load limits are higher. Light: 4. Normal: 8. Heavy: 12.
- Thunderer: When you unleash physical violence, it's especially frightening. You gain additional effect when you Command a frightened target or attempt to intimidate others with a show of power.
- Vanguard: When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain 1 armor.
Chivalric Encounters
- ˄ ˅ Lord Ashenbrand, a warlord.
- ˄ ˅ Grayforge, an armorer.
- ˄ ˅ Runeveil, a mage.
- ˄ ˅ Talen Crest, a soldier.
- ˄ ˅ Vossoli, a courtier.
Inventory
- ☐☐ Breastplate.
- ◯ Fine clothes [☐ if carried].
- ☐, ☐ Fine hand weapon.
- ☐☐ Fine heavy weapon.
- ◯ Mount.
- ☐ Shield.
- Breastplate ☐☐: A metal chest piece with greaves (legs) and vambraces (arms). Functions as armor and stacks with other armor.
- Fine Clothes ◯: Attire that increases your apparent lifestyle (p 43) by +1, to a minimum of 2. If carried as a second outfit to change into, this is ☐.
- Fine Hand Weapon ☐: A one handed weapon such as a sword, axe, mace, whip, pistol, sling, or hand crossbow. Includes exotic weapons such as a blackjack, brass knuckles, whip, length of chain, razor-edged fan, or steel-toed boots. This is a masterwork weapon that fits you perfectly, improving your effect.
- Fine Lance ☐☐: The lance is a long spear, a heavy weapon that is used one-handed on horseback. This is a masterwork weapon that fits you perfectly, improving your effect.
- Mount ◯: A horse (or other appropriate mount) trained to carry you in battle.
- Shield ☐: A defensive weapon carried in one hand. Functions as armor and stacks with other armor. Cannot be used with a heavy or off-hand weapon. Can be used with the lance.
XP
- Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
- You addressed a challenge using violence or coercion.
- You expressed your beliefs, drives, heritage, or background.
- You struggled with issues from your vice or traumas during the session.
Starting Actions
- Command 1
- Finesse 2
- 4 points by choice, no higher than 2 in any one.