Knight
Any Race, Humanoid; Minor; Black Soul (1500)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 45 | Hit Points | 23 | Combat | 75 |
| Endurance | 45 | Wound Thr. | 11 | Magic | 65 |
| Agility | 40 | Magicka | 45 | Evade | 60 |
| Intelligence | 45 | Stamina | 4 | Observe | 55 |
| Willpower | 35 | Initiative | +11 | Stealth | 20 |
| Perception | 35 | Action Pts. | 3 | Knowledge | 75 |
| Personality | 40 | Speed | 12m | Social | 70 |
| Morale | 75 | Size | Std. | Physical | 75 |
Weapons & Armor
- Has one of:
- • Steel War Axe: 1d8+1; Splitting, Unwieldy; Reach 2m, 1H
- • Steel Longsword: 1d8+1; Slashing; Reach 2m, 1H
- • Steel Mace: 1d8+1; Crushing, Unwieldy; Reach 2m, 1H
- Also has:
- • Full Steel Armor: 6 AR; Heavy
- • Steel Shield: 10 BR/5 MR, Medium
- May also have:
- • Enchantment: The chosen weapon has one of the following
- strike enchantments:
- ▪ Fire 1: deals 1 additional Fire damage.
- ▪ Frost 1: deals 1 additional Frost damage.
- ▪ Shock 1: deals 1 additional Shock damage.
- • Steel Lance (If mounted): 1d12+1; Splitting, Crushing(3),
- Mounted, Unwieldy; Reach 2-3m, 2H
Special Abilities
- • Charge (1 AP + 1 SP): The Knight moves twice their speed
- towards a target and makes a melee attack with a +2 damage
- bonus.
- • Rally (1 SP): The Knight rallies all allies who can hear them
- as a Free Action, granting them the benefits of the Teamwork
- talent until the Knight’s next turn.
- Mages
- Mage
- Most mages claim to study magic for its intellectual rewards, but
- they also often profit from its practical applications. Varying wide
- in temperament and motivation, mages share but one thing in
- common - an avid love of spellcasting.
Encountering Knight
Traits • Duelist: +1 DoS to Combat tests when engaged in melee with 1 Opponent e Spells • Healing Touch 3: 7 MP; Direct; Target within 1m regains 6 HP. • Heal 3: 7 MP; Caster regains 6 HP. “Knighthood, the responsibility to act out of honor, not fear.” - The Broken Oath 70 Archmage Archmages are at the pique of their craft and will most often lead a mages’ guild of some kind - usually the official Imperial Mages’ Guild of the 2nd and 3rd era, or the Synod or College of Whispers of the 4th era. ly Any Race, Humanoid; Minor; Black Soul (1500) Characteristics Attributes Skills