You’ve probably met knights from other realms, but these are different. While they resemble familiar knights in many ways, they have a different oath and a different set of feats.
![]() |
Not these two. They're pretty standard. |
KNIGHTS OF THE FENS
From the shifting realm of night, where even Seers cannot see.
Oath
Obey my superiors
Endure the pains of the world
Destroy the unworthy
Feats
DOMINATE - Use when you Mortally Wound or Slay a target. Attack them again immediately.
Lose d6 VIG before use. Cannot be used when Exhausted.
ILLUMINATE - Use when you attack a target. Ask the Referee a single yes or no question about them, which must be answered honestly.
Lose d6 CLA before use. Cannot be used when Exposed.
HATE - Use when you take a wound. Regain d6gd up to your maximum and get +d12 to your next attack against the one who wounded you.
Lose d6 SPI before use. Cannot be used when Impaired.
KNIGHTS OF THE ISLES
Don’t call them Knights, they insist on you knowing their name and past deeds.
Oath
Excel in all things
Claim what I desire
Leave a mark on history
Feats
RAMPAGE - Your attack gets +d12 and Blast but is utterly indiscriminate.
Become Fatigued after use.
CURSE - Use as your action. On your next turn the target is Exposed until their next turn.
Become Fatigued after use.
BREATHE - Use as a move. Fully Restore Guard
Become Fatigued after use.
KNIGHTS OF THE TUNDRA
A warstruck realm where even castles must move with the wind.
Oath
Bow to no one
Stay ahead of the wind
Seek a fierce death
Feats
STRIKE - Use when you make a charging attack. Duplicate all dice you roll.
Roll d6 before use:
1: Become immediately fatigued, cancel the Feat, and drop to 0 VIG.
2-3: Become Fatigued after the Feat is resolved.
4-6: No cost.
GUST - Use as a move. Instantly move anywhere you can see.
1: Become immediately fatigued, cancel the Feat, and drop to 0 CLA.
2-3: Become Fatigued after the Feat is resolved.
4-6: No cost.
ROAR - Use as an action. All allies get +1 Armour and +d6 to attacks. These both last until the start of your next turn. Multiple Roars may be in effect at once.
Roll d6 before use:
1: Become immediately fatigued, cancel the Feat, and drop to 0 SPI.
2-3: Become Fatigued after the Feat is resolved.
4-6: No cost.
--------------------------------------------------------------------------
This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.If you want to support my blog, podcasts, and video content then head over to my Patreon.
No comments:
Post a Comment