
Dread Knights are mercenaries who seek only
power and care little for how it is gained. Dread
Knights have given themselves over to the service
of some demon and seek to serve their master in
death and destruction. Shadow and Dread
Knights hate each other and will gladly attack
each other. Dread Knights are sworn enemies of
Templars and will always seek their destruction
and suffering. Dread Knights are only welcome in
evil societies or cults. Perhaps the greatest
problem for Dread Knights is the fact that they are
often the target of other knights who want to
advance in power by eliminating rivals and
potential competitors.
Dread Knights are taught by proxies from their
Master, so they do not have to pay for training.
This does come with a price, the Master expects
to be obeyed and defiance is usually met with
death. Dread knights are also warped by the
powers they serve and their appearance and
attributes change as they advance more in their
skill. At ranks 3, 5, 8 and 10 they must roll on the
corruptions table to determine the effect of the
corruption.
For each rank a Dread Knight adds 2% to his/her chance to strike with their primary weapon. Knights adds 4% to
magic resistance per rank through rank 5 and then 2% every rank after 5. A Dread Knight adds +1 to the damage
he/she does with primary weapon at ranks 1 - 3 - 7 & 9.
Rank 1: Dread Knights are immune to infection and the fright table, but can still be affected by the spell of fear. +1
to IV with primary weapon
Rank 2: Dread Knights gain the ability of resist pain, and can intimidate dark spawn races. If the Dread Knight
encounter Dark Spawn (1) not lead by another dread knight he may challenge their leader to a battle. He will
automatically win IV each round against the leader and if he kills the leader the other Dark Spawn will swear loyalty
to him.
Rank 3: +2 to IV with primary weapon, Dread Knights gain the talent of Witchsight.
Rank 4: Dread Knights regenerate 1 FT per pulse.
Rank 5: Deflect thrown weapons at 2/3 % to strike, deflect missile weapons at ½ % to strike. +3 damage with
primary weapon vs. and good creature or creature in service to a power other than a demon. +20% MR vs mind
based spells. Extra attack with primary weapon. +1 IV with Primary Weapon. Dread Knights may cast control
person as the spell in College of the Mind.
Rank 6: Dread knights are now immune to poison and disease. Dread Knights are now immune to spells cast by
minor and major demons.
Rank 7: Dread Knights will automatically teleport if they are knocked unconscious and do not go below -3 EN. If the
go below -4 they are dead, but if not the teleport back to their layer to regenerate and heal. Dread Knights will
also regenerate lost limbs or grievous other than instantly fatal ones.
Rank 9: Extra strike with primary weapon, Dread Knights are able to instantly summon D5 +2 gnollars who will
obey the Dread Knight in all things.
Rank 10: Dread knights can choose to make one attack with fist by subtracting an additional 10% from their chance
to hit and doing +10 damage, if they hit and penetrate armor the heart of the opponent is ripped from his or her
chest. Dread Knights may dismember with their weapon if they score an EN or grievous hit. They must subtract 20%
from their percentage. Dismemberment chart: 1- Head, 2-3: Right Arm 3-4: Left Arm 5-6: Left leg 7-8: Right leg
9-10: Cut in half. Regenerate 2 per pulse. Severed limbs bleed 2 FT per pulse.
A note on role playing Dread Knights.
Dread Knights want both dominance and destruction. Their goal is to destroy any and all opposition. They are
interested only in the submission of opponents. Templar hate Dread Knights and are never shown quarter by a
Templar or Cleric.
Dread Knight Corruptions
Roll D100 to determine corruption
01-03: Raspy voice, your voice becomes harsh and unpleasant. You suffer -15% on any roll involving the use of
your voice such as a Troubadour and Military Scientist, Merchant negotiations and on reactions from NPCS.
04-05: Fangs, your canines and incisors sharpen , giving you a more fearsome appearance.
06-10: Milky eye: One of your eyes becomes clouded over and you loose 3 PC and 4 PB. This corruption can only
be gained once, and if your eyes melts out of your head later it will be this eye that melts.
11-14: Hair loss, all of your hair falls out and will never regrow.
15-20: Vestigial Horns, a small pair of horns grow from your forehead or behind your ears, reducing your PB by 3.
21-25: Reek, Your body smells rotten and you must wear strong perfume to cloak the smell or you receive a -20 on
reactions rolls from beings that are normal offended by the smell of sewage and refuse.
26-30: Forked tongue, your tongue is forked like a serpent and must be carefully concealed or other will react to you
with a -20% on the reaction table. You must roll under 6 X PC to keep your tongue from being noticed if you choose
to conceal it while speaking.
31-35: Clawed and gnarled hands, your hands take on a terrible appearance and anyone noticing your hands must
roll on the reaction table at -10%.
36-40: Splotchy skin, your skin becomes discolored with bright red and deep purple splotches that fluctuate in color,
-5 PB
41-45: Fiery eyes: your eyes take on a fiery coloration and people looking into your eyes will be nervous and
confused, they automatically lose IV the first pulse of combat.
46-50: Spine ridges, your back bone sprouts spiny ridges that will protrude through clothing, and armor must be
modified to allow the spines to protrude.
51-55: Instant Girth, you gain 100 pounds instantly.
56-60: Pointed ears, your ears grow three times their normal length and become pointy and covered with a short
coarse hair. -5 PB, +10% to detect ambushes,
61-65: Terrible breath, you develop terrible breathe that will cause anyone talking with you to roll under 4 X EN of
they will move away coughing and gagging.
66-70: Open running sores, exposed areas of your body develop opening running sores that ooze blood and pus.
You develop an odor and will have flies and other pest drawn to you. You suffer no harm, but experience -20% on
reaction rolls by any good creatures.
71-75: Webbed hands, your hands become webbed and develop small claws that allow you to add 15% on to
swimming and climbing rolls, but you may no longer wear rings.
76-80: Shifty eyes, your eyes constantly shift and others will immediately distrust you and be leery of your motives or
goals.
81-83: Bestial snout, you develop the snout of an animal, roll D10 to determine the type of snout. 1-3, Pig 4-6, Rat
7-8, goat, 9: face develops snake scales and your nose disappears on your face, 10: Your face takes on the
appearance of an insect as determined by the GM. You now classify for the fright table.
84-86: Cloven feet, both of your feet turn into hooves like that of a cow or goat. You may no longer wear shoes or
boots.
87-90: Forked tail, your body spouts a forked tail that twitches and flicks about uncontrollably, the tail serves no
purpose but it does identify you as being in the service of a demon.
91-93: Melted eye, one of your eyes melts from your skull and the socket continues to trickle a mixture of blood,
bone and rotted flesh. Even if you wear a patch over the eye you it still oozes forth every now and again much to
the alarm of anyone talking with you. -3 PC & -6 PB
94-95: Mark of the Beast, you develop a tattoo that is the mark of your master. This tattoo will always appear on any
area expose to the air, it will be readily recognized by any servant of light as a mark of a demon.
96-98: Scaly skin, your skins takes on a scaly quality absorbing 3 damage, but making you subtract -15% on any
rolls involving dexterity.
99: Irritated by Holy Objects, the very sight of holy object makes your irritated and angry, if one if placed within 5
feet of you, you must roll under 3 X WP to avoid grabbing and breaking the object or hurling it away. Checks must
be made as long as the object is within 5 feet.
100: No corruption, you show no signs of demonic influence for now.