


The Knights are an order similar to Templars but linked to a particular nation or city state. Knights believe that
their cities patron god or higher power speaks to them through the power of dreams and visions. Knights pay
attention to their dreams believing that the future will be revealed through them.
While similar to Templars, these knights are fiercely loyal to their royal family and defending the honor of their
country. While they despise evil and will not associate with evil persons, they will not act to stop evil unless
ordered by the royalty, the Supreme Knight, or the evil is a direct threat to their nation. They believe that other
nations or races should be capable of defending themselves and so will not move to help unless commanded to do
so. Insults or demeaning comments about the Queen or King or their homeland will lead to duels.
Knights may admire other nations or races (depending on overall cultural attitude) but such races or nations will
be thought of as secondary to their great nation. They consider themselves inferior to no one, but humble before
the demands of the King, Queen or the Supreme Knight. Because of their unquestioned loyalty they are usually
given free reign and only called upon when the need is urgent and great. Usually they are left to follow their visions
and wander the lands proclaiming the greatness of their nation.
Only characters who are rank 10 in horsemanship may become a knight.
They will use ranged weapons only against those opponents who refuse to enter melee.
Defend the King & Queen: This is the first and foremost duty of a knight, any threat to the king or queen must
be eliminated.
Defend the Nation & its citizens: This is the second precept of the knights. They will defend the citizens of their
land from harm and threats. Knights must carry some emblem/coat of arms of their nation upon their person such
as shield or part of their armor or clothing.
Honor thy dreams: Knights are bound to follow their dreams and visions unless such a dream would lead to the
violation of one of these rules.
Simple decorum: Knights will celebrate and party, but will not become drunk. They will wine and dine high society
ladies but not frequent courtesans, they will defend their honor but not pick pointless fights, they may look down on
foreigners but will not berate them, but they will not hesitate to make known the greatness and superiority of their
land.
Donate 20% of their wealth to the knighthood. This donation is made on a yearly basis and will be determined by
the agreement of the knight and the Supreme Knight. The Supreme Knight’s decision is final; failure to comply will
lead to blacklisting and suspension of membership.
Knights add 2% per rank to attacks with main weapon and the lance.
Knights add +1 damage to attacks with their primary weapons & lance at ranks 3, 6 & 9.
Knights must be full rank in lance before advancing beyond rank 5 as a Knight.
Knights have a number of special abilities that result from their training. Many of these abilities center around their
ability to discern dreams and to wage effective battle on the field of honor.
Rank 1: Perfect Recall: Members always remember their dreams with complete accuracy, and they can tell which
dreams are natural or those that are caused by another in an attempt to mislead them. Prophetic Dream: Once
per week a knight may receive a vision in a dream that will relate to some future event within the next month. The
base chance of receiving such a dream or vision is 4 X PC +5% per rank. The knight must spend 5 FT to have the
dream and these will not be replenished by sleep on the night that the dream takes place. Knights may spend an
additional 5 FT to subtract 30 from the roll on the dream table. GMs may use the following table to determine the
nature of the dream.
100 – 70: Mundane; something that the knight may already know is going to happen.
69- 40: Ordinary; something that the knight did not know about but is not really out of the ordinary events that
would take place.
39 – 10: Extraordinary; something that would not be revealed without the use of magic or astrology. This may
involve the knight, his group, of the events in the immediate area.
09 – 01: Dramatic; events involving the royalty, the nation as a whole, or the presence of some great danger or
evil. The GM can obviously use this skill to move along the story line or involve the knight is adventures that would
not normally be undertaken.
Rank 2: No reprisal: If the knight wins IV and attacks in a charge his or her target, the target must roll under 2 X PS
+ AG –damage (Total damage not just that which effects FT) of the charge to remain standing even if the hit does
not stun the target. If the target fails and falls it may not attack the knight during that pulse and must roll to
maintain hand held items.
Rank 3: Visions of the Path: before going to sleep the knight may focus on a particular person, creature or object.
The knight essentially travels the area in an ethereal state and will have a general idea where the object of the
search is located, but not any of the particulars of the area or surroundings. 5 X PC + 5% per rank. This ability
cost 5 FT and are not replenished by sleep from that evening. Quick dismount: The knight my dismount and
prepare for melee in one pulse.
Rank 4: +40 MR to resisting fear and control based spell for the knight. The steed will also benefit from this
protection if the knight is mounted when a spell is cat over it. The knight may roll under 4 X WP to resist being
stunned by damage. Extra strike with primary melee weapon.
Rank 5: Dream steed; the knight develops a close bond with his or her steed and is able to heal and even raise the
steed from the dead. The knight must have ridden the steed for at least 1 month for the bond to form. During a
dream the knight may heal the steed of 3 points of damage for every FT sacrificed during sleep. By sacrificing all
of his or her FT a knight may cure his steed of disease or infection. By sacrificing all FT and half of EN a knight
may bring his or her steed back from the dead if it is within 3 days of death. During the next day the knight will only
recover ½ of his or her FT. FT may be recovered by normal rest the next evening.
Rank 6: Devastating charge: The knight doubles the damage of a charge by subtracting an additional 15% from
base chance.
Rank 8: Lethal charge: By subtracting 20% from base chance the knight will automatically classify for a grievous
with the lance if it penetrates armor. This may be combined with the devastating charge to do double damage to
the opponent as well as the possible grievous injury, the knight would subtract a total of -35% from the base
chance to hit. Extra strike with primary melee weapon.
Rank 10: The Knight is considered a Supreme Knight and gains the ability of resist pain and immunity to fear &
control type spells. Wholeness of Spirit: By resting for a full evening of sleep the knight will wake up the following
day totally healed of all injuries, diseases and infections. This requires the knight to sleep the entire evening for a
full 8 hours, anything less will not allow the healing to take place. Combined Attack: In a single pulse the supreme
knight may charge an opponent, dismount his steed and initiate a melee attack with one less hit at no penalty. The
knight will gain benefits if the opponent is prone or stunned from the charge.