Knight
Humanoid · Crown of Domination
T2d6MinorKnightSoldierHumanoid
An armored warrior bound by oath to a lord or cause. Knights are formidable in combat and fight with unwavering discipline.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 13 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 12 | - | - |
| Sense | 12 | - | - |
| Heart | 16 | - | - |
| Cunning | 8 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Brave
Advantage on saves against fear effects.
Maneuvers
Challenge
The knight calls out one foe by name or deed and gains +2 to attack rolls against it until the fight ends or the knight is knocked prone.
Reactions
Shield Block
When hit by an attack it can see, the knight takes 1 less damage (minimum 0).
Tactics
GM tactics
Fights with honor. Challenges the strongest foe and protects allies behind them.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.