How to Play Doing Things - Fighting Things - Quick Guide
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System Stuff Skill List - Class List - Permissions List - Stunts List
GM Information Bestiary - Random Injury Table - Worldbuilding
Battle Cunning Thought Charm
Fighter Rogue Scholar Diplomat
Barbarian Assassin Sage Spy
Knight Gleeman Tactician Chevalier
Sorcerer Druid Summoner Namer
Monster Enchanter Abjurer Priest
Warrior Monk Ranger Wizard Skald
Specialist Classes
Soldier Thief Mage Leader
Martial Artist Wanderer Loremaster Performer

Class Information

Class Primary Archetype Secondary Archetype Required Permission
Chevalier Charm Combat None

In times when warfare falls out of fashion, a different breed of Knight comes about. These Knights are possessed of more talent for courtly intricacies than battle. They prefer a duel to a charge, and are more likely to be defending their honor than the lives of innocents. Still, the Chevaliers' knack for psychological warfare has proven to be deadly enough when properly applied.

Starting Stunts

Razor Wit You may attack with Provoke instead of Combat, provided that the target can be affected by feints (enemies like gelationus cubes or mindless zombies would not be included.)
Mind Games [Requires Razor Wit] On a successful attack roll using Razor Wit, inflict one Mental stress in addition to any physical damage.
Cutting Deep [Requires Mind Games] You may choose to inflict Mental stress instead of Physical stress when using Mind Games. The attack is still defended against using Reaction Time.

Class Specific Stunts

Dancer's Feet [Requires Cutting Deep] So long as you are uninjured (stress doesn't count), add +2 to defensive rolls against melee attacks.
Performer [Requires Cutting Deep or Bag of Tricks] Choose one of the stunts from the Gleeman's Performer list.