How to Play Doing Things - Fighting Things - Quick Guide
Character Creation Character Advancement - Example Character Sheets - Quick Start
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
Knight Battle Charm None

The Knight is a noble warrior capable of withstanding greater punishment than most others. Knights have the ability to take damage in place of their allies.

Starting Stunts

Stubborn Gain an additional minor injury slot for Physical stress.
Stubborn II [Requires Stubborn.] Gain an additional physical stress box.
Chivalry [Requires Stubborn and Stubborn II] Roll Reaction Time in place of an adjacent ally once per turn, absorbing an attack meant for another. This does not use your turn.

Class Specific Stunts

Knight's Resolve Use Physique instead of Will to determine the number of mental stress boxes you have.
Knight's Presence Enemies cannot use a teamwork bonus against you.
Knight's Justice Gain a +1 to Combat rolls against an enemy that has injured (as opposed to stress damage) either you or your allies.