The Knight

by Aaron Stimson (AStimson@adp-ebanking.com)

Attributes: The Knight serves a higher authority. This authority might be a belief system (Roman Catholicism or Environmentalism), a 'liege lord' (Alex Abel or Randy Douglas), or a code (the code of Chivalry or The Way of the Samurai). The Knight dedicates his life to this authority, and will serve it unflaggingly. If this is an authority that the world perceives as 'good' The Knight can be a powerful force for order and righteousness. If this authority is selfish, cruel, or 'evil', The Knight can be a dangerous, relentless foe. Taboo: The Knight may not give up his higher authority. If The Knight resists the dictates of his authority he risks the very foundation of his being. To go willfully against the higher authority is to risk completely one's role as The Knight. If The Knight loses his higher authority, he must either choose the next closest authority, chose the defeater, or loose his calling. (i.e.. The Knight follows Randy Douglas as a higher authority, but Randy Douglas is killed. The Knight may then choose to follow Darla Cooper (Randy's Successor), Alex Able (Randy's defeater), or loose his calling. In this case, The Knight might also consider the stated goals of TOSG to be the next closest authority, instead of Darla Cooper.)

The Knight may never reject a direct challenge. He may avoid a conflict before it happens, but he may not flee it. Just because The Knight may not avoid a direct challenge does not mean he need fight to the death. The Knight may attempt to parley, set limits to the conflict, make concessions, or surrender. If his opponent will not except these conditions, though, The Knight may consider his duty done and retreat. The main exception to this is The Knight's second ability.

The Knight may never abandon any sworn companions. He is quintessentially loyal and may not backstab acknowledged allies.

Symbols: The symbol of his authority is a strong focus. Be it a candle w/barbed wire for The Knight of Amnesty International, or the symbol for woman for The Knight of Women's Rights, these all symbolize dedication. A sword, lance, spear, handgun, or rifle may also symbolize the martial role of the Knight, as does a shield or armor blazoned with the device of The Knight. (A Kevlar Vest visibly displayed with embroidered coat of arms might count.) The Knight is one of the Minor Arcana of the Tarot, and there are numerous historical relics and items of knighthood.

Suspected Avatars in History: Numerous.

Channels:

1-50%: Choose a quest and name a skill to you complete your quest, then make an Avatar:Knight roll. If you succeed at the roll, you may flip-flop all rolls made with the skill while in direct pursuit of your quest. Once you solve your quest you may attempt this again with a different quest, but you may only attempt this with one skill per quest. Similarly you may only take up one quest at a time. If you fail with one skill, you may try again with a different skill, but you may not re-try with the same skill ever.
If you ever give up your quest you may never make an Avatar:Knight roll with that skill again, ever. Furthermore, you may not choose a new quest and skill until you either complete or give up your current quest. Abandoned quests may never be retaken.

51-70%: With a successful roll of Avatar:Knight, the Knight may issue a personal challenge. This may occur during any conflict, and the particulars will be determined between the Knight and the leader of his foes. The foe leader chooses weapon and degree, and The Knight will be first to name terms. If the knight wins, his side will be considered victors, and any spoils or rewards will go to his side. If his opponent wins, his opponent's side will take any spoils or rewards relevant. During the personal challenge no one else may interfere or intercede, on either side. If someone attempts to, s/he will need to roll a rank 8 Self check against a sense of betrayal of all that's held dear. This challenge holds until spoils are given. Neither the Knight nor his foe may withdraw from the challenge. (Example 1: After pursuing a murder cult, The Knight's company bursts in in the middle of a ritual. The Knight rolls against his Avatar:Knight 65% and succeeds with a 47. He challenges the cult leader (leader of his foes) to combat. The cult leader stipulates weapons (knives) and degree (to the death). If the Knight wins he claims the cults prisoners, and demands the cultists surrender. If the cult leader wins he takes the Knight's companions prisoner for his rites. Combat proceeds as normal) (Example 2: The Knight has been sent by Alex Able to retrieve the soul of an entropomancer that Able had hoped would kill Dirk Allen. The Knight stumbles across Allen at a dive, and after a successful roll on Avatar:Knight, issues Allen a challenge. Allen stipulates weapon (Vodka Shots) and degree (first under the table). If the Knight wins he will claim the adept's soul. If Allen wins he will demand the Knight's service in a sub-quest.) (Note: If the Knight is on a quest and the challenge is based on the quest skill, he may still use the flip-flop during the challenge.) If the Knight is challenged to Magick combat, he may use his Avatar:Knight as defense (but not attack). He may do this once a day.

71%-90%: The Knight is known to be unflagging. While pursuing a quest he may, with a successful roll of Avatar:Knight, treat damage from a firearm as if it were a hand-to-hand attack (added instead of percentile), or take damage from a hand to hand attack without any weapons bonus. (If the Knight is successfully shot with a 64% he would normally receive 64 wound points. If he successfully rolled under his Avatar:Knight of 75%, however, he would only take 10 points (6+4=10). If he was struck by a Chainsaw with a 53, instead of 17 points damage (5+3+Weapon Damage Bonus (9)) he would only take 8.(5+3)) Each hit requires an Avatar roll, unless the GM rules otherwise. 91%+: The Knight may demand that all surrender. If her rolls a successful Avatar:Knight everyone who can hear him must roll under their spirit with a -30% shift. If a person fails, he must drop any weapons, halt any spells, may not initiate combat or use Magic until hour after the Knight used this ability. They are not required to cooperate in any way, and can defend themselves in the interim, if attacked. This ability may be used once a day.