Difference between revisions of "RPG/Knight"

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Latest revision as of 22:28, 16 July 2025

<< Back to Galactic Facets

Knight
Specialty Magic
Subjects Gym
Faction Angelic Protectorate
Level HP MP Special Abilities
1 10 10 Divine Armaments +2
2 20 20 Spells 15MP (Retributive)
3 30 30 Divine Armaments +4
4 40 40 Spells 30MP (Retributive)
5 50 50 Divine Armaments +6
6 60 60 Spells 45MP (Retributive)
7 70 70 Divine Armaments +8
8 80 80 Spells 60MP (Retributive)
9 90 90 Divine Armaments +10
10 100 100 Spells 75MP (Retributive)

Special Abilities

Divine Armaments +X: By expending up to X times 10 of their Holy Light or Divine Favor racial ability, a Knight may power up a weapon or armor they are using for one minute. For every 10 points of the ability they spend this way, they gain +1 worth of superior quality enhancements that they may apply to any equipment, split as they desire, they are wearing for the 1-minute duration.

Spells XMP (Retributive): Knights can cast spells costing up to X MP.

Restrictions: Knights may not cast spells with the Entropy element.

Casting Cost: Knight spells cost either 10% of the spell's material cost in components, rounded up to the whole dollar, or 5% of the spell's MP cost in karma points, rounded up, to cast.

Spell Alterations: Knight spells with an area of effect have each dimension of that area halved, rounded up to the nearest 5 feet.

Casting Actions/Stat/Skill: two hand actions and one talk action. If a knight successfully blocks or parries an attack with a shield, this may count as one of the required hand actions. Knights may not "store" hand actions past a single encounter or begin saving actions for another spellcast before they have cast a spell. Knights may use their Magic skill with either their Personality or Intelligence stat to overcome the casting difficulty of the spell.

Learning spells: Knights learn one spell of each element other than Entropy with a cost of 15 or less for free when they first gain their spellcasting ability. Whenever a knight successfully casts a spell during an encounter, they may make an unskilled Intelligence roll with a difficulty of 11. If the roll fails, then the next time a roll to learn a spell is made, the difficulty cumulatively drops by 1, to a minimum of 5. If the roll is successful, they may learn a new spell of the same element with a cost up to their maximum spellcasting ability for free at the end of the encounter, and the learn roll difficulty resets to 11. A knight is limited to learning a single spell per encounter.

MSF High RPG
Characters Character Creation • Races • Facets(Special • Galactic • Other) • Skills and Stats • Advantages • Disadvantages • Dispositions
Items Weapons • Magical Clothing • Shields • Spellbooks • Concoctions • Item Enhancements • Crafting • Mundane Items • Legion-Exclusive
Rules Combat • Trauma • Rolling • Animals • Vehicles • Other Rules
Magic Spells (Fire • Water • Earth • Wind • Light • Sound • Purity • Entropy • Mind • Body) | Summoning • Boosting Magic
Facets
Base
Student • Mage • Warrior • Scientist • Priest • Martial Artist • Idol • Artist • Nerd • Maid/Butler • Mystic
Special
Witch • Artificer • Archaeologist • Alchemist • Writer • Delinquent • Custodian • Inspired
Galactic
GA Soldier • Fencer • Engineer • Biowarp Mage • Scout • Performer • Caster • Demomage • Medic
GAN Cavalier • Cartographer • Convoker • Envoy
EL Transfuser • Duelist • Provider • Empath • Calculator • Elementalist • Philosopher
AP Valkyrie Shield Maiden • Seraph Caller • Dominion Builder • Angel Knight • Principality Artisan
CTS Mahoutech Dragoon • Survivalist • Biowarp Commando • Acrobat • Brawler • Sorcerer • Mahoutechnician • Charmer
LEG Battler • Defender • Biotechnician • Duchess • Pilot • Terraformer • Trainer • Renewer • Consort • Recruiter • Queen
Other
Zettanian Archivist
SocJus Social Justice Warrior • White Knight
Church of All Street Rat
Fantasy Footman • Noble • Warlock • Siegemaster • Warpriest • Field Healer • Jester • Field Cook • Scribe • Battlemage • Marshal