RPG/Knight
| 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 | |