Sir Testalot

The Amber Knight · Wanderer Start · played by Eric

Their wait was longer than stars have glown / Their blade is slow but glaneth stone

vig
12 / 13
cla
16 / 16
spi
8 / 8
Guard
6 / 6
0 GD → Exposed, next hit is a Scar
Scars 0

Saves. To pass a Save, roll a d20 equal or below the relevant Virtue. Failure means negative consequences, not always a failed action.

Feats

SMITE

SMITE - Release your righteous fury

  • Use before rolling a melee Attack.
  • The Attack gains either +d12 or Blast.
  • Pass a VIG Save or become Fatigued.
FOCUS

FOCUS - Create an opening to exploit

  • Use after rolling an Attack.
  • Perform a Gambit without using a die.
  • Pass a CLA Save or become Fatigued.
DENY

DENY - Rebuff an attack before it lands

  • Use after an Attack roll against you or an ally within arm’s reach.
  • Discard one Attack die from the roll.
  • Pass a SPI Save or become Fatigued.

Gear

Torches Rope Dry rations Camping gear

Property

  • Ancient greatblade (2d10 slow) and even more ancient mail (A1)
  • Amber amulet (if placed in a fire, carries its warmth for a whole day)

Steed

Loyal steed (VIG 10, CLA 10, SPI 5, 3 GD, d6 trample)

Ability — Patient Strike

Make a melee Attack when you have not moved this turn. +d10 to the Attack. Ignore the target’s Armour and immunities of any sort. If this fails to defeat the opponent, take d6 Damage yourself.

Passion — Avarice

Restore SPI when you gain significant wealth.

A Steady Hand

d6PastimeTaught By
1PaintingKnight-Mentor
2Miniature sculptureFather
3EmbroideryMother
4PotteryBrother
5DrawingSister
6Flower pressingSelf

Sparks

person: Elderly tanner~name: Prentise~characteristic: Knows everybody~object: Traveller’s hat~beast: Moon toad~state: Confused~theme: Hearth

Knighted By — The Dreaming Seer

VIG 5, CLA 5, SPI 7, 1 GD

  • Cannot be fully glimpsed, a silhouette of starlight. Cannot speak to those awake.
  • Appears only in dreams of those in the Seer’s home, tended by elderly servants.
  • Longs to find a way back to the waking world, or to drag companions into theirs.
Scars table (p.9)
1DistressA lucky escape Lose d6 SPI.
2DisfigurementA permanent mark Roll 1d6: 1: Eye, 2: Cheek, 3: Neck, 4: Torso, 5: Nose, 6: Jaw. If your max GD is 2 or less, increase it by d6.
3SmashA sudden spray of blood Lose d6 VIG.
4StunPain drowns the senses Lose d6 CLA If your max GD is 4 or less, increase it by d6.
5RuptureInnards pierced and compressed Lose 2d6 VIG.
6GougeFlesh torn from bone When you get stitched up, if your max GD is 6 or less, increase it by d6.
7ConcussionA heavy blow numbs the mind Lose 2d6 CLA.
8TearSomething taken in violent struggle Roll 1d6: 1: Nose, 2: Ear, 3: Finger, 4: Thumb, 5: Eye, 6: Chunk of Scalp. When you get patched up, if your max GD is 8 or less, increase it by d6.
9AgonyWith a crack, a torturous break Lose 2d6 SPI.
10MutilationA limb rendered lost or useless Roll 1d6: 1-2: Leg, 3-4: Shield Arm, 5-6: Sword Arm. By next Season you have a prosthetic or have learned to get by, and if your max GD is 10 or less, increase it by d6.
11DoomA cheated death haunts you If you take a Mortal Wound this Season you are Slain instead.
12HumiliationA most dolorous stroke When you achieve revenge, if your max GD is 12 or less, increase it by d6.

⚠ The corpus has no verbatim text for the Oath — knighthood.md (MB-CORE p.7) reads "Every Knight has sworn the **Oath**:" with nothing following. Flagged as a corpus gap, not fabricated; check the physical book/PDF for the missing pledge text.