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
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 - 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 - 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 - 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
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
| d6 | Pastime | Taught By |
|---|---|---|
| 1 | Painting | Knight-Mentor |
| 2 | Miniature sculpture | Father |
| 3 | Embroidery | Mother |
| 4 | Pottery | Brother |
| 5 | Drawing | Sister |
| 6 | Flower pressing | Self |
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)
| 1 | Distress – A lucky escape Lose d6 SPI. |
| 2 | Disfigurement – A 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. |
| 3 | Smash – A sudden spray of blood Lose d6 VIG. |
| 4 | Stun – Pain drowns the senses Lose d6 CLA If your max GD is 4 or less, increase it by d6. |
| 5 | Rupture – Innards pierced and compressed Lose 2d6 VIG. |
| 6 | Gouge – Flesh torn from bone When you get stitched up, if your max GD is 6 or less, increase it by d6. |
| 7 | Concussion – A heavy blow numbs the mind Lose 2d6 CLA. |
| 8 | Tear – Something 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. |
| 9 | Agony – With a crack, a torturous break Lose 2d6 SPI. |
| 10 | Mutilation – A 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. |
| 11 | Doom – A cheated death haunts you If you take a Mortal Wound this Season you are Slain instead. |
| 12 | Humiliation – A 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.