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Knight of the Steel Fist

The Knight of the Steel Fist is a new Hero for you


to use in the Chronicles of Arax solo adventure
game.
The Order of the Steel Fist: there is no more feared
organization amongst the enemies of mankind than
the heavily armoured, heavily armed warriors who
bear the emblem of the Steel Fist upon their tabards.
Clad in the finest armour and wielding the finest
weapons, these mighty soldiers are known to charge
forwards, almost recklessly, with their only goal
being to wipe out the enemy forces.
Those young men and women who join the Order of
the Steel Fist are often desperate, with nothing to
live for other than to seek revenge on their enemies.
Most of the time, those who become Knights have
had their homes wiped out by a horde of orcs,
undead or demons, lost friends and families to a
goblin attack, and have nothing left for them in the
world other than a quick death. Indeed, many
Knights imagine that if they cannot gain vengeance
on their enemies, then they will die trying. Either
way, their emotional pain will be gone, they reason.
Upon joining the Knighthood, potential members
must go through a rigourous training regime that
tests them both mentally and physically. This is done
for two reasons: one, to make sure they are able to
meet the demands the Order will place on them; and
two, to build up the new Knights mental and
physical faculties.
Being a Knight of the Steel Fist is certainly not easy,
and death awaits Knights at every turn... but they
wouldnt want it any other way.
CHARACTERISTICS
A Knight of the Steel Fist begins with the following
characteristics:
FIGHTING SKILL:


MAGIC SKILL:

d8
d4

STRENGTH:

REFLEXES:


ENDURANCE:

KNOWLEDGE:

CHARM:


PERCEPTION:

d6
d6
d8
d6
d4
d6

WOUNDS:

16

STARTING EQUIPMENT: Sword (+2 damage


bonus); Plate mail (+3 armour bonus, -1 Reflexes);
Shield; Horse.
Alternatively you may begin with 70 coins instead of
the starting items and purchase from the Equipment
list.
ADVANCED KNIGHTS OF THE STEEL FIST
As a Knight of the Steel Fist rises in level they gain
special skills and characteristic increases. The
following table shows what a Knight of the Steel
Fist gains at each level.
Level

0

1

2

3

4

5

6

7

8

9

10

Ability
Special Skill
Special Skill
Strength d8
Fighting Skill d10
Special Skill
Special Skill
Wounds 20
Fighting Skill d12
Special Skill
Special Skill

Special Skills
When a Knight of the Steel Fist gains a Special
Skill, they gain one of the benefits listed below. Roll
1 d10, twice, and consult the list of Special Skills
below. Choose one of those Special Skills. Your
Knight now knows that Special Skill and gains all of
its benefits. If you happen to roll a Special Skill you
already have, you may instead choose one from the
list freely.
1.



WEAPON SKILL
Your Hero has trained extensively with a particular
weapon and can wield it with skill.

Choose a weapon, such as a sword or spear.


When you use this weapon in battle, add +1
to your Fighting Skill.


2.
RECKLESS CHARGE


With passionate fury, your Hero rushes forward at


the enemy, intent on killing them quickly.









On the first turn of a battle, you may, if you


wish, use this skill. You gain a +2 bonus to
your Fighting Skill for that turn, but must
reduce your Defence by -2 for that turn as
well.








5.





You may choose to use this skill before any


battle. If you use it, add +2 to any damage
you deal, but reduce your Defence by -1.
FEEL NO PAIN
Your Hero is tough; real tough! Blows that would
fell a lesser man you merely shrug off, laughing at
your enemy mockingly.

Reduce any Wounds you lose in battle by 1


(down to a minimum of 1).


6.

MIGHTY BLOW
With all your strength you swing your weapon

Once per Quest you may use this Special


Skill to leave an Encounter. You do not count
as beating the Encounter.


7.



SHIELDMASTER
Your Hero has mastered the use of the shield and
can use it even with large weapons.

You may use a shield with weapons that you


normally couldnt.


8.





OATH OF VENGEANCE
Having lost your family and village, you have
sworn vengeance on your enemies and will stop at
nothing to gain it.


3.



WAR CRY
A bloodcurdling scream leaves your lips, stunning
your enemy.

You may use this once per battle. For the


first turn of that battle, your enemy deals 0
damage if it hits you.

Choose either orc, demon, undead or goblin.


Whenever you fight one of these enemies,
you gain a +1 bonus to your Fighting Skill
and a +1 bonus to your Strength.


4.



BLOOD LUST
All you want is to see your enemy dead, preferably
with as much blood spilled as possible.


9.



SHIELD BASH
You have been trained to use your shield as a
weapon, using it to smash your opponents.

If you are using a shield, you may add +1 to


any damage you deal in battle.


10.







GRIM DETERMINATION
Although badly wounded, you stay on your feet.
With blood dripping from your many wounds and
injuries, you grimly fight on, determined not to give
into death.

If you are reduced to 0 Wounds during a


battle, you may fight one additional round of
battle. If you kill your enemy during that
round, you may return yourself to 1 Wound.
Otherwise, you die as normal.

Code of the Order


The Order of the Steel Fist have a strict code of
honour that all members must abide by. This code
has served the Order well, for by following it,
Knights earn a level of trust amongst their fellows
and, in return, know that they can trust other
Knights.
This benefits the Knight Hero in a special way, as
long as they are following the Code. Knights of the
Steel Fist gain Honour Points at the end of a Quest.
For every 10 Honour Points your Knight has, he
may re-roll any one Test that he fails during a Quest.
For example, if your Knight had 10-19 Honour
Points, once per Quest he could re-roll a failed Test.
If he had 20-29 Honour Points, he could re-roll a
failed Test twice per Quest, and so on.
At the end of every Quest, a Knight gains 2 d6
Honour Points.
However, a Knight must abide by the following
Codes or they may lose Honour Points.
STAND FAST
The Knights frown on cowardice in any situation.
Therefore, if a Knight of the Steel Fist ever escapes
from an Encounter, either by using an item, a
Special Skill or through an option in the Encounter

itself, the Knight immediately loses 5 Honour


Points.
TITHE
The Order of the Steel Fist is self-funded and
requires that its members sacrifice some of their loot
and treasure so that the Order may flourish.
At the end of each Quest, a Knight must give up half
of any coins he found (rounded down). If he doesnt,
he immediately loses 5 Honour Points.
HONOURABLE COMBAT
A Knight of the Steel Fist is limited in what weapons
he uses. Should a Knight ever use a missile weapon,
he immediately loses 5 Honour Points.
MAGICAL LIMITATION
Although the Order is not adverse to using magical
weapons and armour, they frown upon their Knights
using any other form of magical item. This, they say,
amounts to deception and trickery, something the
Order of the Steel Fist frowns upon (they would
prefer to vanquish their enemies using brute force
and skill in combat).
If a Knight of the Steel Fist ever uses a magical item
that is not a weapon, armour, or potion, he
immediately loses 5 Honour Points.

Chronicles of Arax is copyright Crystal Star Games, 2011. Written by Shane Garvey. All names and places are completely
fictional and are not meant to represent any location or person, living or dead.
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