CLASSstreetknight

# **The Street Knights of InterCity**

In the ever-evolving landscape of Intercity, no two Street Knights are alike. Each possesses their own set of ethics, loyalties, and fighting styles, reflecting the city's diverse cultural tapestry. In their pursuit of justice, Street Knights often train tirelessly to maintain peak physical condition and hone their combat skills, making them formidable opponents even in a room full of hardened criminals. While they vigilantly keep an eye out for thefts and murders, they do not act as typical law enforcement officers. Many choose to work alone or with like-minded allies, forming close-knit gangs bonded by a shared desire to protect the innocent. Some may eventually join the ranks of the city's law enforcement, bridging the gap between the knights and the more traditional authorities. Regardless of their race or background, Street Knights transcend cultural barriers, focusing on their shared mission to bring light to a dark world, inspiring hope and change in the bleak expanse of Intercity.

The Street Knights are a remarkable and diverse assembly of fighters hailing from all walks of life. Though some may dismiss them as the "white bread" of fighting styles, their true prowess shines on the battlefield, placing them among the top dueling classes and earning them a reputation as the most dependable protectors. Unlike other warrior groups with intricate and complicated techniques, the Street Knights embrace a straightforward approach to combat. They eschew the need for grandiose maneuvers or favorable conditions, adapting swiftly to any situation with their unwavering dedication to justice and the defense of the weak. Armed with little more than their chosen weapon and a steadfast reason to fight, they fearlessly confront the perils that plague the dystopian city. The Street Knights' strength lies not in flashy displays, but in their unwavering resolve and the unity forged by shared principles, making them an indomitable force on the chaotic battlegrounds of Intercity.

 **Control:** | 20

 + The Street Knight will receive a +1 to Rolls involving Non-Automatic Ranged Weapons (Revolvers, Bows, Crossbows).
 - The Street Knight will receive a -1 to Rolls involving Automatic Weapons.

#### **Skill Info:**

* **The Street Knight must Roll a Level+Will+Fate to Deflect the attack. If successful, it nullifies the threat for the party and possibly harms an enemy in the process.**
 **Starting O Skill** | **Street\_Sweeper** | A Street Knight is one of the most formidable fighters on any battlefield and once they have the momentum they can carry any fight.
Regardless of weapon, any two rolls of Nat 20+ or Higher one after another, will not only damage the target, but will be able to keep the momentum going for another attack.
 **Level 3 Skill** | **Streets\_of\_Rage** | A Street Knight lets out a battle cry as they charge into battle so powerful - it startles all enemies. Any (non player) enemy of a lower level will have to roll 16+ to attack them for the rest of the battle. Anything a higher level will have to roll a Level+Fate+Willpower to avoid being affected.
* **The Street Knight must use an action and Roll Level+Willpower+Fate to achieve the correct pitch.**
* **Once Per Quest. Lasts entire battle.**
 **Level 6 Skill** | **Street\_Smarts** | A Street Knight may use his intuition and street smarts to detect dishonesty in the words of someone he is speaking to.
* **This Ability requires 1 action to study his target and a roll of d20+Level+Fate. (No bonuses to roll if target is of higher level & is not susceptible to Knowhow Deception Skills)**
* On a roll of 20+ the Street Knight will know if his target is being dishonest and exactly which statements are untrue. He can also tell if his target is not telling the whole truth by leaving out important facts or details.
* On a roll of 15+ the Street Knight will know if his target is being dishonest but will not know exactly which statements are untrue. He will not be able to tell if his target is leaving out important facts or details.
* On a roll of 4-14 the Street Knight can not read his target and must use his experience and normal judgement to decide if the individual is being honest with him.
* On a Natural roll of 1-3 the Street Knight completely misreads his target and will believe he is being dishonest even if his target is being completely truthful.
* **This Ability only allows the Street Knight to detect dishonesty. Finding left out facts or truthful statements must be accomplished using other methods.**
* **This Ability can be used as many times as needed at GM Discretion.**
 **Level 9 Skill** | **Two\_Way\_Street** | As Street Knights become more aware of their strengths and weaknesses (or play styles), they know where to focus their energy and training. Some take it upon themselves to be at the front line in an attempt to draw all enemy focus towards them so they can absorb all the damage. While others want to be in the thick of it because they know they can deal damage and end the fight quickly. This is the point in the Street Knight's training that they must choose a path to take. The Arms or The Guard.
* **The Street Knight who chooses the path of The Arms receives the following:**
* **Arms:** The Street Knight receives a Permanent +5 to Power or Control.
* **Arms:** **Aura of Focus:** The Street Knight learns how to channel their skill and magic into an offensive ability that will give them a +1 to all Rolls for a battle. Must Roll a Level+Fate+Willpower to Activate.
* **Arms: Aura of Focus:** While Aura of Focus is active for a battle, critical damage attacks increase from levelx5 to levelx10.
* **The Street Knight who chooses the path of The Guard receives the following:**
* **Guard:** The Street Knight receives a Permanent +5 Willpower Bonus.
* **Guard:** If more than one enemy attacks The Street Knight in a round, if armed with a shield, The Street Knight can quickly roll to block each attack. (can also protect 1 person). Level+Willpower+Power.
* **Guard:** **Aura of Protection:** The Street Knight learns how to channel their Magic Points into an Aura of Protection for a fight, giving them a -1 threshold to get hit (enemies must roll 16+ to hit). Must Roll Level+Fate+Will.
* **Guard: Aura of Protection:** While Aura of Protection is active, the Street Knight is immune to critical attacks.
* This can be combined with Streets of Rage Ability so enemies must roll a 17+ to be successful.
 **Level 12 Skill** | **The\_Order** | The Street Knight has gained enough renown on the streets of InterCity that they have gained a following of sorts. A group of citizens who believe in you for various reasons and are willing to either lay down their lives or offer their service to The Street Knight at various times. These can be either random citizens that join in your quest or they can be fully realized NPC characters that the player can control. Each offering a different skill and ability. The Street Knight can have one follower for every two levels. However, which follower that shows up is random until level 20 when you can choose which one you want to accompany you and that at point their talents have also increased... but we'll get there.
* **Roll 1d6 (or how ever many followers you have to see which one will join you.**
* The Follower will have 1/2 the Street Knights HP and do 1/2 their DMG, but they can only attack twice per round.. if they attack at all.
* 1 - **The Squire:** A Street Knight in training who will accompany The Street Knight to learn all they can. Won't fight in dangerous fights. If they die, Street Knight gets no $$$/EXP.
* 2 - **The Bard:** A musician/reporter who travels with company to share the heroic deeds of The Street Knight. Boosting Knowhow: Politics +1, Attraction +1 and Renown by +10. Non-Combat.
* 3 - **The Smith:** A citizen who is also a blacksmith of sorts that follows behind the battle and can repair the party's armor if needed before a final fight. Non-Combat.
* 4 - **The Enchanter:** A citizen who is gifted with magical abilities that will give the Street Knight a random buff at GM discretion once per quest. Does not join party.
* 5 - **The Scavenger:** A citizen who seeks to help you become even greater and lends their knowledge and may help you find Epic/Legendary Loot. Non-Combat.
* 6 - **The Legend:** A Legendary Street Knight NPC will appear at some point in quest and either help you fight or offer you a clue to find Epic/Legendary Loot. Possible Combat.
* **Every two levels after this The Street Knight can create their own followers with their own unique skills and all previous followers can be replaced as well... at GM Discretion.**