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Chronicles of Arax Knight of The Steel Fist

Chronicles of Arax Knight of the Steel Fist

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0% found this document useful (0 votes)
118 views3 pages

Chronicles of Arax Knight of The Steel Fist

Chronicles of Arax Knight of the Steel Fist

Uploaded by

bpalma38
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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 STRENGTH:

d6
forwards, almost recklessly, with their only goal REFLEXES:


d6
being to wipe out the enemy forces. ENDURANCE:

d8
KNOWLEDGE:

d6
Those young men and women who join the Order of CHARM:


d4
the Steel Fist are often desperate, with nothing to PERCEPTION:

d6
live for other than to seek revenge on their enemies.
Most of the time, those who become Knights have WOUNDS:


16
had their homes wiped out by a horde of orcs,
undead or demons, lost friends and families to a STARTING EQUIPMENT: Sword (+2 damage
goblin attack, and have nothing left for them in the bonus); Plate mail (+3 armour bonus, -1 Reflexes);
world other than a quick death. Indeed, many Shield; Horse.
Knights imagine that if they cannot gain vengeance
on their enemies, then they will die trying. Either Alternatively you may begin with 70 coins instead of
way, their emotional pain will be gone, they reason. the starting items and purchase from the Equipment
list.
Upon joining the Knighthood, potential members
must go through a rigourous training regime that ADVANCED KNIGHTS OF THE STEEL FIST
tests them both mentally and physically. This is done
for two reasons: one, to make sure they are able to As a Knight of the Steel Fist rises in level they gain
meet the demands the Order will place on them; and special skills and characteristic increases. The
two, to build up the new Knight’s mental and following table shows what a Knight of the Steel
physical faculties. Fist gains at each level.

Being a Knight of the Steel Fist is certainly not easy, Level




Ability
and death awaits Knights at every turn... but they 0


-
wouldn’t want it any other way. 1


Special Skill
2


Special Skill
CHARACTERISTICS 3


Strength d8
4


Fighting Skill d10
A Knight of the Steel Fist begins with the following 5


Special Skill
characteristics: 6


Special Skill
7


Wounds 20
FIGHTING SKILL:

d8 8


Fighting Skill d12
MAGIC SKILL:

d4 9


Special Skill
10


Special Skill

Bill Palma (Order #45134707)


Special Skills

When a Knight of the Steel Fist gains a Special


You may choose to use this skill before any
Skill, they gain one of the benefits listed below. Roll
battle. If you use it, add +2 to any damage
1 d10, twice, and consult the list of Special Skills
you deal, but reduce your Defence by -1.
below. Choose one of those Special Skills. Your
5. FEEL NO PAIN
Knight now knows that Special Skill and gains all of
Your Hero is tough; real tough! Blows that would
its benefits. If you happen to roll a Special Skill you
fell a lesser man you merely shrug off, laughing at
already have, you may instead choose one from the
your enemy mockingly.
list freely.

Reduce any Wounds you lose in battle by 1

(down to a minimum of 1).
1. WEAPON SKILL

Your Hero has trained extensively with a particular

weapon and can wield it with skill.
6. MIGHTY BLOW

With all your strength you swing your weapon

Choose a weapon, such as a sword or spear.

When you use this weapon in battle, add +1
Once per Quest you may use this Special

to your Fighting Skill.
Skill to leave an Encounter. You do not count

as beating the Encounter.


2.
RECKLESS CHARGE

With passionate fury, your Hero rushes forward at
7. SHIELDMASTER

the enemy, intent on killing them quickly.
Your Hero has mastered the use of the shield and

can use it even with large weapons.

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

wish, use this skill. You gain a +2 bonus to
You may use a shield with weapons that you

your Fighting Skill for that turn, but must
normally couldn’t.

reduce your Defence by -2 for that turn as

well.

8. OATH OF VENGEANCE

Having lost your family and village, you have

3. WAR CRY
sworn vengeance on your enemies and will stop at

A bloodcurdling scream leaves your lips, stunning
nothing to gain it.

your enemy.

Choose either orc, demon, undead or goblin.

You may use this once per battle. For the
Whenever you fight one of these enemies,

first turn of that battle, your enemy deals 0
you gain a +1 bonus to your Fighting Skill

damage if it hits you.
and a +1 bonus to your Strength.


4. BLOOD LUST
9. SHIELD BASH

All you want is to see your enemy dead, preferably
You have been trained to use your shield as a

with as much blood spilled as possible.
weapon, using it to smash your opponents.


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

any damage you deal in battle.

Bill Palma (Order #45134707)



10. GRIM DETERMINATION
If you are reduced to 0 Wounds during a

Although badly wounded, you stay on your feet.
battle, you may fight one additional round of

With blood dripping from your many wounds and
battle. If you kill your enemy during that

injuries, you grimly fight on, determined not to give
round, you may return yourself to 1 Wound.

into death.
Otherwise, you die as normal.

Code of the Order

The Order of the Steel Fist have a strict code of itself, the Knight immediately loses 5 Honour
honour that all members must abide by. This code Points.
has served the Order well, for by following it,
Knights earn a level of trust amongst their fellows TITHE
and, in return, know that they can trust other The Order of the Steel Fist is self-funded and
Knights. requires that its members sacrifice some of their loot
and treasure so that the Order may flourish.
This benefits the Knight Hero in a special way, as
long as they are following the Code. Knights of the At the end of each Quest, a Knight must give up half
Steel Fist gain Honour Points at the end of a Quest. of any coins he found (rounded down). If he doesn’t,
For every 10 Honour Points your Knight has, he he immediately loses 5 Honour Points.
may re-roll any one Test that he fails during a Quest.
HONOURABLE COMBAT
For example, if your Knight had 10-19 Honour A Knight of the Steel Fist is limited in what weapons
Points, once per Quest he could re-roll a failed Test. he uses. Should a Knight ever use a missile weapon,
If he had 20-29 Honour Points, he could re-roll a he immediately loses 5 Honour Points.
failed Test twice per Quest, and so on.

At the end of every Quest, a Knight gains 2 d6 MAGICAL LIMITATION


Honour Points. Although the Order is not adverse to using magical
weapons and armour, they frown upon their Knights
However, a Knight must abide by the following using any other form of magical item. This, they say,
Codes or they may lose Honour Points. amounts to deception and trickery, something the
Order of the Steel Fist frowns upon (they would
prefer to vanquish their enemies using brute force
STAND FAST and skill in combat).
The Knights frown on cowardice in any situation.
Therefore, if a Knight of the Steel Fist ever escapes If a Knight of the Steel Fist ever uses a magical item
from an Encounter, either by using an item, a that is not a weapon, armour, or potion, he
Special Skill or through an option in the Encounter 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.

Facebook: http://tinyurl.com/chroniclesofarax

Bill Palma (Order #45134707)

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