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Knight Medieval
Pablo Parzanini (order #7689917)
外伝Pablo Parzanini (order #7689917)
TABLE OF CONTENTS
Introduction 4
Editor’s Comments 4
Chapter 1: Gameplay Preparation
Starting the Game 5
The Golden Rule 5
The dLS 5
The Knight 5
Chivalric Code 5
Demons & Devils 5
Starting Gold 7
Gear 7
Chapter 2: Knighthood
Roleplaying 8
The Knighthood 8
Stronghold 9
Wizard 10
Knight of Elemental Mastery 11
Dragon Slayer 12
The Black Void 13
Gladiator 13
Incarnate God 14
Hunted 15
Bloodfeud Throne 16
Man of Siege 17
Crusader 18
Castle Guard 19
Kingdom Champion 20
Messiah 21
Wanderer 22
Champion of the Gods 23
Bounty Hunter 24
Nobility 25
Prince of Ages 26
Clerical Bloodline 27
Labyrinth 28
Hunted by Fallen Angels 29
Anger of Dragons 30
Hex of Bones 31
Dragon Blooded 32
Demonologist 33
Hunter of Witches 34
Persecution 35
Banished Outcast 36
Enslaved 37
Spy 38
Master of Illusions 39
Chapter 3: Game Master
Running the Game 40
The dLS 41
Designing a Quest 42
The Church 43
Tables 44
Chapter 4: Beastiary
The Fallen 45
Creating Demons & Devils 46
Chapter 5: Realm of Athariel
Lomoldor Valley 47
The Sacred Crystal 49
Mithimir 50
City of Belundir 51
Law 55
Pablo Parzanini (order #7689917)
INTRODUCTION
KNIGHT MEDIEVAL™ is a rules-lite microRPG designed to be
comprehended in one reading session and then played without the
need of maps, dice or an assortment of rules heavy, library like
supplements. This table top roleplaying game’s formula is quite
simple: choose one Knighthood, acquire starting equipment and
embark upon the Game Master’s Quest (which can be modeled
from the very Knighthood selected by the player). Fans are
encouraged to build their character without a character sheet and
play whenever and wherever.
Read, play and enjoy!
Arakar of Gaiden
EDITORS COMMENTS
I am infinite and immortal. Lost throughout time without hope of
sight of it. I am what I am. My English is broken, yet I have been
chosen to witness the creation and birth of true genius. What you
see before you will only provide endless entertainment provided the
proper switch is flipped. Be careful, some are perverse and without
joy to bring. Yet, one true exists to warm the soul and shine Light
where there is darkness.
Live with Light!
Acolytes of the Sacred Name
Pablo Parzanini (order #7689917)
KNIGHT MEDIEVAL
STARTING THE GAME
Choose a gender (humans are the only
playable race featured in this Core
Rulebook), a Knighthood, use starting GP to
buy some equipment and then wait for the
Game Master to begin the game!
If you are the Game Master, you have to
build the realm (or use Athariel), prepare the
Quest and familiarize yourself with the
diceless Logic System (dLS).
The dLS
Knight Medieval does not use polyhedral
dice or statistics of any sort. The Game
Master simply uses Logic, an assortment of it.
Although covered in more detail in Chapter
3, everything that happens in the game is
Logical. For example, it is up to the Game
Master to determine if the flight of a Silver
Arrow will impact a Wer. Not based on a
personal bias (whether benign or malevolent)
but based on the truth of power scales and
how they work together. Basically, if you are
fighting a power you truly cannot handle,
then you are going to die (unless, of course,
the Game Master has a logical idea as to how
you will survive). Simply, all exceptions aside,
a fist sized Ice Cube will melt when impacted
by a Red Dragon’s Breath Weapon. There
are no tables of rules to change this logical
conclusion. I encourage players to realize this
and deal with it!
The Golden Rule
Covered in greater detail in Chapter 3,
remember Game Masters and Players, the
Golden Rule of Knight Medieval:
The Game Master controls all things
logically, and for whatever reasons revealed
or concealed, determines what is logical,
honest and true.
THE KNIGHT
In Europe in the Middle Ages, a Knight was
a man, typically of nobility, who after an
apprenticeship as page and squire ascended
in military rank and was bound by a
chivalrous code of conduct. In Knight
Medieval, you play a Knight similar to such a
concept, but not one bound to Medieval
Europe alone. Indeed, the Circle of Nebrira
is infinite (a belt of realms that whirls around
the Centreless Center of the Metaverse) and
Earth is one of these worlds (in all varieties of
time and place).
Chivalric Code
As one plays a Knight (regardless of which
realm the Game Master uses to narrate the
Quest), one must expect to live by the
standards of chivalry. One must fight bravely
and with unwavering loyalty to their Lord
(which is designed by the Game Master) and
exemplify (in all their actions) the following
commandments of chivalry:
Thou shalt believe all the Church teaches.
Thou shalt defend the Church.
Thou shalt not recoil before thine enemy.
Thou shalt make war against the Demons.
Thou shalt never lie.
Thou shalt be generous to everyone.
Thou shalt be the champion of the righteous.
Thou shalt love the country.
Demons & Devils
The archenemies throughout your characters
Quest are the creatures of the hellish planar
realms: the Demons and their fallen
archangel, Devil, brethren. These entities are
wrought of pure and twisted evil. Their toys
are mortals and their joy is in the observance
of weeping, agony and the pangs of the flesh
at the mercy of the enchanted, serrated
Hellblades.
Pablo Parzanini (order #7689917)
Pablo Parzanini (order #7689917)
KNIGHT MEDIEVAL
STARTING GOLD
Unless a player selects the Nobility
Knighthood (and of course is permitted by
the Game Master to do so), they begin the
Quest with an amount of Gold Pieces
becoming that of the average man or woman
(about 100 GP). Note that this amount is
truly to be determined by the Game Master
during the process of world building or
tweaking the Gear Tables of the World of
Athariel (see below).
GEAR
EQUIPMENT COST (GP)
Backpack 5 Bottle (Wine) 1
Crowbar 2 Flint & Steel 3
Garlic 3 Grappling Hook 10
Hammer 5 Holy Symbol 1
Iron Spike 2 Lantern 6
Map Case 2 Meat (1 day supply) 1
Mirror 5 Oil (lamp), 1 pint 2
Pole, 10 ft 2 Rope 2
Shovel 5 Spellbook (blank) 2
Tent 3 Torch 1
Waterskin 1 Wooden Stake 2
WEAPON COST (GP)
Axe, Battle 15 Greatsword 15
Halberd 15 Morning Star 15 Warhammer 15
ARMOR COST (GP)
Chain 20 Clothes 5
Demon Hide * Dragon Scale *
Leather 10 Magical* *
Plate 25 Studded 15
Pablo Parzanini (order #7689917)
CHAPTER 2: KNIGHTHOOD
ROLEPLAYING
Knight Medieval is about pretending and
living out a fantasy where the player plays a
Knight in either a realm like medieval Earth
or one of the Game Masters designs. It is a
game where one is encouraged to even create
a new voice of the self (what some may call
an alter ego) and live, breathe and feel this
persona out. The protagonist is the player
and the enemy are the Demons (and often
their alliance with the Immortal, human form
assuming, Dragons of old). This activity is
termed roleplaying and when accomplished
well can be very fulfilling, particularly to the
child within. Remember the days of youth,
filled with flight of fantasy lived out through
the manipulation of toys (or maybe you still
play with them as do I), now it is time to
experience them through roleplaying!
THE KNIGHTHOOD
In Knight Medieval, building your character
is accomplished by selecting one of the thirty
two Knighthoods featured in this chapter (if
the Game Master permits, more than one
Knighthood may be selected and combined).
Each of these selections provides the player
with a conceptual, historical character
background and story that will completely
influence the type of Quest and gameplay
elements the player will experience when
playing this TRPG by a competent Game
Master of considerable caliber.
Whether you select Stronghold (in which you
begin the game with an impressive keep of
your own), Man of Siege (where you play a
Knight bound to a Lord bent on the attack of
a fortified location) or Anger of Dragons (a
Knighthood which involves play of a
character that has angered the entirety of the
Dragon Race), the Knighthood is what will
define and guide your roleplaying game
experience.
Pablo Parzanini (order #7689917)
KNIGHT MEDIEVAL
STRONGHOLD
Selection of this Knighthood enables the
player to begin the game with a castle yielded
to him by the ruling monarch or local
authority that the Game Master will conceive
of during the process of world building. With
this fortification comes a loyal* following of
men-at-arms, or hirelings (cost at GP per
week), that will obey the Knight (considering
him their Lord) and swear fealty. This
stronghold is both an offensive and defensive
structure from which the local ruler or
monarch may have the player launch raids or
protect the populace from his enemies.
COST (GP) LOYALTY
5-15 Abysmal
15-25 Miniscule
25-35 Inferior
35-45 Minor
45-55 Lesser
55-65 Low
65-75 Fair
75-85 Medium
85-95 High
95-105 Great
105-115 Greater
115-125 Grand
125-135 Supreme
135-145 Majestic
Pablo Parzanini (order #7689917)
CHAPTER 2: KNIGHTHOOD
WIZARD
You have sworn fealty to not only a Lord but
a Wizard of considerable power and repute
of the Game Master’s design. Every waking
day, this Man of the Mysteries imparts upon
you some task of sorts for a considerable
amount of Gold Pieces. Assignments range
from the mundane (the acquisition of Herbs)
to the truly mystical (the worshipping of a
Power) and of course what would roleplaying
be without the insanely dangerous (the
slaughtering of Demons beyond the gate of
the Wizards Tower). Consult the table below
for a quick ascertaining of the seed quest and
typical Gold Piece payout the Game Master
should use to reward the player (remember,
the GM may opt to concoct their own Quest
generation tables).
QUEST (GP)
Battle Advisory 100 Boil Herbs 5
Clean Laboratory 10 Clean Tools 15
Collect Herbs 5 Construction Labor 20
Dishonor the Church 500 Escort 100
Guard Tower 100 Guard Treasure 200 Haul Equipment 50 Hunt Brethren 250
Plant Herbs 15 Ritual Assistance 75 Sacrifice Animal 50 Sacrifice Child 500 Scribe Scrolls 50 Siege Castle 250
Slaughter Demons 500 Slay Animal 25 Slay Wizard 500
Topple Monarchy 500 Unusual Services 5000 Worship Demons 750 Worship a Power 500
Pablo Parzanini (order #7689917)