Knites

The Knite vocation is a mix of mystical, military and morality. Knites are mythical and make a clear stand supporting order or chaos. They are the only vocation with a code of conduct.

The knite vocation combats her foes in the Physical Space and the Think Space at the same time. They can use their physical strength and mental strength simultaneously.

Every persona in the knite vocation is psionically active. They have no adverse disposition towards using technology, but the knite vocation feels most comfortable wielding the trademark energy sword.

The mental powers of the knite vocation use Kirlian energy. EXP includes sciency fiction details about how all this works in its generic mythos. The referee should understand The Spaces and Kirlian Energy and how these impact the knite vocation.

The knite vocation has two mutually opposing groups. Both sides manipulate Kirlian energy to fulfill their goals. Order and chaos are the competing sides of this binary paradigm. On the side of order is the Knite. They prefer a steady-state and respect life. On the side of chaos is the Anti-Knite. They prefer entropy and do not respect life. Where one finds Knites, there will be Anti-knites and vice versa.

Knites

Knites are the supporters of compassion, goodwill, honesty, and life. Knites do battle against injustice, intolerance, and enslavement. They will err on the side good at every opportunity. Knites are not pacifists and will deliver fatal justice without a second thought.

Drawing of a human woman in an onesie holding a sabre and light sword.

Two swords for justice

Knites tend to go off on "damn fool quests." Knites do not ignore injustices perpetrated by their fellow expedition members. A knite is a powerful ally in combat but will hinder an expedition’s nefarious objectives.

Kirlian energy arises from the interface between the Think Space and the Physical Space. The Knite’s strong sense of order makes them potent conductors of the Think Space. This amplification of the Think Space allows them to sense and manipulate the Kirlian energy around them.

Anti-Knites

Anti-Knites are the enemies of goodwill, humanity, and organized civilization. Anti-knites are anti-everything. An anti-knite is devoted to spreading chaos and entropy, but this does not make them random nihilists. They can be systematic, calculating and patient. A complicated plan that leads to more chaos is good.

Drawing of woman in black armour wielding a pistol and energy sword.

Bad in black

Ant-Knites tend to organize "complicated deceptions." Anti-knites have no regard for personas less powerful than them. The moment fellow expedition members are no longer valuable to the Anti-Knite, they can expect a savage betrayal.

Anti-Knite personas in player expeditions will result in tragedy and strain player relationships.

Kirlian energy arises from the interface between the Think Space and the Physical Space. The Anti-Knite’s strong propensity for chaos makes them potent disruptors of the Physical Space. This disordering of the Physical Space allows them to sense and manipulate the Kirlian energy around them.

Knite Vocation Requirements

The knite vocation is powerful and complex. One does not 'just become' a knite.

Requirement Checklist
  1. Ref’s Milieu

  2. Attribute Requirements

    • 15 dexterity score

    • 18 mental strength score

    • 25 Hit Points

  3. Trial Period

  4. Kirlian Ascension

Milieu

The Knite Anti-Knite paradigm requires extra attention from the referee and must fit into her milieu. The referee will have to create a mythos if the EXP generic mythos does not fit her milieu. In short, the referee will decide if the background-laden vocation of knite is appropriate for her campaign.

Attribute Requirements

The mental strength attribute requirement for the knite vocation is sacrosanct. The persona loses her knite vocation abilities if her mental strength score drops below 18.

Trial Period

The knite is a vocation. It may or may not involve training. It may or may not involve religion. There is always a trial period where the player must run a none knite persona until she activates the Kirlian energy around her.

The potential knite must start the campaign in a vocation other than knite. There is no set time for the trial period. A persona may gain several levels of experience as a nothing, nomad, mercenary or whatever. When the knite ascends, she switches to the knite vocation with zero EXPS.

During this trial period, the player’s actions determine which side her knite persona will follow. The righteous will likely become Knites and the ruthless Anti-Knites.

Kirlian Ascension

The test event is when the persona realizes she has ascended to the moral slavery of the Kirlian energy. The referee may devise a life-threatening event where the player has to make an obvious choice between order and chaos. It is more likely that the persona’s behaviour during the trial period decides whether she ascends to order or chaos.

Vocation Maintenance

In short, Knites must behave, and anti-knites must misbehave. There is no rigid code of conduct, but there will always be minor errors. Severe or persistent transgressions may get the persona into trouble. The consequences for not following their side of order or chaos depend on the transgression.

The persona may temporarily lose her ability to use Kirlian energy and lose her knite abilities. A powerful knite of the same side may appear to remind her of her duties. A powerful knite of the opposing side may appear to turn her to the other side.

Turning Sides

Turning a knite has different implications depending on whether the knite is with order or chaos.

A Knite devoted to order can be turned to the side of chaos. If a Knite is having a vulnerable time, the forces of chaos may conspire to create a complicated plan to turn her. Anti-Knites seem always to be prowling around in the dark, waiting for knites to falter. Once a Knite becomes an Anti-Knite, there is no turning back.

An Anti-Knite devoted to chaos cannot be turned. If an Anti-Knite shows weakness, the forces of chaos may conspire to create a complicated plan to destroy her. If an Anti-Knite carries out a fatal heroic act for the side order, this act can posthumously turn her. Only in death can an Anti-Knite be turned.

Death

Death is quite final in EXP. There are very few ways to restore a dead persona. In the case of a knite, nothing can revive them. When a knite dies, her Kirlian connection breaks, and she is permanently dead. Death of a knite has different implications depending on whether the knite is with order or chaos.

A Knite’s strong sense of order is a powerful conductor of the Think Space. This ordered connection to the Think Space allows them a translucent presence after death. Dead Knites may occasionally re-appear as translucent immaterial entities to living Knites.

Anti-knites strong sense of chaos is a potent disruptor of the Physical Space. This chaos powers their Kirlian energy in the Physical Space, but leads to their complete dissolution at death. Dead Anti-Knites swirl in chaotic entropy and makes no smarmy translucent appearances.

Knite Gifts

Knites do not have skills or abilities. They have gifts. Knite gifts work by manipulating Kirlian energy. Knite have gifts instead of abilities because they are fancy.

All knite gifts are available to the persona once they ascend to either order or chaos. Access to all gifts does not mean they all work well at first level. The clarity and refinement of these gifts improve as the persona gains experience levels. The player must win a performance roll for a gift to work as expected.

Knites cannot manipulate Kirlian auras through inorganic media like monitors, cameras or phones.

Kirlian Sight

The glowing, flickering Kirlian auras allow the knite to maneuver easily in darkness. The Kirlian sight has a range of 1 hex per point of adjusted mental strength (MSTR plus level). Kirlian sight allows the knite to see much more than what is in the darkness.

Below are some specific uses of Kirlian sight. These only work on organic personas. They do not work on plot points or story-making secrets. Usually, the target persona doe not get a saving roll.

Seeing Hidden

The gift of sight allows the knite to find hidden objects. The player must win a performance roll vs a DD of 1-6 (1d6).

Seeing Danger

Seeing danger allows the knite to detect impending danger’s direction and intensity. This gift does not reveal the nature of the danger. The player must win a performance roll vs a DD of 5-10 (1d6+4).

Seeing Life

Seeing life allows the knite to detect if a persona is alive. Some referees will alter this Kirlian sight such that Knites see life and Anti-Knites see death. This gift does not reveal what happened to the persona. The range of this Kirlian sight is one km per adjusted MSTR. The player must win a performance roll vs a DD of 5-12 (1d6+6).

Seeing Intent

Seeing intent allows the knite to detect a persona’s general intentions. This gift does not reveal the specific detail of any plans. The player must win a performance roll vs a DD of 9-14 (1d6+8).

Seeing Truth

Seeing truth allows the knite to detect if a persona is being truthful. Some referees will alter this Kirlian sight such that Knites see truth and Anti-Knites see lies. This gift does not reveal the specific detail of the persona’s thoughts. The player must win a performance roll vs a DD of 11-14(1d6+12).

Seeing Fate

Seeing fate allows the knite to determine what may happen to a specific persona. This gift does not reveal the specific details of their fate. Seeing fate does not work well on player personas or significant plot points. The range of this Kirlian sight is one month per adjusted MSTR. The player must win a performance roll vs a DD of 17-23 (1d6+16).

Mimic

A knite can reproduce a brief sound so well that it will emotionally affect the listener. The player must win a performance roll to mimic a noise successfully. The listener does not get a saving roll for the deception. A performance roll fail produces a random ineffective noise. Mimic cannot reproduce sonic attacks. This gift’s typical DD range is 1-4 (1d4).

Induce Silence

A knite can cover themselves in silence, preventing normal sounds from travelling. This gift cannot overcome loud, violent noises. A successful performance roll will suffuse the knite in silence. The player must win a performance roll every five units (10 seconds) to continue in silence. The louder the noise, the harder it should be to hide it. This gift’s typical DD range is 1-4 (1d4).

False Rest

False rest is an extension of the gift Kirlian sight. This gift allows the knite to use her Kirlian sight through closed eyes or none metallic blindfolds. This gift’s typical DD range is 1-4 (1d4).

Deflection

Deflection is an ability that allows the knite to deflect or absorb projectile attacks. The knite can deflect arrows, bullets and lazer blasts by merely raising her hands. The knite cannot deflect area of effect attacks or energy attacks like electron or fusion weapons. Deflection is only effective against frontal attacks. This ability cannot deflect flank or rear attacks. Restraining a knite’s limbs will prevent her from using deflection.

In the tactical combat system, deflection improves the knites armour rating and decreases damage. If the player wins a performance roll, her persona’s AR increases by 30 per level. If the attack roll fails, the knite deflects the projectile. If the attack roll wins, the knite can absorb five hit points of damage per experience level. A 3rd level knite could absorb 15 HPS of damage from those attacks that penetrated her increased AR (+90). The knite can deflect one attack per experience level.

The attack roll determines the degree of difficulty. The DD increases by one per 42 points of the attack roll. So an attack roll of 840 would require the player to win a 20 DD performance roll.

Suggestion

Suggestion allows the knite to put words into the mouths of susceptible personas. The gift of suggestion is a transient mind control where the target will repeat and believe what they are told. For example, the knite may tell a bodybuilder, "these aren’t the roids you’re looking for," and the bodybuilder will agree and look for other roids. The effect is not permanent and only works as a temporary distraction.

The player must win a performance roll, and then the target must lose a saving roll before a suggestion takes. This gift’s DD increases as the difficulty increases.

Suggested Suggestion DDs
  • Spoken, native language 4DD

  • Spoken, foreign language 8DD

  • Silent, native language 12DD

  • Silent, no language 16DD

Telekinesis

This ability allows the knite to move objects without touching them. The knite can move a large object slowly or a small object quickly. The knite can only inanimate objects. The object must both be within the range of her telekinesis and be visible to the knite. An object held by an unwilling persona gets a saving roll to avoid telekinesis.

The range of telekinesis is one hex per point of adjusted mental strength. The player must determine her knite’s mental strength wate allowance using her MSTR on the Wate Allowance Table. A persona with a 20 MSTR would have a 20 hex range and a 34 kg MSTR wate allowance.

The knite’s experience level determines the number of telekinetic objects the knite can move at once. A knite can telekinese one object for every two experience levels. A 6th level knite can telekinese three objects at once.

Heavy and Slow

To slowly move a large object requires the knite’s full attention. She can lift twice her MSTR wate allowance times her 'amount' in kilograms. A 6th level knite with a 20 MSTR could slowly lift 204 kgs off the ground. This ability’s typical DD ranges from 2-12 (2d6)

Lifting a 5500 kg space fighter from a bog requires a level 30 knite with a 33 MSTR.
Small and Fast

To quickly move small objects requires no special attention from the knite. She can snatch weapons from hands or hurl objects at targets while engaging in combat. The number of objects the knite can fling around at once is equal to one per two experience levels. The total wate of the objects the knite can fling at once is equal to her wate allowance. A 6th level knite with a 20 MSTR could telekinese one object at 34 kgs, two objects at 17 kgs or three objects at 11 kgs.

When hurling objects as weapons, they are an Attack Type B (non-powered ranged attack). The player must make a combat table for this attack where her MSTR replaces her PSTR. There is no damage adjustment for telekinetically hurled objects. If the player wins an attack roll, the attack inflicts 1-6 (1d6) hit points of damage per object. This ability’s typical DD ranges from 1-6 (1d6).

A 6th level knite with a 20 MSTR could telekinese one object for 3d6, two objects at 2d6 or three objects at 1d6.

Lifted from above
  • Range: 1 hex per MSTR + Levels

  • WA: MSTR on WA chart

  • Amount: 1 per 3 Levels

  • Slow: 2* WA * Amount

  • Fast: Total WA or 1d6 per Amount

Pressure

Pressure fills the target with overwhelming emotion. The knite must be within reach of the target. The target is incapacitated if she fails her saving roll. The knite must reapply the pressure every five units (10 seconds). A Knite using pressure will flood the target with incapacitating guilt. An Anti-Knites using pressure will flood the target with asphyxiating fear. Both versions of pressure are equally immobilizing. This gift’s typical DD range is 1-8 (1d8).

Kirlian Defense

Kirlian defence allows the knite to harden her consciousness with Kirlian energy. The trance-like state blocks mental incursions by other knites or mental mutations. While in her psionic fortress, the knite cannot use any gifts or mental mutations. If the player wins a performance roll against DD 4, her Kirlian defence is active. The persona can then block attacks by winning a saving roll.

Energy Sword Abilities

The knite’s unique weapon is her energy sword. The energy sword can be a force field sword, laser sword, or lite sabre. The knite can do certain things with her energy sword that no other persona can.

These abilities only work with her bespoke energy sword. The knite cannot pick up any glowing weapon and become a food processor.

Multiple Attacks

A knite can attack more than once per unit with her energy sword. She can make one extra attack per unit per two levels of experience. The ability of multiple attacks does not require a performance roll. The maximum number of attacks per unit is four.

Deflection

A knite can use her energy sword to deflect damaging attacks. If an attack roll on the knite is successful, she can opt to deflect the attack. The knite can deflect arrows, bullets and lazer blasts by combining parries and Kirlian energy. The knite cannot deflect area of effect attacks or energy attacks like electron or fusion weapons. She can deflect attacks from any direction, except when ambushed.

To successfully deflect an attack, the player must win a performance roll. The DD for this ability is 1/42 of the attack roll made on her. So an attack roll of 840 would require the player to win a 20 DD performance roll.

The knite can deflect one attack per two experience levels. Thus a 4th level knite could deflect two attacks per unit. Remember that she need only deflect those attacks that will hit her.

Amputation

The most devastating energy sword ability is that of amputation. The energy sword is capable of excising any limb that it hits. Amputation does not remove heads, and there is no decapitation ability. The target must have limbs and be small, medium or large sized. Tiny and gigantic personas are amputation resistant.

The player must declare she is making an amputation attempt. The more damage the energy sword attack inflicts, the more likely the amputation chance. There is a 1% chance per hit point of damage. If there is a chance of amputation, the player must win a performance roll to remove the limb.

Inflicting 15 HPS in damage has a 15% chance of an amputation check. The knite must make a performance roll against a DD equal to 1/100 of the target’s armour rating. A target with a 500 AR would be a 5 DD performance roll.

Knite Experience

The benefits of increasing experience levels are more refined interpretations and manipulations of Kirlian energy and improved combat skills. Knites earn experience points for completing maneuvers and role-playing within their vocation. Knites earn 100% of combat experience.

Knite Experience
Amounts of EXPS that lead to new knite levels.

Experience Points

Experience Level

0-3000

1

3001-6000

2

6001-12000

3

12001-24000

4

24001-48000

5

48001-100000

6

100001-200000

7

200001-400000

8

400001-600000

9

600001-850000

10

850001-1200000

11

1200001-1600000

12

400042

per level above 12th

Experience Points

Experience Level

Knite Maneuvers

Knite maneuvers are mystical in nature and involve manipulation of the thinkspace. Knite maneuvers are considered spiritual gifts or psionic abilities. When in combat the knite may be able to get a MSTR Performance Roll bonus.

A knite must have a MSTR of 18 to perform any of these maneuvers. The knite’s MSTR is an essential piece of equipment.

Knite Maneuvers and example DDs
Degree of Difficulty of day to day maneuvers.

Maneuver

Degree of Difficulty (DD)

Apply Pressure

Target MSTR plus 1d4

Detect Danger

5-10 (1d6+4)

Detect Invisible

11-16 (1d6+10)

Detect Lies

Target MSTR plus 1d4

Detect Life

1-6 (1d6)

Detect Traps

9-14 (1d6+8)

Energy Defence

3

False Rest

1-4 (1d4)

Induce Silence

1-4 (1d4) consider volume

Laser Defence

2

Mimic Sound

1-4 (1d4)

Pre-empt Speech

Target MSTR plus 1d6

Pre-empt Thought

Target MSTR plus 1d12

Psionic Defence

Attacker MSTR plus 1d4

Energy Sword amputate

Target AR divided by 42

Energy Sword deflection

Attack Roll divided by 42

Energy Sword return attack

1-12 (1d12) consider HPS

Solid Defence

7

Telekinesis

1-6 (1d6) consider wate

Maneuver

DD