Advanced Occupation: Knight Errant
 
 

Description: 

How to play: 

Suggested Trappings:

Requirements: You must be Knighted.

Income: 10 Crowns (paid at check in) 

Skills:

Wear Armor (6) - Allows you to wear X armor points, which add to your hit points. In order to gain these hit points you must be actually wearing enough reasonably realistic looking armor to warrant it - see Armor.


Leadership (1) (Any non Knight) - You gain the ability to “Heal 2” X number of times per renew, to those under your command. Note that the occupation description specifies who this applies to - others cannot voluntarily place themselves in your service to take advantage of this skill. You can do this by offering a few words of encouragement, threatening consequences, and so on, but you cannot use it when silenced, or when the person you wish to heal is unconscious (knocked out, reduced to zero hit points, etc.)

Livery (Your heraldry) - While wearing a certain type of costume, or the colors and Heraldry of your sponsor, you gain 1 extra hit point.