Warhammer Quest: The Knight Templar by T. Jordan "Greywolf" Peacock 14 AUG 95 -*- The following is one of my earlier home-made professions made for _Warhammer Quest_, in my attempt to come up with the equivalent of a "paladin" of sorts for the WQ setting, and a loose translation of the "Knight Templar" character from _Talisman_. This character has been weekly playtested since its original inception, and I'm convinced that it should work well in regular games --whether random dungeons or moderated. This revision makes a few minor alterations in terminology and skills. I'm referring to this now as the "Knight Templar", in order to make a better correlation with its _Talisman_ counterpart, and also to make it clear that when I refer to a "Knight" in some of my other articles, that this term encompasses both the Knight Panther and Knight Templar (and presumably the Knight Revenant whenever it comes out). I've also altered the Knight Templar's healing skill (potentially gained at higher Battle-Levels) so that it is significantly more useful. There are also some other minor alterations in the special rules here and there. -*- THE KNIGHT TEMPLAR -*- There are many Warriors who take up the call to arms to defend the Old World from the forces of Chaos. The Knight Templar is one such Warrior, but one who has devoted his life to this purpose as service to his Deity, possibly having started preparing for this role even in childhood. Knight Templars are knights in shining armor, steadfastly resisting the forces of Chaos, and epitomizing the virtuous and heroic lifestyle. They follow the code of chivalry, protecting the innocent, helping the downtrodden, and showing respect even to their enemies. They never attack the defenseless, and make no attempt to take their enemies by surprise. -*- KNIGHT TEMPLAR STATISTICS -*- Wounds: 1D6+7 Move: 4(3) Weapon Skill: 3 Ballistic Skill: 5+ Strength: 4 Toughness: 3(5) Initiative: 3 Attacks: 1 Equipment: Holy Symbol. Weapon: Sword, causing 1D6+4 Wounds Armour: Chainmail, giving +2 Toughness, -1 Movement. Pinning: Breaks from pinning on a roll of 6+. Special Rules Once per adventure, the Knight Templar may call upon his Deity to prevent a catastrophe or to ensure success. A blow that has struck a Warrior (even after the damage has been already rolled) may be averted as if it never happened at all, or the Warrior may be guaranteed success on a single die roll. ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 TO HIT FOE 2 3 4 4 4 4 5 5 5 6 -*- KNIGHT TEMPLAR ADVANCED PROFILES -*- Battle Level 2 Wounds: 2D6+7 Wpn./Bal. Skill: 3/5+ Strength/Dice: 4/1 Toughness: 3(5) Initiative: 3 Attacks: 1 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 1 TO HIT 2 3 4 4 4 4 5 5 5 6 Will: 2 SKILLS: 1 Pinning: 6+ Battle Level 3 Wounds: 2D6+7 Wpn./Bal. Skill: 4/4+ Strength/Dice: 4/1 Toughness: 3(5) Initiative: 3 Attacks: 1 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 2 TO HIT 2 3 3 4 4 4 4 4 5 5 Will: 3 SKILLS: 1 Pinning: 6+ Battle Level 4 Wounds: 3D6+7 Wpn./Bal. Skill: 4/4+ Strength/Dice: 4/1 Toughness: 4(6) Initiative: 4 Attacks: 2 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 2 TO HIT 2 3 3 4 4 4 4 4 5 5 Will: 3 SKILLS: 2 Pinning: 6+ Battle Level 5 Wounds: 3D6+7 Wpn./Bal. Skill: 5/4+ Strength/Dice: 4/2 Toughness: 4(6) Initiative: 4 Attacks: 3 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 2 TO HIT 2 3 3 3 4 4 4 4 4 4 Will: 4 SKILLS: 2 Pinning: 5+ Battle Level 6 Wounds: 4D6+7 Wpn./Bal. Skill: 5/3+ Strength/Dice: 4/2 Toughness: 4(6) Initiative: 5 Attacks: 3 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 3 TO HIT 2 3 3 3 4 4 4 4 4 4 Will: 4 SKILLS: 3 Pinning: 5+ Battle Level 7 Wounds: 4D6+7 Wpn./Bal. Skill: 5/3+ Strength/Dice: 4/2 Toughness: 4(6) Initiative: 5 Attacks: 3 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 3 TO HIT 2 3 3 3 4 4 4 4 4 4 Will: 4 SKILLS: 4 Pinning: 5+ Battle Level 8 Wounds: 5D6+7 Wpn./Bal. Skill: 6/3+ Strength/Dice: 4/2 Toughness: 4(6) Initiative: 5 Attacks: 4 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 3 TO HIT 2 3 3 3 3 4 4 4 4 4 Will: 4 SKILLS: 4 Pinning: 5+ Battle Level 9 Wounds: 5D6+7 Wpn./Bal. Skill: 6/2+ Strength/Dice: 4/3 Toughness: 4(6) Initiative: 6 Attacks: 4 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 3 TO HIT 2 3 3 3 3 4 4 4 4 4 Will: 4 SKILLS: 4 Pinning: 5+ Battle Level 10 Wounds: 6D6+7 Wpn./Bal. Skill: 6/2+ Strength/Dice: 4/3 Toughness: 4(6) Initiative: 6 Attacks: 4 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 4 TO HIT 2 3 3 3 3 4 4 4 4 4 Will: 4 SKILLS: 5 Pinning: 5+ -*- KNIGHT TEMPLAR'S SKILLS -*- The Knight Templar has the following skills available to him as he goes up his Battle-Levels. To determine which specific skill he learns when given the opportunity roll 2D6. 2 RESIST MAGIC The Chaos Sorceror sends a bolt of screaming energy straight for your heart. You steel yourself, confident in your virtue to defend you against this power of corruption. Your Warrior may resist the effects of magic, taking no effect on a roll of 4+ on 1D6 (though this does not offer any protection to others hit by the same spell). If he uses this resistance, however, the concentration required means that he must forfeit any attacks he would otherwise be able to make during the following turn. 3 ENDURE The Monster's attack carves a wound in your chest an inch deep, but, summoning your reserves of willpower, you grit your teeth and ignore the terrible pain. This skill allows your Warrior to ignore the Wounds from a single blow that might otherwise kill him. This skill may be used once per adventure. 4 COURAGE Despite the horrific visage of the foul spawn of Chaos that looms before you, something stirs within you, suppressing your fears as you remind yourself of your ultimate goal. Your Warrior may re-roll any failed Fear or Terror test, though the result of the second roll must still be kept, whether successful or not. 5 LORE As you examine the sword, you recall an illustration you saw in one of the priest's illuminated manuscripts. . . . Upon encountering a magical item (or other artifact of possible importance) for the first time, you may use this skill to automatically identify it, unless the rules for that item state otherwise. This ability may only be used once per dungeon. (It also gives your Warrior an additional +2 to rolls to identify any magical or holy artifacts, usable at any time.) 6 HOLY WARRIOR The spirit cackles as your comrades' blades sweep through its form, doing no more damage than to the air itself. Its cackling stops momentarily as you reach out with your gauntlet and grab it solidly by the throat. Your Warrior's attacks against undead or daemonic creatures are treated as if you were using a magical weapon, whether in hand-to-hand or ranged combat. Ethereal creatures are subject to pinning rules when in combat with your Warrior. 7 TURN UNDEAD As you slice through yet another of the walking dead, its comrades' eyes show a glint of fear -- something not normally found in such mindless blasphemies. They turn and flee, some crumbling to dust as the magicks which held them together disperse back into the Warp. Undead monsters are subject to Break tests while fighting your Warrior. Any already subject to such tests (such as Ghouls) take their tests at a penalty of -1. 8 RESIST CORRUPTION The sludge drips off of your armor, not even a drop clinging to you. In seconds, your armor gleams once more as if it had just been polished. Disease and filth cannot touch your Warrior. Plague, Tomb Rot, Vomit and any magicks that involve disease or filth have no effect on your Warrior. 9 HEALING TOUCH With fervent prayers, you call upon your Deity to heal your wounded comrade. Once per turn, your Warrior may heal himself or one other Warrior in an adjacent space. Neither the Warrior (nor his recipient, if other than himself) may be adjacent to an enemy, nor may he take any other action this turn. The healing act takes the entirety of this turn. (If a Monster moves to attack either your Warrior or his recipient during this turn, then the healing does not take place, and your turn is wasted.) If successful, this power restores a number of Wounds to the recipient equal to your Warrior's Battle-Level. It may not be used on any Warrior who is at 0 Wounds or who has already been slain. 10 HOLY AURA A light from some unknown source momentarily bathes your Warrior as he enters the chamber, and the foul creatures of darkness shrink back in fear. Once per adventure, the Warrior may invoke his Deity to strike fear into the hearts of his enemies. All Monsters present are at -1 to hit the Warrior for this combat. 11 FAVOR Your Deity must be smiling upon you, for this journey has presented fewer hazards than you expected. When travelling to a Settlement, once per week a roll on the Hazards Table may be re-rolled, though the second result must be kept, whether better or worse. 12 HATRED OF UNDEAD You feel a burning in your soul as you spy these foul blasphemies, and know that you must end their existence. Your Warrior has a righteous hatred of all undead monsters, gaining 1 extra attack when fighting them. Unlike the normal "Hate" characteristic, though, he does not suffer a -1 penalty to hit them. Every time he kills one of these Monsters, he gains an extra 5 gold on top of the Monster's normal Gold Value. -*- HOLY SYMBOL -*- The Knight Templar starts the game with a single piece of special equipment: a blessed holy symbol. This blessed holy symbol may emit a blinding light which paralyzes all undead Monsters in the same room for 1D6 turns. One use, then discard. -*- ADDITIONAL RULES -*- * Your Warrior cannot visit the Alehouse or the Gambling House. Doing so would be inappropriate. * If the Knight Templar makes a sacrifice at the Temple, he gets to roll twice on the table to determine the results. Duplicate results mean that the given blessing may be used twice rather than only once in the subsequent adventure. * The Knight Templar may also choose to donate any amount of gold or treasures to the Temple that he wishes. He immediately gains an equivalent number of Experience points. (If you are not using special rules for Experience points, simply note how much was "donated" -- These points may be spent only on training, in the same way as gold, but has the advantage of being safe from any Hazards or Events that would result in the loss of gold or possessions.) * The Knight Templar may use any armor, equipment or items usable by the Barbarian (with the exception of items that would make sense for only the Barbarian to use ... such as the Berserker Blade). He may, unlike the Barbarian, wear Plate Armor if he acquires it. -*- REPRESENTING YOUR WARRIOR -*- When putting together this character, I had in mind the Knight Templar miniature from the _Talisman_ board game, who would be perfect for the part. For my own games, I've used one of Metal Magic's knights (one with a "unicorn" crest on its head), and the "MtG: Crusade" miniature from Heartbreaker Hobbies might work nicely as well. Basically, you just need a "good guy knight" model, and plenty abound, put out by various manufacturers. -*- ROLE-PLAYING TIPS -*- Like the Knight Panther, a Knight Templar should be concerned to a great deal with the ideals of chivalry and protection of the innocent, as well as having a drive for conquering the forces of evil. Beyond this, there is certainly a lot of room for variation. A Templar of Sigmar, after all, might be particularly zealous, giving his enemies no quarter whatsoever. But perhaps you might envision your holy warrior type as someone who might be more inclined to try to show mercy whenever he has the chance. (Of course, unless you're playing with a moderating GM with a penchant for talkative NPCs, such a chance isn't likely to show up very often.) Whatever, the player of a Knight Templar should be particularly attentive of how his actions are perceived by others. He shouldn't be spending his time arguing over treasure distribution, trying to loot dead bodies, bullying unarmed NPCs and other antics that seem to be commonplace in many a game. If you're playing this with a GM, and the Knight Templar isn't performing a role in accordance with someone serving a Deity, the GM is quite within his rights to strike down many of the Knight Templar's supernatural gifts. (However, keep in mind that with this more strenuous code of conduct, the GM might have reason to let this Deity give the Knight Templar a few extra blessings should he be exceptionally devout and generous to others.) If you're going to use this profession, don't let a player finagle his way out of his obligations. If, for example, the other Warriors decide to slit the throats of some defeated mercenaries who had surrendered to them (but who they decide are too dangerous to let live), don't let the Knight Templar just conveniently turn to look the other way while the rest complete their unchivalrous deed. The Knight Templar player is obligated to uphold his ideals, and if he tries to conveniently close his eyes to them when it is expeditious to do so, then the GM should ruthlessly penalize him, whether it involves the loss of gold/experience or abilities. The Knight Templar has the potential of having some rather nice special abilities (especially the power of healing) and some complete /immunities/ to some rather nasty monster attacks. His code of chivalry is a restriction meant to help offset some of these bonuses, and to shirk those restrictions is unfair to the other players. -*- DISCLAIMERS AND SUCH -*- _Games Workshop_, _Warhammer Quest_, _Advanced HeroQuest_, _Talisman_, _Warhammer Fantasy Battle_, _Battle Magic_, _Knights Panther_, the _Old World_ and _Skaven_ are trademarks of Games Workshop, Ltd. Their use here does not constitute a legal challenge to that status. This article is copyright 1995 by T. Jordan "Greywolf" Peacock. It may be freely distributed in unaltered form so long as proper credit is given and no fees are charged for its use. I welcome feedback, and would certainly like to hear back from players of _Warhammer Quest_ who have made use of this profession in their adventures. If, for whatever reason, you'd like to contact me, you can write to me at: Jordan Peacock 1610 Parker Cedar Falls, IA 50613 -*- HAPPY QUESTING! -*-