Knights of the Fallen Sun

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Knights of the Fallen Sun Order

Symbol: A Shattered Sun With Rays In a Deep Purple Field
Skills: Pole or Survival
Status: Public

Tarken kal Lairu, scion of the Solinar Lairu and the sorceress Mika, formed out of a group of ragtag mercenaries a band of protectors. Once on the path to become a Solinar like his father, the former king of Drachenkeep went through a crisis of faith in himself and renounced his mantle as paladin and fully abdicated his throne and crown to his sister Dove and her consort, Shaden. Shaking off the paladinhood saw Tarken become more of a berserker warrior, but still able to direct his raging fury against those that would harm others.

As the dark tidings sounded throughout the land, Tarken gathered up mercenaries looking for work , soldiers displaced from their lieges, even farmers and others common folk left bereft and homeless, giving them a place in his quickly growing army. Even the old and the very young found a place and protection in the amassing force.

Together with then friend and now mate Rhapsody, the lutrai/fox hybrid deployed his forces to aid in keeping the demonic and undead plague at bay, if only enough to let villages and towns have enough time to evacuate. During this time, a gypsy bard had given a toast to the Knights of the Fallen Sun, the name referring to Tarken's paladin status, the double entendre done on purpose. Later, one of Tarken's lieutenants created a banner of a shattered sun with rays in a deep p rple field to rally under.

After the tide had turned and the demons and undead were culled away from the lands they tried to overrun, so did too the Knights seem to vanish. Tarken and Rhapsody still maintain a large mercenary force, sending aid as needed, however there are still those of the Fallen Sun all over Kith Kanaan. They still protect and help all furs, no matter the nation or ruler. They can be found from field, to garrison, to marketplace if their aid is needed. The Knights of the Fallen Sun pay homage to no particular faith, accepting anyone who is willing to fight under their banner and take up their cause.


Battle Master

  • Type: Knights of the Fallen Sun Training

The character gains a number of Additional Successes equal to their Might on all rolls using either the Integrity or War Craft Skill. In addition, when using the Skirmish option of the War Craft Skill, the character can coordinate a number of people equal to the character’s Might for every point of Difficulty the character accepts, rather than just one person.

Fierce Determination

  • Type: Knights of the Fallen Sun Ritual

The character concentrates on the symbol of their order, and what being a Knight means for them and sacrifices a Full Round Action. The character’s Resistance and Resolve are increased by the Might of the character for the Scene. As an Active Defence, the character can spend one Essence to use this Ability. Alternatively, the character can spend a Full Round Action and 2 Essence to reduce the Potency of any Affliction, Affliction or Charm Power, Gift, Merit, or Spell used against them by the character’s Might. If this reduces the Potency to 0, the effect is cancelled. This Ability can work on Touch of Death.

Peasant Hero

  • Type: Knights of the Fallen Sun Benefit

Once per month the character can gain one piece of equipment with a Cost equal to the character’s Might, as a gift from the community the character is a part of. The character must have been in the community for a month before they can use this benefit. In addition, the character gains a number of Additional Successes equal to the character’s Might on all Investigation and Streetwise Skill rolls.

Trusted Companion

  • Type: Knights of the Fallen Sun Training

The character chooses one weapon they own when this Ability is taken. When this weapon is used, the character gains a number of Additional Successes equal to the character’s Might. Once per Scene, the character can perform a True Strike using this weapon, making a Results Roll instead of their normal Attack Roll as a Full Round Action. This roll ignores the Defence of the target, and the Potency of the roll counts as the Successes of the attack. If the weapon is lost, the character loses this Ability and must re-purchase it once more for any new weapon the character wishes to choose.

Unending Endurance

  • Type: Knights of the Fallen Sun Training

The character adds their Might as Additional Successes when using the Acrobatics, Athletics, Craft, Herbalist, Pole, Profession, and Survival Skills. If using any of these Skills as an Active Defence, the character adds half their Might as a bonus to their Defence.

Veteran of a Hundred Wars

  • Type: Knights of the Fallen Sun Training

The character may use the examples listed for the Integrity and War Craft Skill, using either Skill listed. In addition, as a Full Round Action, the character can spend 2 Essence and choose a number of allies equal to the character’s Might plus the number of Actions Sacrificed that Round. These allies add the character’s Might to all Initiative Rolls for the Scene.

Wall of Spears

  • Type: Knights of the Fallen Sun Training

All Pole weapons are considered Reach weapons while the character uses them. In addition, when using a Pole weapon, the character uses the Reach ability as a Free Action rather than having to expend an Action to use it. The character can only use this Reach benefit once per opponent moving into their Reach at a time. If the attack gains more Successes than the opponent’s (Defence - Character’s Might), then the opponent is knocked back and loses their Attack against the character. For each ally that can use their Reach against the attacker at the same time, the character gains a +1d12 bonus to their Reach Attack Roll, up to the character’s Might.


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