Job Information
The most pure expression of Light in the cosmos is the Lifestream, a vital field of energy which flows through all existence. All living souls are born of it, and all living things return to it upon death. Every light casts a shadow, however. The Void is the antithesis of the Lifestream, a shadowy force which exists in the places where the Lifestream is weakest. While the Void is dangerous to living things (many folk even being naturally weak to its influence), there are those elusive souls who would wield its power themselves. One such person is the Dark Knight.
The Void is a vampiric force which drains the energy of the living. Unscrupulous and reckless dark knights may draw their power from the people around them, treating the lives of others as little more than kindling to stoke the flames of their own might. Still others see the Void as an alternative to the limitations of servitude and prayer to divine forces, instead choosing to sacrifice their own life force to augment their abilities, only taking of others when at greatest need. This association with the Void does not mean a Dark Knight is inherently evil. Breaking one's body to bend the darkness to better ends can be a noble endeavor. |
Main Abilities
Innate Ability: Darkside
After declaring the use of Darkside as an Instant action, the Dark Knight’s next attack or spell deals Shadow damage instead of its normal type and has its damage increased by an additional two steps. After the attack resolves, the Dark Knight loses 25% of its maximum HP. If Darkside causes a Critical Hit or Limit Break, the Dark Knight loses 50% of its maximum HP instead. A Dark Knight who is reduced to 0 hit points by using Darkside often inherits a physical souvenir – blackened veins or hollow eyes, a visual reminder of their inability to remain in control.
At 11th level the damage is instead increased by three steps. At 21st level the damage is instead increased by four steps.
Defining Ability: Blackest Night
With an Instant action the Dark Knight converts 25% of their HP into temporary HP. This temporary HP does not get used up when activating any Dark Knight ability that costs HP and when this temporary HP is depleted the Dark Knight can choose to deal Shadow damage with its next attack provided this attack is made against the target that depleted the last of this temporary HP. This ability may only be used once per round.
Defining Ability: Dominate
With a Standard action and a successful opposed Force roll, the Dark Knight may spend three points of Destiny to establish a powerful Mark of Domination on the target. Once the mark has been established, the character and his target are linked and connected by dark magic, only breakable with equally potent holy energy. This allows the Dark Knight to always have a vague understanding of where their target is (even if separated by hundreds of miles) and they receive a +3 bonus to ACC and AVD against the marked target in combat.
But this is only the beginning. Once per chapter as an Instant action the Dark Knight may physically take control of the target’s body – again, no matter the distance between them. In combat the link acts as an irresistible Charm status which lasts for an entire combat. Outside of combat, the possession is often up to several minutes at a time, and affects even enemies who would normally be immune to the effects of Charm.
As normal, the dominated or charmed target instinctively resists any direct command that would cause needless physical harm to itself, and forcing a dominated opponent to hurl themself off a cliff or attack themself often severs the connection.
A Dark Knight may end Mark of Domination at any time, and may only have one target marked at a time.
Defining Ability: Last Resort
While at 50% HP or less the Dark Knight deals one additional step of damage with their attacks. While at 25% HP or less the Dark Knight deals two additional steps of damage with their attacks (for a total of three additional steps).
Ultimate Ability: Living Shadow
By sacrificing 50% of their HP the Dark Knight’s shadow is brought to life, gaining a maximum and current HP value equal to the amount of HP sacrificed. This shadow creature has all the features and abilities of the Dark Knight but may take their own actions and movement independently from the Dark Knight. While the Living Shadow is active the Dark Knight may never gain more than 50% of its maximum HP and if the Living Shadow is reduced to 0 or fewer HP this effect ends.
After declaring the use of Darkside as an Instant action, the Dark Knight’s next attack or spell deals Shadow damage instead of its normal type and has its damage increased by an additional two steps. After the attack resolves, the Dark Knight loses 25% of its maximum HP. If Darkside causes a Critical Hit or Limit Break, the Dark Knight loses 50% of its maximum HP instead. A Dark Knight who is reduced to 0 hit points by using Darkside often inherits a physical souvenir – blackened veins or hollow eyes, a visual reminder of their inability to remain in control.
At 11th level the damage is instead increased by three steps. At 21st level the damage is instead increased by four steps.
Defining Ability: Blackest Night
With an Instant action the Dark Knight converts 25% of their HP into temporary HP. This temporary HP does not get used up when activating any Dark Knight ability that costs HP and when this temporary HP is depleted the Dark Knight can choose to deal Shadow damage with its next attack provided this attack is made against the target that depleted the last of this temporary HP. This ability may only be used once per round.
Defining Ability: Dominate
With a Standard action and a successful opposed Force roll, the Dark Knight may spend three points of Destiny to establish a powerful Mark of Domination on the target. Once the mark has been established, the character and his target are linked and connected by dark magic, only breakable with equally potent holy energy. This allows the Dark Knight to always have a vague understanding of where their target is (even if separated by hundreds of miles) and they receive a +3 bonus to ACC and AVD against the marked target in combat.
But this is only the beginning. Once per chapter as an Instant action the Dark Knight may physically take control of the target’s body – again, no matter the distance between them. In combat the link acts as an irresistible Charm status which lasts for an entire combat. Outside of combat, the possession is often up to several minutes at a time, and affects even enemies who would normally be immune to the effects of Charm.
As normal, the dominated or charmed target instinctively resists any direct command that would cause needless physical harm to itself, and forcing a dominated opponent to hurl themself off a cliff or attack themself often severs the connection.
A Dark Knight may end Mark of Domination at any time, and may only have one target marked at a time.
Defining Ability: Last Resort
While at 50% HP or less the Dark Knight deals one additional step of damage with their attacks. While at 25% HP or less the Dark Knight deals two additional steps of damage with their attacks (for a total of three additional steps).
Ultimate Ability: Living Shadow
By sacrificing 50% of their HP the Dark Knight’s shadow is brought to life, gaining a maximum and current HP value equal to the amount of HP sacrificed. This shadow creature has all the features and abilities of the Dark Knight but may take their own actions and movement independently from the Dark Knight. While the Living Shadow is active the Dark Knight may never gain more than 50% of its maximum HP and if the Living Shadow is reduced to 0 or fewer HP this effect ends.
Job Abilities
Ability: Abyssal Drain
Once per chapter a Dark Knight may use a Standard action to drain (PWR x Level) HP from all creatures within Short range of themselves - allies and enemies alike. They regain HP equal to the total damage dealt.
Ability: Bad Blood
All Humanoids begin play with a weakness to the Shadow element, player characters included; after obtaining Bad Blood, the Dark Knight now absorbs Shadow damage instead of being vulnerable to it.
Ability: Dark Seal
After declaring the use of Dark Seal once per chapter as a Slow action the Dark Knight absorbs life force from themselves and their allies to cast more powerful magic than normal. By losing 25% of their maximum HP the Dark Knight casts any Black Magic spell that is one spell rank higher than the highest ranked Black Magic spell they know. If instead they choose to have all allies (including themselves) lose 25% of their maximum HP they may cast any Black Magic spell that is two spell ranks higher than the highest ranked Black Magic spell they know.
This ability may be taken multiple times, granting an additional use of Dark Seal per chapter each time it is taken.
Ability: Death Throes
As an Instant action while in combat the Dark Knight inflicts themselves with Doom, reducing their HP to 0 within 3 rounds unless the combat ends. After using Death Throes any additional steps of damage they deal from their Dark Knight abilities are doubled until Doom activates and this Doom effect cannot be removed, happening even if the Dark Knight would normally be immune to it.
Ability: Enshroud
By spending any number of points of Destiny as an Instant Action the Dark Knight’s abilities that have percent HP requirements ignore those requirements for a number of rounds equal to the amount of Destiny spent.
In addition, the Dark Knight may now spend 1 point of Destiny instead of losing 25% of their HP to fuel abilities that require it.
Ability: Eternal Pain
As an Instant action once per chapter the Dark Knight causes an enemy within Long range to suffer eternal torment. Whenever a different creature within combat takes damage of any kind the targeted creature takes damage equal to the Dark Knight’s PWR. This damage cannot be reduced by any means, only happens once per triggering ability even if multiple creatures take damage, and lasts until the end of combat.
Ability: Fell Sight
The Dark Knight permanently loses 2 ACC and the damage they deal with weapons increases by 1 step. When blinded the Dark Knight no longer misses when a 1 or 2 is rolled for an attack; instead they roll an additional die and choose which 2 dice to keep for their attack.
Ability: Forceful Intentions
The Dark Knight uses their Force score in place of Finesse to calculate maximum skill caps.
Ability: Grit
While at 50% HP or below the Dark Knight’s Slow actions cannot be interrupted.
Ability: Hell’s Gate
As an Instant Action a burst of shadowy energy appears behind the Dark Knight, hovering in the air unnoticeable to other creatures. While the gate is there the Dark Knight can use a Standard action to have themself and all willing allies within a short range of them to teleport immediately to the location of that energy. This cannot exist in any areas of consecrated ground.
Ability: Ill Will
As an action the Dark Knight gazes at an enemy and attempts to inflict them with Fear until the end of their next turn. In addition, the difficulty of the Dark Knight's skill checks are reduced by one step when interacting with creatures or people when trying to force or coerce them to do something.
Ability: Living Dead
Once per combat as an Instant action when the Dark Knight would be reduced to 0 HP or fewer they are instead reduced to 1 HP. Until the end of their next round they cannot be reduced to 0 HP by any means. When this ability ends they immediately drop to 0 HP unless they have at least 50% of their maximum HP.
Ability: Minus Strike
As a Standard action the Dark Knight can deal damage to an enemy within short range equal to half their missing HP. This is usable once per combat.
Ability: Nether Void
With a Standard action the Dark Knight taints the battlefield and causes it to transform into difficult terrain, dealing Recurring Damage to the Dark Knight and all their enemies each round, equal to (Level x 6). This non-elemental damage is not reduced by M.ARM.
If the Dark Knight has 50% HP or less each ally above 50% HP restores HP equal to half their level whenever they hit an enemy with an attack or spell that deals damage. If the Dark Knight is instead at 25% HP or less each ally above 25% HP restores HP equal to their level whenever they hit an enemy with an attack or spell that deals damage.
Nether Void ends immediately if the Dark Knight is either knocked unconscious or does not suffer this recurring damage on their turn.
Ability: Occult Acumen
When the Dark Knight deals damage with a Black Magic spell against a single target they restore HP equal to half the damage dealt. In addition they may expend 25% of their HP as an Instant action to make the next spell they cast target the entire enemy Group. This HP restoration does not work if used alongside the Dark Seal ability.
Ability: Payback
Once per combat as an Instant action the Dark Knight may make their next attack restore HP equal to half the damage done by that attack if they are at 50% HP or fewer. If they are at 25% HP or fewer the attack instead restores HP equal to the total damage done by the attack. Payback cannot be used at the same time as any ability that causes the Dark Knight to lose HP.
Ability: Reaper’s Avatar
As an Instant action the Dark Knight summons an avatar of death that feeds off their life force, expending 25% of their HP. Until the end of combat attacks from the Dark Knight deal one additional step of damage per tier.
Ability: Revenge
The Dark Knight deals one step of additional damage per tier against any enemies that have damaged them on their last turn.
Ability: Sanguine Blade
The Dark Knight restores HP equal to (PWR x Half Level) whenever they hit with an attack while at 50% HP or less. This HP restoration does not happen if the only target of the attack is Undead.
Ability: Scarlet Delirium
When an ally within Short range of the Dark Knight takes damage the Dark Knight may use an Instant Action to split the damage with the target, making both the Dark Knight and their ally take half the damage from the triggering attack. Scarlet Delirium may only be used once per round.
Ability: Shadeblade
By Declaring the use of Shadeblade as an Instant action, the Dark Knight’s next attack has a range of Local and damages all nearby targets - allies and enemies alike.
Ability: Souleater
If a creature was reduced to 0 HP within the last round the Dark Knight may declare the use of Souleater as a Slow action. Once this action is complete the Dark Knight gains +1 ACC and all of their damaging spells and attacks deal an additional step of damage for each creature slain last round until the end of the combat. This ability is cumulative.
Ability: Soul Binding
If an enemy was reduced to 0 HP within the last round the Dark Knight may spend 1 point of Destiny and declare the use of Soul Binding as a Slow action. The enemy returns to life with 1 HP, becomes Undead, and is controlled by the Dark Knight.
These bound creatures can never gain more than 1 HP and the Dark Knight may have a maximum number of Soul Bound creatures equal to their Force at any given time. If they attempt to use Soul Binding on more creatures than this the creature that was struck by Soul Binding longest ago drops dead.
Ability: Siphon Strike
Once per combat as an Instant Action the Dark Knight may declare the use of Syphon Strike. The next attack the Dark Knight makes gains the HP Drain, MP Damage, and MP Refresh properties.
Ability: Unmend
By activating Unmend as an Instant action once per combat, the Dark Knight becomes able to target enemies even at a Long Range with spells and weapon attacks until the end of the round in which it was activated. Enemies struck by attacks while Unmend is active must use their movement on their next turn to get closer to the Dark Knight if possible.
Ability: Vehemence
Once per combat the Dark Knight may declare the use of Vehemence as an Instant action. When this happens the Dark Knight’s next attack or spell has its damage increased by an additional three steps. After the attack resolves, the Dark Knight’s ARM and M.ARM are reduced to 0 for the remainder of the combat.
Once per chapter a Dark Knight may use a Standard action to drain (PWR x Level) HP from all creatures within Short range of themselves - allies and enemies alike. They regain HP equal to the total damage dealt.
Ability: Bad Blood
All Humanoids begin play with a weakness to the Shadow element, player characters included; after obtaining Bad Blood, the Dark Knight now absorbs Shadow damage instead of being vulnerable to it.
Ability: Dark Seal
After declaring the use of Dark Seal once per chapter as a Slow action the Dark Knight absorbs life force from themselves and their allies to cast more powerful magic than normal. By losing 25% of their maximum HP the Dark Knight casts any Black Magic spell that is one spell rank higher than the highest ranked Black Magic spell they know. If instead they choose to have all allies (including themselves) lose 25% of their maximum HP they may cast any Black Magic spell that is two spell ranks higher than the highest ranked Black Magic spell they know.
This ability may be taken multiple times, granting an additional use of Dark Seal per chapter each time it is taken.
Ability: Death Throes
As an Instant action while in combat the Dark Knight inflicts themselves with Doom, reducing their HP to 0 within 3 rounds unless the combat ends. After using Death Throes any additional steps of damage they deal from their Dark Knight abilities are doubled until Doom activates and this Doom effect cannot be removed, happening even if the Dark Knight would normally be immune to it.
Ability: Enshroud
By spending any number of points of Destiny as an Instant Action the Dark Knight’s abilities that have percent HP requirements ignore those requirements for a number of rounds equal to the amount of Destiny spent.
In addition, the Dark Knight may now spend 1 point of Destiny instead of losing 25% of their HP to fuel abilities that require it.
Ability: Eternal Pain
As an Instant action once per chapter the Dark Knight causes an enemy within Long range to suffer eternal torment. Whenever a different creature within combat takes damage of any kind the targeted creature takes damage equal to the Dark Knight’s PWR. This damage cannot be reduced by any means, only happens once per triggering ability even if multiple creatures take damage, and lasts until the end of combat.
Ability: Fell Sight
The Dark Knight permanently loses 2 ACC and the damage they deal with weapons increases by 1 step. When blinded the Dark Knight no longer misses when a 1 or 2 is rolled for an attack; instead they roll an additional die and choose which 2 dice to keep for their attack.
Ability: Forceful Intentions
The Dark Knight uses their Force score in place of Finesse to calculate maximum skill caps.
Ability: Grit
While at 50% HP or below the Dark Knight’s Slow actions cannot be interrupted.
Ability: Hell’s Gate
As an Instant Action a burst of shadowy energy appears behind the Dark Knight, hovering in the air unnoticeable to other creatures. While the gate is there the Dark Knight can use a Standard action to have themself and all willing allies within a short range of them to teleport immediately to the location of that energy. This cannot exist in any areas of consecrated ground.
Ability: Ill Will
As an action the Dark Knight gazes at an enemy and attempts to inflict them with Fear until the end of their next turn. In addition, the difficulty of the Dark Knight's skill checks are reduced by one step when interacting with creatures or people when trying to force or coerce them to do something.
Ability: Living Dead
Once per combat as an Instant action when the Dark Knight would be reduced to 0 HP or fewer they are instead reduced to 1 HP. Until the end of their next round they cannot be reduced to 0 HP by any means. When this ability ends they immediately drop to 0 HP unless they have at least 50% of their maximum HP.
Ability: Minus Strike
As a Standard action the Dark Knight can deal damage to an enemy within short range equal to half their missing HP. This is usable once per combat.
Ability: Nether Void
With a Standard action the Dark Knight taints the battlefield and causes it to transform into difficult terrain, dealing Recurring Damage to the Dark Knight and all their enemies each round, equal to (Level x 6). This non-elemental damage is not reduced by M.ARM.
If the Dark Knight has 50% HP or less each ally above 50% HP restores HP equal to half their level whenever they hit an enemy with an attack or spell that deals damage. If the Dark Knight is instead at 25% HP or less each ally above 25% HP restores HP equal to their level whenever they hit an enemy with an attack or spell that deals damage.
Nether Void ends immediately if the Dark Knight is either knocked unconscious or does not suffer this recurring damage on their turn.
Ability: Occult Acumen
When the Dark Knight deals damage with a Black Magic spell against a single target they restore HP equal to half the damage dealt. In addition they may expend 25% of their HP as an Instant action to make the next spell they cast target the entire enemy Group. This HP restoration does not work if used alongside the Dark Seal ability.
Ability: Payback
Once per combat as an Instant action the Dark Knight may make their next attack restore HP equal to half the damage done by that attack if they are at 50% HP or fewer. If they are at 25% HP or fewer the attack instead restores HP equal to the total damage done by the attack. Payback cannot be used at the same time as any ability that causes the Dark Knight to lose HP.
Ability: Reaper’s Avatar
As an Instant action the Dark Knight summons an avatar of death that feeds off their life force, expending 25% of their HP. Until the end of combat attacks from the Dark Knight deal one additional step of damage per tier.
Ability: Revenge
The Dark Knight deals one step of additional damage per tier against any enemies that have damaged them on their last turn.
Ability: Sanguine Blade
The Dark Knight restores HP equal to (PWR x Half Level) whenever they hit with an attack while at 50% HP or less. This HP restoration does not happen if the only target of the attack is Undead.
Ability: Scarlet Delirium
When an ally within Short range of the Dark Knight takes damage the Dark Knight may use an Instant Action to split the damage with the target, making both the Dark Knight and their ally take half the damage from the triggering attack. Scarlet Delirium may only be used once per round.
Ability: Shadeblade
By Declaring the use of Shadeblade as an Instant action, the Dark Knight’s next attack has a range of Local and damages all nearby targets - allies and enemies alike.
Ability: Souleater
If a creature was reduced to 0 HP within the last round the Dark Knight may declare the use of Souleater as a Slow action. Once this action is complete the Dark Knight gains +1 ACC and all of their damaging spells and attacks deal an additional step of damage for each creature slain last round until the end of the combat. This ability is cumulative.
Ability: Soul Binding
If an enemy was reduced to 0 HP within the last round the Dark Knight may spend 1 point of Destiny and declare the use of Soul Binding as a Slow action. The enemy returns to life with 1 HP, becomes Undead, and is controlled by the Dark Knight.
These bound creatures can never gain more than 1 HP and the Dark Knight may have a maximum number of Soul Bound creatures equal to their Force at any given time. If they attempt to use Soul Binding on more creatures than this the creature that was struck by Soul Binding longest ago drops dead.
Ability: Siphon Strike
Once per combat as an Instant Action the Dark Knight may declare the use of Syphon Strike. The next attack the Dark Knight makes gains the HP Drain, MP Damage, and MP Refresh properties.
Ability: Unmend
By activating Unmend as an Instant action once per combat, the Dark Knight becomes able to target enemies even at a Long Range with spells and weapon attacks until the end of the round in which it was activated. Enemies struck by attacks while Unmend is active must use their movement on their next turn to get closer to the Dark Knight if possible.
Ability: Vehemence
Once per combat the Dark Knight may declare the use of Vehemence as an Instant action. When this happens the Dark Knight’s next attack or spell has its damage increased by an additional three steps. After the attack resolves, the Dark Knight’s ARM and M.ARM are reduced to 0 for the remainder of the combat.