Knites

Does orderly or chaotic things.

Two humanoid lizards locked in a psionic control battle.

Alien Knite vs anthro Knite.

The Knite vocation is a mix of mysticism, militarism and morality. Knites are mythic and take a clear stand supporting Order or Chaos. They are the only vocation with a strict code of conduct.

The Knite vocation combats foes in the Physical Space and the Think Space simultaneously. They use their Strength and Mind simultaneously.

Every Knite vocation is psionically active. They have no adverse disposition towards using technology, but the Knite vocation feels most comfortable wielding their traditional 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.

If the campaign is using attribute requirements for vocations a Knite must have a Mind of at least 18. Most campaigns will have some sort of trial process before ascension into Order or Chaos.

Orders

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 of good at every opportunity. Knites are not pacifists and will deliver fatal justice without a second thought.

Human woman wearing a 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 may 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.

Human woman in black armour wielding a pistol and an energy sword.

Bad in black

Anti-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 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.

Practice

In short, Knites must behave, and Anti-Knites must misbehave. Neither order has a rigid codex of conduct, and no persona is perfect. There will always be minor mis-steps by Knites and Anti-Knites. Severe or persistent transgressions may get the persona into trouble. The consequences for mixing up Chaos and Order will depend on the nature of the transgression.

The persona may temporarily lose her ability to use Kirlian energy, and therefore 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 and attempt to turn her.

Ascension

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

Process
  1. Permission from Referee and Table

  2. Attribute requirement of Mind 18, or higher

    1. Kirlian powers stop if MND < 18

  3. Ascension Trial

Permission

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. It is also recommended that the player table be okay with the possibility of an Anti-Knite in their midst.

Attribute

The Mind attribute requirement for the Knite vocation is sacrosanct. The persona loses her Knite vocation abilities if her Mind score drops below 18.

Ascension Trial

It is fine to skip the ascension plot for a Knite persona. Don’t let rules get in the way of the story, or the fun. However, the ascension of a Knite is very fun, and very storyful.

The Knite is a vocation. It may or may not involve training. It may or may not involve religion. The ascension trial activates the persona’s latent Kirlian connections, and awakens the vocation. 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. The trial can be an elaborate plotful multi-session mini campaign where Knites and Anti-Knites are influencing the persona. The trial can be as simple as helping a geriatric equine across a busy space walk. Upon completion of the trial the persona will realize she has ascended to the codified slavery of the Kirlian energy.

Most Knites will function as Nothings without any of the pulls, money or privilege of the Nothing vocation. The future Knite persona can have a vocation if they desire. Once they ascend they will eschew all abilities and benefits of that vocation. It is possible that a persona can increase through several vocation levels before ascending into Knite-dom.

Turning

Turning is when a Knite moves from order to chaos, or vice versa. Knites trying to convert Anti-Knites to order, and Anti-Knites trying to corrupt Knites is a fun plot driver. However, the EXP mythos has some strong limits on this process. The referee is free to alter turning to her milieu, but flip flopping Knites defeats the purpose of the vocation.

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 in the physical space. Only in death can an Anti-Knite be turned. If an Anti-Knite shows weakness (kindness), the forces of chaos may conspire to create a complicated plan to destroy her. If an Anti‑Knite carries out a heroic act of kindness, she can become a Knite in martyrdom.

Energy Sword

The Knite’s unique weapon is her energy sword. The energy sword can be a force field sword, lazer 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 do Knite sword tricks.

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 make no smarmy translucent appearances.

Knowledge

Knite knowledge is split between the physical, mental and society. Respectively these are referred to as the physicum, cerebrum and culturum. As will all vocation knowledge a mix of interests and expertise influences the success of tasks. In most cases Knite and Anti-Knite knowledge is the same, but their application and goals are different. There are a few elements of knowledge that are limited to chaos or order.

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

Interests

Knites have broad areas of interest that improve their chance of succeeding at task rolls. One Knite may have a keen interest in manipulating the physical space. While another Knite may be interested in studying society. An interest in the Think Space would assist with any task that involves the think space.

At startup, the persona gets one interest per three points of Intelligence score. A persona with a 12 INT would get four rolls on the Knite Interest Table. After startup, the persona earns another interest with each new experience level.

Knite Interests Table
Broad areas of Knite interest.

Die Roll

Interest

01-41

Physicum

42-80

Cerebrum

81-89

Culturum

90-99

Extra Roll

00

Ref’s Own Table

Die Roll

Interest

Startup: 1 per 3 INT. +1 per additional level.

Players may choose their interests.

Physicum

An interest in the physical space will assist the persona in any task that involves the physical space. For example, telekinesis involves manipulating the physical space.

Cerebrum

An interest in the think space will assist the persona in any task that involves the think space. For example, intimidation involves manipulating the think space.

Culturum

An interest in the cultural space will assist the persona in any task that involves interacting with populations. For example, interacting with a military institution would be assisted by a culturum interest.

Expertise

Expertise represents increased knowledge focused on narrower tasks. Expertise increases the chances of success when attempting a task roll.

At startup, the player gets one expertise per interest. So a Knite with physicum interest 2 and culturum interest 1 would get 2 rolls on the Physicum Expertise Table and 1 roll on the Culturum Expertise Table. After startup the persona gets one new expertise per new experience level.

Physicum

Physicum expertise represents knowledge and training that supports tasks which impact the physical space. This can be expertise in areas like energy sword tasks or telekinesis.

Physicum Expertise Table
Expertise in manipulation of the physical space.

Die Roll (1d100)

Expertise

01-10

Amputation

11-20

Deflection

21-30

False Rest

31-40

Induce Silence

41-50

Mimic

51-60

Multiple Attacks

61-75

Energy Sword

76-94

Telekinesis

95-99

Extra Roll

00

Ref’s Own Table

Die Roll (1d100)

Expertise

Startup: 1 roll per interest. +1 per additional level.

Players may choose their expertise.

Cerebrum

Cerebrum expertise represents knowledge and training that supports tasks which impact the think space. This can be expertise in areas like reading Kirlian auras or applying psionic pressure.

Cerebrum Expertise Table
Expertise in manipulation of the think space

Die Roll (1d100)

Expertise

01-10

Kirlian Defence

11-20

Pressure

21-30

False Rest

31-41

See Danger

42

See Fate

43-60

See Intent

61-78

See Hidden

79-94

See Life

95-99

Extra Roll

00

Ref’s Own Table

Die Roll (1d100)

Expertise

Startup: 1 roll per interest. +1 per additional level.

Players may choose their expertise.

Culturum

Culturum expertise represents knowledge and training that supports tasks which impact the cultural and political space. This can be expertise in areas like quickly understanding a religion or finding one’s way in a political system.

Knite Culturum Expertise
Specific areas of knite cultural knowledge.

Die Roll (1d100)

Expertise

01-08

Community Systems

09-16

Economic Structure

17-24

Family Structures

25-32

Languages, Verbal

33-40

Languages, Written

41-48

Mass Information

49-57

Militarization

58-69

Politics

70-81

Religion/Folk Tales

82-91

Social Status/Structure

92-95

Tech Levels

96-99

Extra Roll

00

Ref’s Own Table

Die Roll (1d100)

Expertise

Startup: 1 roll per interest. +1 per additional level.

Players may choose their expertise.

Gifts

Gifts are tasks that a Knite can call on without having to win a task roll. These gifts are powered by manipulating pervasive Kirlian energy with their mind. A gift is like a task that a persona can simply use. Knite gifts are conveniences and are not meant to destroy plot.

Knite Gifts Table
Gifts are Knite tasks that require no task roll.

EXPS Level

Amount

Difficulty

Recommendation

1

One

Trivial (<25DD)

Telekinesis, Drama

3

Two

Normal (<43DD)

Pressure

6

Three

Hard (<85DD)

Suggestion

9

Four

Tough (<127DD)

Telekinesis, Disarm

12

Five

Impossible (<200DD)

Kirlian Intent

EXPS Level

Amount

Difficulty

Recommendation

Maximum number of gifts is 5.

Tasks

Tasks are things that the persona does. The player uses her persona’s knowledge to improve the chance of completing a task.

For the intricate details of how to resolve tasks in EXP jump to Task Rolls.

Compendium

A non-exhaustive list of Knite tasks arranged by increasing difficulty (DD).

Knite Task Compendium
A non-exhaustive list of Knite tasks arranged by increasing difficulty.

Task

Difficulty

Description

Trivial

Kirlian Sight

12

See biological outlines without light.

False Rest

12

Appear asleep. Use Kirlian sight with eyes closed.

Living

12

Is it biological and living? Yes/No.

Kirlian Danger

12

Detect bad intent Kirlian aura.

Telekinesis, Drama

12

Attract a light (<1 kg) unfastened object immediately into palm. Range = MND hexes.

Easy

Muffle

24 + AWE

Induce silence over a quiet sound.

Multiple Attacks

24

One attack per gift when using energy sword.

Kirlian Find

24 + DEX

Find hidden objects or personas.

Normal

Imbue Energy Sword

42

Declare a generic energy sword the Knite’s bespoke energy sword.

Deflect Incoming

42 + DMG

Deflect an energy shoot attack (lazer, plasma) with her energy sword.

Kirlian Truth

42 + MND

See truthfulness of Kirlian aura.

Mimic

42 + AWE

Create benign sound to distract target.

Pressure

42 + MND

Psionically incapacitate a persona with choking fear or guilt. Range = nearby.

Suggestion, Spoken

42 + MND

Get persona to repeat what the Knite just spoke.

Hard

Disarm, Telekinesis

84 + STR

Attract an opponent’s pistol or sword immediately into palm. Range = nearby.

Kirlian Defence

84 + MND

Double MND when defending against psionic intrusion via the think space.

Disarm, Energy Sword

84 + DEX

Amputate the weapon hand from an attacker in close combat. Requires strike attack roll.

Suggestion, Thought

84 + MND

Get persona to repeat what the Knite just thought.

Tough

Kirlian Intent

126 + MND

See general intent of Kirlian aura.

Reflect Incoming

126

Return an energy shoot attack (lazer, plasma) with her energy sword. Raw Shoot Attack.

Deflect With Palm

126 + DMG

Deflect an energy shoot attack (lazer, plasma) with her open palm.

Telekinesis, Fling

126

Turn random objects into fling attacks. 1d4 DMG per gift, no force bonus.

Impossible

Kirlian Fate

168

See general fate of Kirlian aura.

Bizarre

Imbue Talisman

210

Turn a non-technological trinket or knickknack into a Kirlian Talisman.

Telekinesis, Massive

210

Slowly and dramatically lift something stupidly big. Like a 5000 kg vehicle. Range = nearby.

Task

Difficulty

Description

List

A non-exhaustive list of Knite tasks arranged alphabetically.

Knite Task List
A non-exhaustive alpha ordered list.

Task

Difficulty

Description

Deflect Incoming

42 + DMG

Deflect an energy shoot attack (lazer, plasma) with her energy sword.

Deflect With Palm

126 + DMG

Deflect an energy shoot attack (lazer, plasma) with her open palm.

Disarm, Energy Sword

84 + DEX

Amputate the weapon hand from an attacker in close combat. Requires strike attack roll.

Disarm, Telekinesis

84 + STR

Attract an opponent’s pistol or sword immediately into palm. Range = nearby.

False Rest

12

Appear asleep. Use Kirlian site with eyes closed.

Imbue Energy Sword

42

Declare a generic energy sword the knite’s bespoke energy sword.

Imbue Talisman

210

Turn a non-technological trinket or knick-knack into a Kirlian Talisman.

Kirlian Danger

12

Detect bad intent Kirlian aura.

Kirlian Defence

84 + MND

Double MND when defending against psionic intrusion via the think space.

Kirlian Fate

168

See general fate of Kirlian aura.

Kirlian Find

24 + DEX

Find hidden objects or personas.

Kirlian Intent

126 + MND

See general intent of Kirlian aura.

Kirlian Sight

12

See biological outlines without light.

Kirlian Truth

42 + MND

See truthfulness of Kirlian aura.

Living

12

Is it biological and living? Yes/No.

Mimic

42 + AWE

Create benign sound to distract target.

Muffle

24 + AWE

Induce silence over a quiet sound.

Multiple Attacks

24

One attack per gift when using energy sword.

Pressure

42 + MND

Psionically incapacitate a persona with choking fear or guilt. Range = nearby.

Reflect Incoming

126

Return an energy shoot attack (lazer, plasma) with her energy sword. Raw Shoot Attack.

Suggestion, Spoken

42 + MND

Get persona to repeat what the knite just spoke.

Suggestion, Thought

84 + MND

Get persona to repeat what the knite just thought.

Telekinesis, Drama

12

Attract a light (<1 kg) unfastened object immediately into palm. Range = MND hexes.

Telekinesis, Fling

126

Turn random objects into fling attacks. 1d4 DMG per gift, no force bonus.

Telekinesis, Massive

210

Slowly and dramatically lift something stupidly big. Like a 5000 kg vehicle. Range = nearby.

Task

Difficulty

Description

Experience

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

Knite Experience Points Table
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

250000

per level above 10th

Experience Points

Experience Level