Current Career: Knight Errant in Ghuant | World Anvil

Current Career: Knight Errant

The brainchild and pet project of CEO Damien Knight, Knight Errant is the second-largest security provider in human lands. The company’s training academy in Renton turns out new KE security personnel, and KE holds private security contracts throughout the lands. Knight Errant personnel are given the best equipment from other departments. Ares Arms(weapon company) uses KE to test some of its newest prototypes, particularly non-lethal weapons. Sleek and stylish in their black uniforms, Knight Errant security agents have a better media profile than Lone Star. The Star officers are still regarded as beat cops, while KE personnel are considered elite.   These guys are always hiring, not cause they lose many men, but just because the contract they cover is huge. They are ones that transport equipment to the front lines, through miles of wilderness. While the wilderness is inside the human lands, there are still bandits and some creatures that through the checkpoints and never are caught, until they are attacking a transport.   The 2 terms military requirement can be waived if a current KE vouch for you.   Wage bonus:1000 cr  

Ranks and Benefits

Rank Rank Enlisted Skill or Benefit Officer Skill or Benefit
0 Boot
1 Private Brink of Death Knight Errant Coordinated Attack
2 Errant Coordinated Attack Lieutenant
3 Fist Captain Attack Combo(Ranged Attack)
4 Chamber Attack Combo(Ranged Attack) Major Attack Combo(Melee Attack)
5 Sergeant Lt. Colonel Attack Combo(Fire and Strike)
6 Knight Attack Combo(Melee Attack) Colonel General Accelerated Strike
CAREER PROGRESS Survival Advancement Commission
Operations Int DC 7 EDU DC 10 + Rank EDU DC 12
Trooper Dex DC 8 Int DC 9 + Rank INT DC 11
2d6 MISHAPS
2 Serious Injury – throw twice on the Injury Table and take the lower throw.
3 Corrupted – You were corrupted by the illegal forces you were trying to protect people against. Gain an Enemy
4 Betrayed by a Friend – One of your Allies or Contacts betrays you and becomes an Enemy or Rival. If you have no Ally or Contact, you are betrayed by a total stranger, but still gain them as a Rival or Enemy.
5 Shell Shocked – You have seen too much fighting and bloodshed. You must enter the Drifter career next term.
6 Scandal – You are caught up in a scandal that could disgrace the service. Lose 1 point of Social Standing and gain a Rival.
7 Injured – throw on the Injury Table.
8 Incompetent – You failed at an important task and have disgraced yourself. Gain a Rival.
9 Scuttled – A vindictive officer ruins your career. Gain a Rival.
10 Incompetence – During a battle, you cause another ship to be severely damaged. Your career is ruined. You suffer a -1 on two different benefit throws. You also gain an Enemy.
11 Negligence – You are accused of negligence. Throw Education DC 18. If you fail, you lose 1 rank. If you succeed, you do not lose any rank, but you still gain an Enemy.
12 Combat Sickness – You suffer from Combat Phobia. You must throw Con DC 15 every time you enter a fight to avoid fleeing when getting hurt the first time. Drugs and/or alcohol may provide positive DMs.
Can roll a max of 3 times in a year, Each time you roll, you have to check after on Maintain Employment table in Get a Job Profession skill . Any increases in the DC are kept till the end of the year. Any failure from checks on Events adds +5 to the DC of Maintain Employment. You use any Career Skills you have gained for the check. If you have none make a stat check with any of the stat requirements needed for the Career. In the month you roll your Event, you do not check Maintain Employment. You can choose whatever 3 months you want to roll for.
Roll the dice 2d6 Event
10 - 11 Disaster! Throw on the Mishap Table, but you are not ejected from this career.
12 Your crew is involved in a major conflict with bandits. Throw Dexterity DC 15. If you succeed, gain either Perception or Acrobatics. If you fail, throw on the Injury Table.
13 You are assigned as an escort for an important convoy. Before the mission, you are contacted by an enemy power. If you betray the convoy gain 1d3 extra benefit throws. You may also automatically transfer to the Agent or Rogue careers next term.
14 You are asked to volunteer for a hazardous mission. If you accept, throw Dexterity DC 15 If you fail, throw on the Injury Table. If you succeed, gain skill in the following: Pilot (any), Skill Restricted: Streetwise Wis or Acrobatics and +2 on your next Advancement throw.
15 You are assigned Shore Duty. Gain Restricted Skills: Gambling INT
16-20 You are assigned to a Ceremonial detail. Gain Diplomacy or +1 Social Standing.
21 You learn something embarrassing about a superior. If you choose to use it against him, gain +1 DM on a benefit throw. If you do not use it, gain an Ally. Either way Maintain Employment DC goes up by 2.
22 Something mysterious happens. You wake with no memory of where you have been for the last 1d6 weeks. Maintain Employment DC goes up by 5.
23 You are sent undercover. Gain one as a class skill: Skill Restricted: Streetwise Wis , Gambler, Bluff, or Stealth
24 You are presented with the chance to keep some confiscated goods. If you attempt to keep them, throw Bluff 15+ to gain +1 on a benefit throw, if you fail your throw, lose one level of Rank.
25 You spend time working in a mundane society. Throw Education DC 15 to gain Craft(any) or Profession(any)
26-30 You are tested for Psionic potential. If your Psionic strength is 7+, you may transfer to the Psion career without having to make a Qualification roll.
31-36 Life Event. Throw on the Life Events Table.
37-41 You make an unexpected connection outside your normal circles. Gain a Contact. Maintain Employment DC goes down by 5
42 You are involved in a major fight in the city. Throw Con DC 15 to avoid a roll on the Injury table. Gain an extra throw on your Mustering Out Table.
43 You assist in tracking down a rogue psion. Throw Intelligence DC 15 to gain Perception, Stealth, or Bluff, You may transfer to the Agent career next term without making a Qualification roll. Maintain Employment goes down by 5.
44 You are assigned a secret mission. Throw on the Agent Event Table. May transfer to Agent next year without a qualification roll. Maintain Employment DC goes down by 5.
45 You are forced to make a decision that causes the death of 1d3 crewmembers in order to save the crew. Throw Intelligence 15+. Pass You gain +4 on your next Advancement throw. Either way, you gain an Enemy for every crew member who died. Either way Maintain Employment goes up by 5.
46-48 Everything that could go wrong did go wrong. Throw Intelligence DC 15 to gain Jack of All Trades.
49-51 During one of your tours, a high-ranking member of the government, or a celebrity, notices you. Gain a Contact and either +1 Social Standing or EDU +1. Maintain Employment goes down by 5.
52 You are involved in complex negotiations for a psion release. Throw Education DC 15. If you succeed, gain +1 on one cash roll.
53 Your crew is severely damaged and you are ordered to abandon the post. If you choose to stay at your post, throw Dexterity dc 15. If you fail, lose your benefit throw for this Year. If you succeed, gain an extra benefit throw. Either way, throw on the Injury Table and have your Maintain Employment goes down by 2
54 Somehow you learned something. Throw Education DC 15. If you succeed gain Any Computer Use (any).
55 You are captured and interrogated by the enemy. You manage to escape or be rescued (or did they let you go...). Gain either Skill Restricted: Streetwise Wis or escape Artist. Maintain Employment goes up by 5.
56-60 Your hard work is acknowledged. Gain a +1 on your next Advancement roll.
61 You gain a mentor. Gain an Ally and +4 DM on your next Advancement roll thanks to his aid.
62 You have the chance to save a senior officer. If you take the chance, throw Dexterity 15+ If you fail, throw on the Injury Table. If you succeed, gain an Ally, and an automatic promotion.
63 Due to your diligent work collecting a bounty, you are awarded a bonus. Gain +1 on one benefit throw.
64 You are ordered to attack a location near a civilian target. Obey and gain an Enemy and +2 DM on your next Advancement throw. Refuse and suffer -2 on your next Advancement throw.
65 You are selected for Officer School. Throw Intelligence dc 17 to be Commissioned. If you are already an officer, gain +2 on your next advancement.
66 Your work has been exceptional; you are Commissioned as an Officer or are automatically promoted (Players Choice).
test
Any of the following can be taken instead of a Class ability when you advance in this Career. Current Careers   

Mission Specialist

Choose one skill that is a class skill for you. Allies within 60 feet of you that do not have that skill as a class skill get a +2 competence bonus and can roll as trained. This lasts for 1 hour. This can be used 1 time per rank you have in this career or 2 times if officer per day. Can take multiple times chosen a new skill each time. Each time take adds +2 usages per day.  

Never Surrender

Your job is important to you, and your team relies on you. The first time you would go below 0 in an encounter, you can make a Fort Save as an immediate action with DC equal to the amount of damage being dealt to you in that attack. if you succeed you are 1 HP.  

Separatist Military Training

  So used to working in a team, even when not in the KE you still benefits. As long as at least 1 ally is adjacent to you, you get a +1 circumstance on any 1 attack roll made on your time. If a KE agent is next to you, it goes to +2. If you are in a KE unit you get +3.

Rank abilities

You are trained in various ways to deal with people as you gain ranks. These can only be used while other members of KE are in your group. They gain the benefits of these. If in a group not as a KE unit these are not accessible. As an officer, you get both lower rank and officer rank abilities.  

Brink of Death

When you deal sufficient damage on an attack to kill a target, you may instead choose to reduce the target to 0 Hit Points, leaving it Unconscious but alive. Normal rules for being at 0 Hit Points apply.  

Coordinated Attack

You are automatically successful when using the Aid Another action to aid an ally's attack or suppress an enemy as long as the target is adjacent to you or within Point-Blank Range.  

Accelerated Strike

Once per encounter, when using only weapons with which you are proficient, you can take a Full Attack Action as a Standard Action.  

Attack Combo (Fire and Strike)

If you hit a single target with two consecutive ranged, melee, and/or Unarmed attacks during the same turn, any additional ranged, melee, or Unarmed attacks made until the end of your next turn (including Attacks of Opportunity and attacks made as Reactions) deal +1 die of damage on a hit. This extra damage stacks with extra damage granted by other Feats or Talents but only Attack Combo can be active at a time  

Attack Combo (Melee)

If you hit a single target with two consecutive ranged, melee, and/or Unarmed attacks during the same turn, any additional ranged, melee, or Unarmed attacks made until the end of your next turn (including Attacks of Opportunity and attacks made as Reactions) deal +1 die of damage on a hit. This extra damage stacks with extra damage granted by other Feats or Talents but only Attack Combo can be active at a time  

Attack Combo (Ranged)

If you hit a single target with two consecutive ranged attacks during the same turn, any additional ranged attacks made until the end of your next turn (including Attacks of Opportunity and attacks made as Reactions) deal +1 die of damage on a hit. This extra damage stacks with extra damage granted by other Feats or Talents but only Attack Combo can be active at a time
You Roll one roll at the end of the year MUSTERING-OUT            
1d6CastBENEFITS
1 100 Weapon
2 500 TAS Membership or Ship Share
3 500 Air/Raft or 1 Ship Share
4 1000 Age Reversal
5 2000 Age Reversal
6 5000 Armour
7 10000 Power Armour