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The Green Knight - channel this dude's wet cat energy
Equipment: A sword, shield, chainmail, sad warhorse
Class Trait: You get +2 HP and -1 save vs Charm for each Questing Knight template you have.
Skills: Horsemanship, Farming, or Politic
Class Level | Abilities |
A | Quest, Chivalric Behaviour |
B | Genuine Pleasure, Fair Maiden |
C | Gentle and Strong |
D | Great Oath, +1 to attack and damage |
You may at any point declare a Quest - you may have 1 Quest at a time, and if you leave your Quest you gain 2d4 Fatigue.
There are 3 kinds of quests. You do not get a reward for a Quest unless you have declared it, but you can add +[templates] to any rolls to complete it.
Quest Type | Description |
Princess | A Quest to rescue a princess, damsel, femboy, or town from mortal peril, an unwanted marriage, or a terrible parent/ruler. Rewards you with a Title. |
Dragon | A Quest to slay a dragon, ogre, witch, or some other great monster. Rewards you with a Sword. |
Subjugation | A Quest to obey a master and subjugate a town, person, or population. Rewards you with Disgrace. |
You may begin the game with 1 random Title, Sword, or Disgrace (1d6: 1-2=Title, 3-4=Sword, 5-6=Disgrace)
Your code of chivalry must include the following, but can have more:
Always protect those in need
Always treat others with courtesy and without judgement
Never decline a duel or challenge
Never decline a gift or break a promise
So long as you live by your code unwaveringly, supernatural beings, peasants, and young nobles will act the same.
If you ever break your code, you become cursed.
If you are polite, friendly, and honest, local lords, wizards, ogres, and witches will allow you into their homes and keep you as a welcome guest, giving you and your party food, drink, and a place to safely rest.
You hear tell of a Princess being held captive by a Dragon. Ask the GM where she is.
When a bully or monster attempts to attack someone near you for the first time each day, you can step in and block the attack with your shield.
Once, when you declare a quest, it will be accomplished, so long as you keep trying. The GM may break every other rule to ensure it.
D6 Titles
Titles give social benefits or personal boons.
1d6 | Title | Requirement | Effect |
1 | Hero of the People | Spend a night without sleeping trying to save a town from destruction. | You do not need to spend money for lodging and food in towns. |
2 | Saviour of the Small | Rescue someone significantly shorter and weaker than you. | If you shield someone with your body or shield, they are immune to damage until you stop. |
3 | The Dashing | Save two or more attractive people at once. | Anyone you find endearing or attractive who you act heroic or chivalric around has a 3-in-6 chance of falling for you. |
4 | The Forgiving | Save a witch. | If you defeat someone in battle and give them mercy, they will repent and work to redeem themselves. |
5 | Bringer of Light | Carry someone helpless out of a dungeon. | You have +2 inventory slots. You can carry another person with just 1 inventory slot. |
6 | The Brave | Save someone’s life through a complete accident without them realizing. | Nobody will ever assume you to be a coward or make mistakes. You get the benefit of the doubt in all situations. |
D6 Swords
Swords give magical swords (or other equipment).
1d6 | Sword | Requirement | Effect |
1 | Dragonsbane | Slay a dragon. | 1/day find a foe’s weak point (+2 AC but always crits). |
2 | Friendspeaker | Fatally trick an ogre. | If sheathed, allows you to change your appearance to be nonthreatening. |
3 | Righteous | Break a witch’s curse. | Will not harm the innocent - instead heals them 1d4 HP and removes curses (PCs are not innocent). |
4 | Tenebrous | Defeat a horrific monster at the bottom of a dungeon. | 1-in-6 chance of eating the soul of a defeated foe. |
5 | Justice | Defeat an evil knight. | Any time you challenge someone to a 1-on-1 duel, they must accept. |
6 | The Nameless Blade | Slay a terrible king. | +2d6 damage vs royalty. |
D6 Disgraces
Disgraces give magical powers and dark magics.
1d6 | Disgrace | Requirement | Effect |
1 | Patricide | Kill your father. | Taste someone’s blood to know their lineage. |
2 | Treason | Slay at least 2 members of a royal family. | 1/day unlock a door or chains with a touch. |
3 | Burning | Burn a town to the ground. | Become immune to fire. |
4 | Oathbreaker | Keep one promise by breaking another. | 1/day, when you lie, it will be believed if it is even remotely plausible. |
5 | Iron Chains | Imprison an entire village. | If you have someone grappled, they cannot break free, even by killing you. |
6 | Heretic | Kill at least half the members of a church. | Gain +1 temporary MD (does not recover) for every 5 people you kill. |
Class Level | Abilities |
A | Doll, Owner |
B | Dress-Up |
C | Perfect Doll |
D | Fall Apart |
It feels uncomfortable and unpleasant to disobey an order from your owner. You’ll need to make a save to disobey if they ask more than once.
If your owner ever dies or leaves, pick a new one.
Perfect Doll
Using Dress-Up, you can pass as a real person (essentially any person, so long as they are similarly frail-looking and elegant). Frilly lace acts as plate armour for you. As long as you are near your owner, increase your CHA by 2.
Someone with the Dollmaking skill can hollow out your chest cavity, and you can store something as large as a baby or sword in it.
Fall Apart
When you would die, instead you fall to pieces until you can be put back together. If the rest of your party doesn’t rescue you, someone finds you in (1d8):
1-3. 1d6 days.
4-5. 1d6 weeks
7. 1d6 months
8. 1d6 years
If you are fallen apart for more than 10 days, lose all your memories and add an emotion you are incapable of feeling.