SOTE.FRIED.SH — SINS OF THE EMPIRE

NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone

Imperial Knight — Imperial Force Knight

← All Classes | How to make an Imperial Knight | Source: Notes /V2/Classes/Imperial Knight - Class Progression.md

Imperial Knight - Class Progression

"Feel everything. Kill corruption. Duty over power."
"We light a candle after." — Knight-Captain Varric Kade

Not point-buy. You are not a Jedi with rules about love. You are not a Sith who thinks hate makes you right. You are property of the New Galactic Empire — tattoo on your back, white saber on your hip, Inquisitor at your shoulder, duty in your head.

You signed the Instrument of Surrender. You gave up personhood to earn training. In exchange: best teachers, best therapy, permission to love anyone, and the legal right to exist as a Force user in NGE space. Price: if the Force eats you, your brothers kill you. Then they mourn you.

Campaign Legal: Only legal Force-training path in NGE per NI 1 Force Regulation Act. Registered Jedi = legal but no students, no temples, monthly audits. Sith = Death + forfeiture. Knights = legal because you are owned and watched.

Primary: STR or DEX, FGT, PRE

Secondary: STA, AWE

Saves: Fort High (Knight conditioning + Force Boost), Will High (therapy + Inquisitor bond), Toughness Medium-High (STA+Boost+Knight Plate)

Attack: Full (1/lvl) melee. Ranged = saber throw / deflect.

Skills: 4 + INT per level. Max Level+3.

The Deal In Gritty — Same as Guardian/Sith

  • Lightsaber Damage is Lethal. Crit = Dying.
  • Your Armor Matters: L1 Knight Plate = Protection 2 + Immunity 2 (Heat/Cold half). Toughness STA 2-3 + Force Boost 1-2 + Plate 2 = 5-7 at L1, vs Guardian 4-5 in robes.
  • Deflection Unlimited L2: Same 6/8/10 math, Reflect L5, Redirect L8.
  • Force Boost always on.
  • Grey is fuel + leash. Dark use = Corruption Point unless Inquisitor witnesses and you process within 24h. At 3 Watched, at 5 Lost (NPC, brothers must end you).
  • Property: Cannot own property (family trust 1,200cr/mo), cannot refuse lawful orders, cannot resign, cannot marry without permission (permission almost always granted). Back tattoo cannot be removed without death.
  • Property of the Empire — The Back Tattoo

    Per NI Calendar NI 1: When you test Force-sensitive, choice: Register and forgo training OR petition Knights and sign Instrument of Surrender — become property Sec 12. Branding: Full back Imperial Cog + Knight Sigil (open eye, white saber outline) + service number + Oath "DUTY OVER POWER." UV-reactive nano-ink, Imperial bio-lattice, binds to spinal nerves.

    Gives up: property, refusal, resignation. Keeps: love, marriage, kids (screened), purpose, pay to family, protection. Alexa Galaxia exempt as heir but tattooed age 8 anyway.

    Doctrine — Feel Everything, Kill Corruption

    Jedi were wrong: Suppressing emotion created Vader/Dooku. Knights do opposite: Feel anger. Love spouse. Have kids. Mourn dead. Fear normal.

    Training: "Feel it fully, act from duty anyway." Not "clear your mind."

    White sterile sabers: State-forged sterile crystal, no kyber scream, no religious tie. Perfect balance Accurate 1, untrackable (-5 Force Awareness), +2 vs Dark whispers. Tool, not symbol.

    The ONE Rule: If Force corrupts you — dominate, excuse atrocity, think above law, hear whispers you're Chosen, dehumanize, enjoy fear, justify civ casualties — your brothers kill you. No trial. Squad kills you, then lights candle.

    Level Progression

    LvlFeaturesTalentFeat
    1Force Sensitivity (Imp Init, Luck, Uncanny Dodge, Force Awareness 1), Force Boost +1 (STR/STA/FGT/PRE), Knight Plate (Prot 2), White Saber Sterile (Dmg 4 Pen 4 Acc1 Untrackable), Instrument of Surrender, Feel Everything-Feat
    2Deflection 6 (Unlimited), Force Sense (Detect Force + Danger Sense), Inquisitor Bond 1 (+2 Will vs Dark)Form 1-
    3+1 Ability, Telekinesis 2 (Move Object 2 = 100kg, Check Req 4), Leaping 1 + Speed 1, Brother's Keeper (Sense Corruption 30m)-Feat
    4Force Boost +2 total, Interpose + Takedown 1, Form Mastery 1, Knight's Discipline 2: Choose Guidance 2 OR Sense Echo 2 (Sense 30m Dark, Detect Force lie, Danger Sense)Form 2-
    5Deflection 8 + Reflect, Force Assessment, Duty Over Passion (1/scene spend HP ignore 1 Corruption)-Feat
    6Knight Form (Shien/Djem So), Force Guidance 3 (3 allies 10m +2 save/skill or +1 Dmg), Enhanced TelekinesisForm 3-
    7Force Boost +3 total, Jar'Kai or Soresu, Fear Acknowledged (+5 vs Fear, on fail +1 next attack), Imperial Knight — Imperial Squire: Recognized as Knight — gain free Squire cohort (Level = your level -2, no Leadership required, PRE 1+ chain of command)-Feat
    8Redirect, Judgment (free attack vs corrupted brother at 3 Corruption, non-lethal to disarm), Vaapad-Balanced 1 (no Dark if Inquisitor present)Form 4-
    9Spectral Defense (Deflect vs Perception/Area -4), Force Resonance (spend HP reroll Force +5), Inquisitor Intervention (Second Chance Will vs Dark 1/scene within 30m)-Feat
    10Warden/Vanguard/Grey Warden Capstone, White Saber Throw (Perception Ranged Damage 6 recall), Weapon Master (Crit 18-20 vs corrupted)Capstone-

    Feature Details

    Inquisitor Bond (L2): Your Inquisitor is NPC (or PC). Within 30m: +2 Will vs Dark/Fear/Corruption, and can Take 10 to resist temptation when not threatened. Once/day grants Second Chance on Will vs corruption as Reaction. If Inquisitor dies, you gain 1 Corruption instantly and lose bond 1d6 days.

    Force Boost: L1 +1 STR/STA/FGT/PRE, L4 +2 STR/STA +1 AGI +1 FGT +2 PRE, L7 +2 STR +2 STA +2 FGT +2 PRE +1 AGI + Leaping 2 Speed 2

    White Saber Sterile: STR-Based Damage 4 Pen 4 Accurate 1 Easily Removable. Untrackable, no scream, +2 vs Dark whispers, cannot bleed.

    Feel Everything (L1): You are required to have attachments — spouse, child, sibling, creed, home. If you have none, Inquisitor assigns you a dog/plant/neighbor. When threatened, gain Hero Point but Will DC15 not to act rashly.

    Duty Over Passion (L5): Once/scene spend Hero Point to ignore Corruption Point cost of one Dark-ish power (Choke, Lightning flick, Vaapad boost). Requires Inquisitor saw it or you report within 24h.

    Force Guidance 3 (L6): Burst 10m, 3 allies max, +2 circumstance to one save/skill or +1 Damage 1r, Check Req 4, Selective. Knight version of Battle Meditation but smaller: "On me. Now."

    Brother's Keeper (L3): Sense Corruption 30m — Perception vs Deception or Expertise: The Force DC 10+target PL+Corruption.

    Knight's Discipline 2 (L4): Choose Guidance 2 (Burst 10m 3 allies +2 save/skill or +1 Dmg 1r, Check Req 3) OR Sense Echo 2 (Psychometry 2 read object DC13 recent DC18 trauma, +2 Insight vs lies about objects). You get it at Rank2. With Force Sense L2 + Telekinesis 2 L3 + Discipline L4 + Guidance 3 L6 = 4 powers by L7 as intended.

    Fear Acknowledged (L7): +5 vs Fear (not immunity). If you fail Fear save, gain +1 attack +2 Damage vs source next round. If you succeed, ally within 10m who failed gets reroll.

    Imperial Knight — Imperial Squire (Level 7): You are recognized as a full Imperial Knight and may take an Imperial Squire (PRE 1+ required, based on NGE chain of command).

  • Free cohort (no Leadership required): Level = your level -2 (min 2), must be Imperial Knight initiate or Soldier 1-3 serving NGE. Built like a PC but simplified. Loyal — acts on your turn (one action per round), no Hero Points, gets own XP but levels when you do. Only one Squire at a time. Represents NGE chain of command — you are responsible for their training and conduct.
  • If you later take Leadership feat: You keep your Squire plus you gain a separate Leadership cohort (Level = your level -2) and +5 followers (troopers, techs, acolytes, or retainers). Total two cohorts + followers.
  • If Squire falls, dies, or is Lost: You must report to your Inquisitor within 24h, meditate 24h + Will DC 20 + sacrifice, or complete 1 month downtime + story to induct a new Squire. If they fall to Corruption due to your failure, you gain 1 Corruption.
  • Judgment (L8): When allied Knight hits Corruption 3, you can as Reaction make one attack vs them (non-lethal -2 or disarm) to stop them. If you drop to Staggered non-lethal, they lose 1 Corruption and gain Fatigued. If you kill, you gain 1 Corruption and must light candle.

    Forms

    Form 1 (L2): Soresu-Knight (don't attack = +2 Dodge/Parry, adjacent ally +1 Dodge) / Makashi-Knight (Accurate Attack -2 Dmg=+3 Atk, +2 Disarm, +1 Parry vs single) / Shii-Cho-Knight (+2 Disarm/Smash)

    Form 2 (L4): Shien-Knight (Reflect +2 to hit, +2 Dmg vs corruptors) / Djem So-Knight (foe miss = your next +2 atk +1 Dmg, +2 Dmg vs corrupted) / Niman-Knight (use attack in place of Persuasion to order surrender, not Mind Trick)

    Form 3 (L6): Jar'Kai-Knight (dual white sabers +1 Dmg, second protects Inquisitor) / Soresu-Master (not attacking = Evasion + deflect one Area at -2 covering allies +2 cover) / Makashi-Knight Riposte (When you successfully parry a melee attack, you may make immediate free counter at -5 to hit, 1/round)

    Form 4 (L8): Vaapad-Balanced (crit free attack, no Corruption if Inquisitor present and you called feeling) / Juyo-Restrained (crit free -2, convert kill to disarm no Corruption) / Shien-Knight Deflection (Redirect 2 extra per scene, you can redirect to protect Inquisitor within 10m at no penalty)

    Corruption Track

  • 0 Clean
  • 1-2 Strain — +2 Damage when spending Corruption if you choose
  • 3-4 Watched. -2 Will vs whispers, Inquisitor +5 sense, brothers +5 Sense Corruption vs you, daily report, grounding debate
  • 5 Lost. NPC. Squad must end you. Atonement Will DC25 + sacrifice what you love + 24h meditation with Inquisitor + Knight-Captain.
  • Gain: Choke offensively (1/scene), Lightning (1/use), Vaapad +5 boost (1), kill helpless in anger, justify atrocity as necessary, hide Force use, enjoy fear.

    Lose: Therapy 1 week -1, act from love at cost to duty -1 (Inquisitor confirms), spare corrupted foe at risk -1, grounded processing.

    Starting Package — Knight Aspirant L1

    Abilities: STR2 STA2 AGI1 DEX1 FGT3 INT0 AWE1 PRE2 (+Boost +1 = STR3 STA3 FGT4 PRE3)

    Defenses: Dodge4 Parry6 Toughness6 (STA3+Plate2), Fort5 Will6 (+2 vs Dark with Inquisitor)

    Offense: White Saber +7 Close Damage7 STR3+4 Pen4 Accurate1, Unarmed +5 Damage3

    Skills: Expertise: The Force 4 (+5), Insight 4 (+6), Persuasion 3 (+5), Perception 3 (+4), Athletics 2 (+5), Close Combat: Lightsaber 2 (+7)

    Gear: Knight Plate Prot2 Imm2 +2 Intimidate corrupt, White Lightsaber Sterile, Utility Belt, Encrypted Comlink Knight freq, Instrument of Surrender tattoo, Inquisitor bead, 0cr personal (1,200cr/mo to family trust)

    Complications: Duty (Charter), Property (Instrument), Love (required), Brother's Keeper, Hunted only if you run

    Capstone 10

    Warden of the Charter: Max Corruption 6, 1/scene spend 2 ignore Injury 1r, White saber Keen2 Crit18-20 vs corrupted, Take10 Expertise: The Force in combat when defending Charter, Empress trusts you to kill her — written orders.

    Vanguard of Duty: Mass Guidance 5 allies 20m +2 atk or +2 Dodge/Parry 1r, Interpose 20m via Force leap, Deflection extends to adjacent allies at -2, if you took damage protecting ally remove 1 Corruption end turn.

    Grey Warden: Corruption gain -1/scene (min0), Bond 60m, grant allies 30m +2 Will vs Dark, 1/adventure when would hit 5 become 4 and Staggered+2 Injuries but lucid — light own candle.


    SINS V2 — Imperial Knight — TOTAL CONVERSION — Source: Notes/V2/Classes/Imperial Knight - Class Progression.md — Property of the Empire