Knights

Squire

Medium sentient humanoid (4d6) 
STR 6 (3d6) AGI 4 (2d6) END 4 (2d6)INT 4 (2d6) LOG 6 (3d6)) WIL 4 (2d6) CHA 4 (2d6) LUC 3 (2d6) REP 3 (2d6)
MELEE DEFENCE 12RANGED DEFENCE 12MENTAL DEFENCE 16VITAL DEFENCE 12
HEALTH 24SOAK 4; VULN noneIMMUNE none
INITIATIVE 2d6PERCEPTION 3d6 SPEED 4; CLIMB 2; JUMP 4'/2'CARRY 80lb (max lift 100lb)
REACH 5-ftACTIONS 2
🅜 Shortsword 3d6 melee (2d6 piercing damage)
Skills lances 1 (1d6), riding 1 (1d6), heraldry 1 (1d6),  climbing 1 (1d6), swords 1 (1d6)Gear chainmail, shortsword

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First-aid. The squire can heal allies with an action 2d6 HEALTH. Each can only benefit once. 
Support. The squire has a 2d6 LUC dice pool to donate to his allies; he must declare this before any dice are rolled. 

Knight

Medium sentient humanoid (7d6)                        STR 10 (4d6) AGI 6 (3d6) END 8 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 10 (4d6)CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)
MELEE DEFENCE 28RANGED DEFENCE 14MENTAL DEFENCE 14VITAL DEFENCE 28
HEALTH 70SOAK 14; VULN noneIMMUNE fear
INITIATIVE 4d6PERCEPTION 4d6SPEED 4 (8 mounted); CLIMB 2; JUMP 12'/12'CARRY 180lb (max lift 500lb)
REACH 5-ftACTIONS 2
🅜 Longsword 7d6 melee (4d6+5 slashing damage)🅜 Lance 7d6 melee (3d6+5 piercing damage; mounted only)
Skills lances 3 (2d6), riding 3 (2d6), heraldry 3 (2d6), heavy armor 3 (2d6), climbing 3 (2d6), tactics 1 (1d6), swords 3 (3d6), perception 1 (1d6)                                                      Gear longsword, platemail, helm, dagger        

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Honorable. The knight’s courage and honor are such that he is immune to the Afraid condition.
Lancer. When charging a target while mounted, the knight's lance does double damage.
Warhorse. The knight rides a warhorse.