The third step in creating a Knight character adds events to their past. This is accomplished by drawing tarot cards, each one marking an important step in the PC’s background, an advantage or a disadvantage, and aspect and characteristic points to distribute.
This card draw can be random or not (GM’s choice), and each player draws a total of five cards. The choice of cards determines several pieces of information to be marked on the player’s character sheet.
Each card can be used to add one or more of the following:
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Past: A few words or sentences that can provide information to flesh out a character’s background. They are intentionally kept vague, so that players can adapt them to suit the idea they have of their character. When a player picks a card, they are encouraged to incorporate one or more of the background hooks into their character’s background. A few words or a couple of sentences are enough. The story they end up with can be good or bad, violent or sheltered, it matters not, so long as the player makes an effort to create a coherent character background.
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Bonus: This section shows which characteristic and aspect points the card gives the PC. These bonuses are added to their character sheet. If a bonus cannot be applied for some reason or another (if a characteristic goes higher than its governing aspect score, for example), it is simply lost.
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Advantage/disadvantage: An advantage and a disadvantage linked to the card. Once all five cards have been drawn or chosen, the player must choose two advantages and one disadvantage from the five advantages and five disadvantages on the cards, and write their choice on their character sheet.
Attention : les avantages et les inconvénients peuvent amener de gros bonus et malus qui sont à prendre absolument en compte.
The legendary battle between light and dark in Knight mentions mysterious cards of incredible power. These tarot arcana do not serve to predict the future – they are, instead, linked to an ages-old prophecy, that of Humankind and its struggle for control of its own destiny. Although the prophecy itself has been lost for centuries, Knight characters and their story are defined by cards drawn, long, long ago. As if they were, in essence, a destiny laid bare before each and every human, set in stone, preordained with tile or card. Player characters draw very few cards after character creation for a reason – as Knights, they are capable of defying destiny, making it their own, rewriting their fate. Their fate–and that of all of Humankind.
Each PC chooses five of the following tarot cards. They must also select two advantages and one disadvantage from their chosen cards. Each arcanum can only be drawn once per character.
For faster character creation, the GM may opt for a random draw of five cards. While quicker, however, this does remove some flexibility from the process.