The sins of a Space Knight Order


The Sins of a Space Knight Order are chosen at the beginning of the game. The tendency is to pick things that seem more or less harmless, although a cunning Space Master can always find ways to twist them so that the Space Knights will suffer later on.

Beyond their potential mechanical effects, Sins are an excellent tool to deepen the lore of the Order. With just a little imagination, they can become powerful narrative devices around which entire campaigns may revolve.

Let’s take a closer look at some popular Sins.

Cursed

The Order suffers from a curse that, in the long run, will lead to its destruction. The origin of the curse may or may not be known, but its solution—if it exists—could be even worse.

Examples of curses:

  • Aliens tend to appear wherever the Order goes.

  • Planets visited by the Order often rebel.

  • The Order’s feats are never recognized.

  • The Order’s supplies spoil easily.

  • The Order frequently receives simultaneous and contradictory missions.

  • Knights of the Order often suffer serious accidents.

  • The Order is usually blamed for the faults of other Orders.

  • The Order’s machinery fails often.

Dark Secret

There is something that, if revealed, would mean the end of the Order. It may be related to the Dominion’s worst crime or some terrible act in the past. The Knights will do anything—no matter how dreadful—to keep their secret.

Examples of dark secrets:

  • The Knights of the Order are not human. They may be robots, aliens, or the undead.

  • The Order wears the colors and name of another Order that was destroyed.

  • Several companies of the Order became corrupted and now raid Dominion worlds as pirates.

  • The Knights carry a contagious disease that kills ordinary civilians.

  • The Order is led by an AI.

  • The Order destroys all historical records to erase the past.

  • The Order secretly serves an enemy power.

  • The Order supports a tyrant seeking to overthrow the Dominion’s government.

  • The Knights worship heretical pagan gods.

  • Most recruits serve as food for the other Knights.

  • The Order follows an unofficial version of the Space Knights’ Code.

  • The Order believes humanity can learn from aliens and coexist peacefully.

  • The Order raids colonies, leaves no survivors, and sells the loot.

  • The Order believes political power should rest in the hands of the common people.

  • The Order systematically destroys civilian ships to keep Dominion planets divided and afraid.

  • The Order sees itself as the only true one and destroys others whenever possible.

  • The Order is directly responsible for the Dominion’s economic crisis.

  • The Order opposes technological progress and secretly sabotages research centers.

  • The Order shelters the galaxy’s most wanted criminals.

Minor Mutation

The Knights of the Order are marked by a physical mutation that unsettles the citizens of the Dominion.

Examples of minor mutations:

  • Scaly skin.

  • Vertical pupils.

  • Horns.

  • Fangs.

  • Claws.

  • Hair covering the body.

  • Strange skin color.

  • Insect eyes.

  • No nose.

  • Extra joints.

  • Gigantism.

  • Dwarfism.

Penance

The Order has imposed upon itself a punishment due to a past crime or failure. This penance may take many years to complete, but it is a duty the Order will never abandon in order to cleanse its honor.

Examples of penances:

  • Hunt down every deserter of the Order.

  • Exterminate an alien race.

  • Protect one system from all intruders.

  • Vow of silence.

  • Vow of poverty.

  • Officers must challenge the most dangerous enemies in single combat.

  • Seek out a series of cursed relics.

  • Extensive use of Redemption companies.

  • Fight without helmets, with heads uncovered.

  • Forbid the use of firearms.

  • Forbid the use of the Order’s own spaceships.

  • Destroy a rival Order.

  • Devastate a major Dominion world.

  • Punish failures with executions.

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