BLAST (Shoot)
CHIVALRY (Empathy)
CUNNING (Deceive)
DAUNT (Provoke)
HOUSEHOLD (Resources)
INQUIRE (Investigate)
INTRIGUE (Rapport)
LARCENY (Burglary)
LINEAGE (Contacts)
MARK (Notice)
MELEE (Fight)
SKULKING (Stealth)
SMITHY (Craft)
VIGOR (Physique)
ZEAL (Athletics)


In battle, knights use armour: giant constructs that enable trained fighters to clash in the black void of space or on the surface of any planet or moon. For humans, armour is usually constructed anthropomorphically—albeit on a huge scale—with a head, torso, two arms, and two legs. The knight controls the armour by means of a “neurohelm,” a device worn on the head that reads their brainwaves, linking their nervous system to the armour’s mechanical and hydraulic systems. For example, when the knight lifts and swings his own arm, the armour’s arm lifts and swings in similar fashion. Because of this need for body movement, the armour’s cockpit must be roomy enough for the knight to maneuver. The armour designs of the Emergent are typically non-human shapes, like the MerGN-B “Basilisk,” which consists of a head, a front torso, a back torso, and two legs. All other vehicles are covered by the Pilot skill.

Overcome: Armour is used to overcome obstacles and aspects applied
directly it; to overcome obstacles in the field and attached to zones, use
Zeal instead.
Create An Advantage: Perfect for executing battle maneuvers writ large.
You can use Armour to create aspects like Take Cover Behind That
Mountain! or Death From Above!
Attack: This skill is rarely used for a direct attack, though stunts and
Systems (see page 228) can change that.
Defend: The knight uses armour to defend against Blast and Melee
attacks. You may also use Melee to defend against Melee when in armour.

Armour Stunts

Power Surge. Shut down a System to gain +2 on an Armour roll.
Bang The War Drum On Thy Chest. Use Armour instead of Daunt on your first
mental attack by showing off how tough your armour is.
Inertial Strike. You may immediately move one zone after taking physical damage
from an attack while in your Armour.

Blast (Shoot)

Most ranged weapons are energy projectiles that function equally well in atmosphere or in space. Rocket-propelled explosives are also used, but usually at the armour scale. Use Blast when firing armour weapons, shooting laser pistols, or anytime you want to cause damage at range. Blasts are rarely used in tournaments and duels for love. In the void of space or the heat of battle, even the most honored knights may turn a blind eye to a well-placed shot.

Blast Stunts

Bombardment. Gain a +2 to creating advantages involving suppression fire.
A Polite Society. Use Blast instead of Daunt to create advantages to intimidate a
target if you have a gun pointed at them.
Circuit Breaker. When an Emergent target takes a consequence from your Blast
attack, you get an additional free invocation of that consequence.

Chivalry (Empathy)

Honor is important to every knight. You can use chivalry to demonstrate how honorable you are, as well as determining how honorable others are. You can use this skill to see if someone is lying, to discover aspects, and inspire troops.

Chivalry Stunts

We Happy Few. If you succeed with style on a Chivalry roll to create a Rousing
Speech aspect, choose a number of characters equal to your base Chivalry that
receive a free invocation of that aspect.
What Drives A Man? Gain a +2 to create an advantage based on a character’s
The Quality Of Mercy. When an opponent accepts a consequence, you may lower
the consequence by one step once per scene. If you do, gain a fate point.

Cunning (Deceive)

Clever knights live longer. Honor is important, but so is staying alive. Knowing
when to break the rules is an important survival skill. Use Cunning to set ambushes,
spread rumors, and win battles through trickery.

Cunning Stunts

You Win Or You Die. Gain +2 to create advantages with Cunning when using
dirty tricks on the battlefield.
Looks Worse Than It Is. When an opponent uses a free invocation on one of your
consequences, make a Cunning roll equal to the amount of stress absorbed by the
consequence. If successful, the consequence may not be invoked for the rest of the
conflict. A success with style removes the consequence immediately. You may do
this once per conflict.
To Catch A Thief. Use Cunning instead of Inquire when searching a scene for

Daunt (Provoke)

Intimidation is one of the knight’s most important weapons. A fearful opponent
makes mistakes, and being known as a terror of the battlefield instills fear in any
who meet you in battle. You can use Daunt to cause mental stress, create advantages
from your fearsome reputation, or set up an obstacle to cow your inferiors
from attacking you.

Daunt Stunts

Braggart. Use Daunt instead of Intrigue on first meeting someone to create an
advantage based on your reputation.
Broken Spirit. When inflicting physical stress, spend a fate point to inflict it
instead in the corresponding box on their mental stress track.
Enough Talk! Use Daunt instead of Melee in the first round of a conflict to make
a physical attack.

Devotion (Will)

A knight fights for a cause: love, loyalty, family, or faith. This cause is what spurs
the knight onward though her body is broken and her eyesight dim. Devotion
determines any extra mental stress boxes. Use Devotion to resist temptation, steadfast
when your friends abandon you, or to be the last knight standing.

Devotion Stunts

Guilt. If you succeed with style on a Devotion defense, you may choose to inflict
a 2-shift mental hit rather than take a boost.
Pain Is My Blade. Once per scene when you have a consequence, you can choose
to make your next attack roll with a bonus equal to the value of your highest consequence
(+2 for mild, +4 for moderate, +6 for severe). If you do, the consequence
is stepped up by one level—that is, mild becomes moderate, moderate becomes
severe, severe becomes taken out.
Shall We Hang The Holly, Or Each Other? +2 to Devotion to defend against
mental attacks from family members.

Household (Resources)

Knights do not live in their armour. They have a place to retire and repair, and/
or have concerns that put coin in pocket to allow for traveling around the system.
Those knights without a Household are called Edge Knights, because their armour
is often on the edge of not working. Use Household to determine loose cash,
impress a potential spouse with a lavish gift, or bribe the courtier into forgetting
what she saw.

Household Stunts

Home Is Where The Forge Is. You may use Household for rolls to repair armour
so long as you are able to get it back to your home base.
Honor Squadron. You begin every armour battle with a Vassals rating equal to
your Household level.
Gold Cools The Blood. You may use Household to remove mental consequences,
provided the consequence is something that can be dealt with by throwing gobs
of money at it.

Inquire (Investigate)

Knights don’t investigate, they inquire—sheriffs and constables do the dirty work
of rounding up criminals and evidence. Knights with this skill are excellent trackers
and detectives on their own. Use Inquire to interrogate a prisoner, track a fugitive,
or discover who poisoned the Baron’s wine.

Inquire Stunts

Just One More Thing. You may use Inquire instead of Chivalry to defend against
Thumb On The Scales Of Justice. You may use Inquire instead of Cunning when
falsifying evidence of a crime.
The Fox And Hound. +2 to Inquire when tracking a fugitive planet-side.

Intrigue (Rapport)

The rules of court and social protocol are as challenging as any battlefield. Wearing
the correct fashion in court or speaking the proper word in the right ear are just as
important to war as the blow of a depleted uranium warhammer to the beryllium
breastplate of an enemy. Those who do well in the court possess Intrigue. Those
without it are wise to stay silent and look foolish, lest they open their mouths for
proof. Use Intrigue to negotiate treaties, woo a potential lover or spouse, or politely
insult your inferiors.

Intrigue Stunts

A Toast To My Squire. Use Intrigue instead of Daunt to inflict mental stress on
someone you’ve defeated in battle.
But, Of Course. Use Intrigue instead of Cunning when you lie to someone who
is of a higher station.
May The Rings Run The Rains. +2 to Intrigue when negotiating with a member
of the Saturnine Senate.

Larceny (Burglary)
Not only does this skill cover criminal enterprises, it also covers the know-how and
ability to find those willing to do dishonorable deeds in your name. Lineage represents
contacts amongst knights and lords. Larceny does the same for cutpurses,
disgraced armoursmythes and brigands. Use Larceny to break into treasure vaults,
hijack armour, and find someone to quietly sell it off piece by piece.

Larceny Stunts

That Old Trick? Use Larceny instead of Mark to spot traps or ambushes.
Done Dirt Cheap. Gain +2 when creating advantages for others to do your dirty
It Was Like That When I Got Here. Use Larceny instead of Smithy when sabotaging

Lineage (Contacts)

The bloodlines that field armour are linked like a crimson web across the systems.
Knowing who a knight can count on by blood is vital. Use Lineage when asking
favors, scouring the systems for someone, or trying to get a meeting with the King.

Lineage Stunts

Black Sheep. Use Lineage instead of Larceny when looking to contact criminals
and brigands.
An Untarnished Reputation. Gain a +2 to overcome any advantages attempting
to besmirch your reputation, such as Rumours or Petty Gossip.
A Favorite At Avaluna. +2 to Lineage when creating an advantage involving aid
from a knight of Earth.


The more knowledgeable a knight is about the worlds, the less likely something
will surprise them when they encounter it. Lore is the skill to use when showing
mastery of technology outside of battle. Use Lore to identify Emergent technology,
other knights, or a specific planet.

Lore Stunts

Studied The Technical Readout. You may spend a fate point to target a specific
system on enemy armour that you have encountered previously.
Know Thine Enemy. Use Lore instead of Smithy when repairing Emergent
Now A Templar, But Once… +2 to Lore to know the history of a current Templar.
closet, and discern information from someone’s accent.

Mark (Notice)

This skill covers noticing things in the moment. It can be passive or active. Mark
is also the skill used to notice elements on the battlefield and the tactics of an
opponent. Use Mark to look for the hidden knife, smell the distinctive perfume
emanating from the closet, and discern information from someone’s accent.

Mark Stunts

I Have Tone. +2 to create an advantage like Target Lock while in your armour.
Hold Your Breath When You Pull The Trigger. Use Mark instead of Blast when
shooting a target up to two zones away.
Eavesdropper. +2 to Mark when trying to listen in on a conversation.

Melee (Fight)

All knights receive some form of personal combat training. Being a trained fighter
also helps out in those unfortunate moments when the knight is attacked outside
their armour. Use Melee to fight in armour, to duel for honor, and to knock out an
opponent. Melee defends against Melee, even in armour.

Melee Stunts

Last-Minute Feint. You may spend a fate point to force an opponent to choose a
different system to shut down.
The Battlefield Is My Weapon. Gain a +2 to create advantages involving improvised
The Titanian Lunge. Use Melee against targets one zone away.


Any vehicle in the setting that’s not armour uses this skill. There are plenty of
vehicles controlled by regular controls. Use Pilot to fly starfighters, space freighters,
and armour drop ships.

Pilot Stunts

Photo Finish. When you use Pilot as part of a contest and tie, get a 1 bonus to
your roll.
Attack Pattern Goliath. +2 to Pilot to create an advantage with other ships when
attacking a single target.
Fly It Like You Stole It. Once per scene, after you’ve taken a consequence, your
next Pilot roll gains a bonus equal to the value of that consequence (
2 for mild,
+4 for moderate, +6 for severe).

Skulking (Stealth)

Knights who wish to remain in the shadows use Skulking. Though combat on the
field of honor is the preferred method of settling issues, sometimes a problem is
best solved with a dirty deed done in the dark. Use Skulking to find a good hiding
spot, slip past guards, or get out of a hostile area unnoticed.

Skulking Stunts

The Hidden Blade. You may use Skulking instead of Melee on your first attack in
a conflict if your opponent thinks you are unarmed.
Fly Casual. You may use Skulking instead of Pilot when trying to remain undetected
in enemy territory.
Silent Scrambler. Gain +2 to Skulking when sneaking along the outside of a vessel.

Smithy (Craft)

This skill covers repairs of any technology, but it is most often used to fix the
damage to armour between battles. Use Smithy for fixing armour, salvaging parts
from a battlefield, and identifying weak spots in other armour.

Smithy Stunts

Start From Scratch. Gain a +2 bonus when repairing armour that’s had all of its
systems shut down.
Direct Kinetic Restoration. Spend a fate point and give your armour a good
whack. Bring a damaged system back online for the remainder of the scene, after
which it shuts down and must be repaired normally. It cannot be shut down again
to absorb additional stress.
Everything Is A Nail. You may use Smithy instead of Melee to attack when using
a tool as a weapon.

Vigor (Physique)

Because of the physical motion required to use a neurohelm, most knights are in
good physical shape. This skill determines any extra physical stress boxes available
to the character. Use Vigor to survive in damaged armour, resist extreme environments,
or outlast an opponent in a physical contest.

Vigor (Physique) Stunts

Is That Your Best? Once per scene when you take physical stress, spend a fate point
to immediately inflict an equal amount of mental stress on your attacker.
Bellow. You may use Vigor instead of Daunt to make a mental attack once per
Survival Training. +2 to resist stress from hostile environments.

Zeal (Athletics)

A knight’s zeal is what keeping her moving quickly across a battlefield. Their vigor
represents her physical conditioning but Zeal represents how sure she is of movement.
A knight uses her Zeal to move around the battlefield in her armour. Zeal
is important when quickness is needed, enabling you to cover more ground in
an armour, dodge Blast attacks outside armour, and stay on your feet when your
armour is knocked around by explosions.

Zeal (Athletics) Stunts

Long Jumper. +2 to any Zeal rolls to leap.
Cat’s Grace. Use Zeal instead of Skulking when moving quickly to infiltrate a
secure facility.
By A Nose. When you roll Zeal as part of a contest and tie, get a +1 bonus to your


The Dragon Knights of Io edgey edgey