Di d you know that there's a 17-page preview PDF link on the main page? If you missed it before now, be sure to check it out. It covers a lot of information about the background, the basic rules, what's in each chapter, and even shows off the character sheet.
And now for something I hope you'll really like - a look at the Knight-Errant archetype! I've pasted the full text beneath the image.
While King Arthur was taken to the mystical realm of Avalon, his knights were not so fortunate. Most died bloody deaths on the field of battle and were not granted passage to Avalon with their King. A KNIGHT-ERRANT is one of these knights awakened in the body of a future descendant who bears a trace of the heroic bloodline. Knights-Errant are determined to find their lost King and battle evil in all guises, even while following the dictates of the Knight’s Code.
BACKGROUND. Before his awakening, the modern PC could have held almost any type of profession. Feel free to review other archetypes and combine them as you build your Knight-Errant. However, Knights-Errant are never reincarnated into any magic-wielding concept, perhaps due to their ancient foreswearing of magics. A Knight-Errant may have served within any of the orders in Arthur’s court. These included: • THE KNIGHTS OF THE ROUND TABLE, considered Arthur’s best knights; • THE TABLE OF THE WANDERING COMPANIONS, who waited to become sworn Knights of the Round Table; • THE KNIGHTS OF THE OLD TABLE, who were inducted under the rule of Arthur’s father King Uther Pendragon; • THE QUEEN’S KNIGHTS, those young knights eager for honor and charged with protecting Arthur’s love, Guinevere; • THE KNIGHTS OF THE WATCH, who were charged with guarding borders and strongholds, and seeking out threats against the kingdom; and • the sadly-named TABLE OF LESS-VALUED KNIGHTS, the weak, old, sickly, or cowardly knights who once were well-regarded but fell from the king’s favor. Whether this fall from grace was due to an action they took or some event that may have been beyond their control, they were still personally responsible for it.
SIGNS AND PERSONALITY TRAITS. Common signs for a Knight-Errant are Aries,Taurus, Cancer, Leo, Sagittarius, and Aquarius. Some interesting private traits could include the knight being reincarnated in a body of the opposite sex, or in a body much older or younger than before. Such a character might hate his new body and seek out magical means of transformation, or revel in its newness. The magical merging of an ancient personality with a modern host results in a unified, psychologically stable composite being. However, the medieval personality is dominant. An awakened Knight-Errant knows how to drive a car, operate a computer, and anything else that the future self knew – he even retains any affection and enmities for his loved ones and acquaintances – but his loyalties to the Round Table, its knights, and its King remain as strong as they ever were. He has little doubt that this is surely the hour of the peoples' greatest need. Despite what much fiction tells us, Knights-Errant don't have to be dashing, romantic figures who speak in a Hollywood producer's idea of 'Olde English dialect' (especially since many of them were Welsh). The knights of Arthur's court were warriors, and when the circumstances were appropriate, they swore, spit, got drunk, and partied as hard any modern day soldier.
NAMES. Most Knights-Errant use their modern names, answering to their old English, French, Latin, or Welsh names only among close allies. When designing your concept, avoid using the “Big Three” (Arthur, Guinevere, and Lancelot) and other prominent Knights (Galahad, Kay, Percival, Gawain, etc.) unless you’re in a special campaign where you’re playing those characters; your Director may be using them as NPCs. Don’t worry, though. King Arthur’s court is said to have had between 50 and 1,600 knights, so there’s little danger in running out of them. Talk to your Director and see if he or she has any preferences. Though rare, women could become knights by being the holder of their knightly husband’s land (inherited or conceded to by special privilege) or being inducted into an order of knighthood. Such women were known as ‘chevalieres’. Though there are no known female Knights of the Round Table, there may have been some in the other knightly orders at King Arthur’s court.
LOOK. Wearing metal armor in a modern city is conspicuous, to say the least. Even modern reproductions are noisy and uncomfortable, so most Knights-Errant don metal armor for ceremonial uses only. Characters paying tribute to their roots often wear cloth hoods and tabards, which are not only much quieter than metal armor but also more easily removed in order to blend into a crowd. Knight-Errants may even wear suits, preferring to be “knights in shining Armani.”
ROLE. A Knight-Errant often tries to take charge of his group, even if that’s not what they’d prefer. Following the Knight’s Code may put him at odds with allies not so quick to leap into danger. Yet, his valor and desire to defend the oppressed may be exactly what’s needed to inspire the people of The City. Most Knights-Errant hope to eventually raise an army of followers to force the corporations to restore rights and free speech to the people – and to inspire them to fight the magical horrors of the Flux before the entire planet falls under their sway.
KEY CORE VALUES AND SKILLS. Knights-Errant most often use STR, Getting Medieval, DFT, Athletics, WIT, Influence, and Instinct, with any relevant skills from the character’s modern background.
ASSETS. Knights-Errant receive the Knight’s Prowess asset for free, as long as they follow the Knight’s Code. If you want to play a Knight-Errant who rejects the old ways and lives in his present, but you still want to have the Knight’s Prowess asset, you’ll have to select the ‘Gifted’ Core Competency in order to purchase that supernatural asset. Other common assets among Knights-Errant include Conviction, Fortitude, Lady Luck, Null, Street Fighter, and multiple levels of Lionheart.
WEAPONS AND EQUIPMENT. Most Knights-Errant prefer swords and other bladed weapons hidden beneath a long coat, with light armor such as a bulletproof vest or a blur suit. They consider firearms to be uncivilized weapons of the weak, making it too easy to kill indisciminately. Of course, it doesn’t hurt that they have practical experience with bladed weapons and know that an iron blade is particularly effective in warding off or dealing extra damage to a magical creature. They may prefer swords forged in the medieval style to which they were accustomed, or favor katanas and other such swords from the far East. Knights-Errant also tend to name their weapons; King Arthur named his dagger Carnwennan and his spear Rhongomyniad.
AUGMENTS. The Hardened augment helps alleviate the need for heavy armor, though some knights-errant prefer to keep their bodies unsullied by technology and prefer only non-invasive augments like the EyePad or Spec.Tac.Le.
THE KNIGHT’S CODE. Despite their situation, Knight-Errants still remain true to the code of the Round Table of Camelot. Following the Code overrides any personal ties from either lifetime, and Knights who refuse to follow the code at all times not only lose their Knight’s Prowess with a blade, but suffer the taunts and disdain of their fellows. Of course, each Knight-Errant will have his own level of devotion to the Knight's Code, and interpret its rules in different ways. Some treat it like 'holy writ' that must be followed to the extreme. Others may obey it only grudgingly, and others take a pragmatic middle stance. The Director is the final arbiter on whether a Knight- Errant’s action violates the rules of the Knight’s Code: • To never surrender • To seek after the wonders of this world and the next • When asked, to defend the rights of the weak with all one's strength • To never be cruel and to give mercy to all who ask for it • To never battle with other Knights-Errant in wrongful quarrels • To fight for the safety of one's land (in this case, The City) • To always aid children, ladies, gentlewomen, and widows • To always act with honor • To never break faith (spurn one’s allies) for any reason • To shun the magical arts (they will use relics but not cast spells) • To grant hospitality to anyone, each according to his ability • To always speak truth to allies, whether in honor or disgrace
INSPIRATION. Aside from the Knights of the Round Table, consider these for potential role models: Blade (Blade), Caine (Kung Fu), Marcus Cole (Babylon 5), Eli (the Book of Eli), Jöns (the Seventh Seal), Solomon Kane (Red Shadows, others), Michael Knight (Knight Rider), Molly Millions (Neuromancer), Travis Morgan (the Warlord), Paladin (Have Gun Will Travel), Don Quixote (Man of La Mancha), Luke Skywalker (Star Wars), the Seven Samurai and the Magnificent Seven, any of the four veterans from The A-Team, and the unnamed protagonist in Ghost Dog.
INIT +5; ATK +6 unarmed [3 STR], +7 melee, +8 two-handed sword [2d8 + 3], +4 ranged, +3 pistol [2d6]; DEF +4 (6 – 2 armor); DR 5/2/1 (lt traditional); WD 7
Abilities: STR 3, Fisticuffs 3, Getting Medieval 4; DFT 3, Athletics 3, Firearms 1; MTL 4, Valor 2; KNO 1, Humanities (Antiques 2, Religion 2); WIT 2, Influence 2, Instinct 3; MGK 1
Assets: Bravado, Knight's Prowess, Lady Luck, Lionheart 2, Weapon Master (longsword)
Augments: EyePhone, Hardened Traits: Chivalrous, Courageous, Loyal; Thinks all spellcasters are secretly evil