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==Abilities==
 
==Abilities==
  
'''Pubcrawler'''
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'''Surprise Infiltration'''
* You bear an encyclopedic knowledge of where to get drunk. Once per game, name a nearby bar, pub or inn where you know the landlord (whether they like you or not is up to the GM).
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* Nothing can keep you out. Once per session, insert yourself into a situation where you are not currently present, so long as there's some conceivable way you could get in there.  
  
'''Pick a Fight'''
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'''Bound Blade'''
* You’ve spent many an evening sizing up the other patrons in search of a decent brawl. Once per situation, ask the GM who is the best person in the surrounding area to pick a fight with on one of the following conditions: 1) you want to win 2) you want to make a good impression 3) you want to cause a distraction.
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* You have captured the god Melkith and forced it into your blade. As a Bound, you gain a god-axe blade when you join the order, and bind a small god inside it with a bloody and dark ritual. The weapon has the Bound tag, and as such you can use your class abilities through it. You cannot use your abilities through another weapon, but if your Bound weapon is lost or destroyed, you can create a new one with a night-long, exhausting rite held back in Perch.  
  
'''Law of the Docks'''
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'''The Secret of Second Skin'''
* You carry a mighty weapon. As a Knight, you are permitted to carry a large bladed weapon (or a lance) without getting in trouble with the city guard. Using it is another matter.
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* [Divine] Rimsham, the god in your armour, watches out for you. Once per situation, when you are attacked by an enemy and the GM would roll to inflict stress, you take 1 stress instead.
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'''The Secret of the Crowd'''
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* [Divine] With a little help from Trish, you can hide in plain sight, so long as there are others around. +1 Shadow. When you wear your mask and stand in a crowd, you will blend into the background (though not become invisible) unless you do something out of the ordinary to attract attention.
  
 
==Bonds==
 
==Bonds==

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