title


Missiledine


General Directory

 Velitrium Menu 
Home
Credits
Creating a Character
Compendium Rules
House Rules
Whats New
My Style
Valuable Links

 History of Velitrium
History of Velitrium, Part 1
History of Velitrium, Part 2
Statistics of Velitrium
Chronology of Velitrium

 Life in Velitrium
Life in Velitrium
Institutions of Velitrium
Law and Order
Who's Who in Velitrium
Common Critters
Royal Mail
Velitrium Calendar
Mitraen Church
Old Faith
The Katallah
Dwarves
Medicine and Healing
Money and Finances
Travel
Customs
Calendar

The Encyclopedia Velitrium
Volumes A-C
Volumes D-F
Volumes G-I
Volumes J-L
Volumes M-O
Volumes P-S
Volumes T-V
Volumes W-Z
Goblin Dictionary
Lords of the Velitar

 The Bad Guys
The Valley of Khun Dhagra
The Dark Lore
Goblins
Jhensari
The Undead
More Baddies
The REALLY Bad

 Characters
Races
Names
Fighters, Mercenaries, Guards and Soldiers
Thieves and other Low Life
Jongleurs
Druids
Clerics of Mitra
Knights of Mitra
Sacarium Guards
Mages

 Magic
Magick
Alchemy
Circles of Power
New Spells: Body Control
New Spells: Mind Control
New Spells: Enchantment
New Spells: Making and Breaking
New Spells: Meta
New Spells: Movement
New Spells: Elemental Air
New Spells: Elemental Fire
New Spells: Elemental Water
New Spells: Elemental Earth
New Spells: Elemental Weather
New Spells: Elemental Acid
New Spells: Illusion and Creation
New Spells: Knowledge
New Spells: Protection and Warning
New Spells: Necromantic
New Spells: Light and Darkness
New Spells: Gate and Teleport

 Equipping a Character
Clothing and Accessories
Food and Drink
General Equipment
Miscellaneous Equipment
Armor
Bronze Armor for Mages
Dwarven and Elven Armor
Weapons
Weapon Accessories
Livestock
New Stuff

 Miscellaneous
Animal Training

 Maps of Velitrium
Map of Velitrium
Duchy of Gemmatus (South Gate)
Map of the Frontier
Map of Argentium
Map of Ferramentium
Player Maps

 Archives of Pre-Yahoo Games
The Archives











Knights of Mitra


Knight of Mitra
  There are only four Knights of Mitra at any one time. Presently there is only one vacancy' available. The role is as much a calling as it is a profession. Like a Priest the Knight must dedicate his or her life to Mitra, unlike a Priest the Knight must expect to die fulfilling Mitra's will.
  Knights are anointed by a Bishop after years of studying testing and grooming. Mandatory skills include theology, law, tactics, strategy, diplomacy, 3 weapon skills, savoire faire, heraldry, first aid, and occultism.
  Once a Knight is anointed he or she is ultimately answerable only to the Bishops of Mitra. He exists outside the normal hierarchy of the church. Though expected to honor and respect the Priests, and in general to obey them in most matters, one of the principal jobs of the Knight is to police the ranks of the church. He or she seeks out corruption and evil in the temple and sees it brought to justice. To this end the Knight has many powers, abilities and advantages. The Knight also has many restrictions, vows  and limitations.
  Knights have different levels of skill in their calling and as they progress through them they gain additional abilities. Progression is measured by the amount of Glory the Knights actions reflect on Mitra. Glory points accumulate based on what the Knight does, how well he or she does it and if the motivations are pure and rightgeous. It is possible to loose Glory as well as gain it. If the Knights actions, or lack of action, does not reflect well on the Church and Mitra some points may be lost. If too many points are lost the Knight's status will be jeopardized. This will be signaled first by a loss of some or all of the Knight's powers.
The point cost to be a Knight of Mitra is 138. This assumes 1 point in each of the mandatory skills.

KNIGHTS of MITRA
Humans only, minimum age is 18.
Required Advantages of a Knight of Mitra:
ST 12  IQ 12  HT 12  DX 12
Literacy = 10pts
Church as Patron = 10pts
Church will provide food and shelter as needed. Will aid
Knight both physically and spiritually.
Must have Theology skill at IQ = 4pts
Church Law at IQ = 4pts
Secular Law at IQ = 4pts
Other mandatory skills (no minimum) tactics, strategy, diplomacy, 3 weapon skills, savoire faire, heraldry, first aid, and occultism.

 Non-magical abilities of Knights of Mitra.
1) Ceremonial Powers
   Burial: A Knight MUST see to it that all members of the
   Faith receive a proper burial.

   Affirmation and Dedication: Acceptance of a new member of
   the Faith at birth, or as an adult.

2) Power of Judgment over the Faithful.
Knights of Mitra are frequently called upon to serve as Judges in civil disputes and minor criminal disputes amongst the Faithful. Generally it is best to consult with the secular authorities or the senior church official in the area before doing to much of this.

3) All Knights of Mitra are at Status level 1 and receive a +1 reaction bonus from the Faithful.

Magical Advantages of Knights of Mitra:

1) Ability to Detect Aura. (2pts)
  As the spell `Aura'. It allows the Knight to see the aura of living and animated creatures. The Knight will be able to recognize Demons, creatures possessed, undead, etc. It costs the Knight 3 points to cast, the duration is instantaneous.

2) Immunity to Disease (12pts)
  This is the same as the standard Advantage but it also protects against Lycanthropy.

3) Laying on of Hands (10pts)
  The Knight may, once per day, heal up to 3pts of damage on himself or another member of the Faith. The Knight may not heal those who do not follow Mitra. Cost is equal to healing done as per spell Minor Healing. Penalties for casting on self are also the same.

4) Magic Resistance (20pts)
  The Knight has 2 levels of Magic Resistance as per the spell. This is always on at no cost to the Knight. The Knight cannot control it and it ƒdoes work against spells cast by Mitran Clerics. However it does not affect the magical powers of the Knight.

5) Turning Undead  (12pts)
  Like a Priest of Mitra the Knight may attempt to turn away the undead. This power is identical to the Turn Zombie spell. Cost is 2.

6) Blessed Steed (15pts)
  Upon gaining sufficient Glory, Mitra rewards the Knight with a Blessing to perform Heroic Feats. Once per day the Knight may raise either ST, DX or HT by 1d for a period of 3d seconds. At the end of that time the Knight reverts to normal and suffers any penalties garnered

7) Spell casting ability
  Upon gaining sufficient Glory, Mitra rewards the Knight with limited spell casting ability as a Priest. The spells must be paid for and there are no pluses to cast as with a Priest. Skill is based entirely upon IQ.



Required Disadvantages of Knight of Mitra.

Duty to the Church  (10pts)

Vows of the Knight
  These are mandatory Vows for a Knight. Breaking them at any time means loss of Knight status forever.

Great Vow  (15pts)
 A Knight of Mitra swears to; Honor Mitra in all things.
 Follow Mitra's teachings and guide the Faithful along his
 path. Spread the Light, Banish the Darkness, Slay the
 Demons and those that serve them. Uphold the Truth in all
 matters. Never to utter a False Judgment. Never to take
 advantage of the Trust of the Faithful. Never to use the
 Powers of Mitra for Frivolous or Selfish reason.

Vow of Self Denial (5pts)
The Knight of Mitra commits to a Vow of Poverty.  Poverty means keeping only what is essential for living. (Since the Church can provide food, shelter and clothing this ain't much!) All extra is to be given to the Church. In general, give 80% of all income to the church.

Vow of Truthfulness (5pts)
The Knight of Mitra shall ALWAYS tell the Truth. In all matters to all parties. Thus the Knight proves the Power of the Truth. (You may not lie by omission!)

Vow of the Knight (5pts)
The Knight vows to actively seek out the Enemies of Mitra, the Servants of the Dark Lore, the Undead and the Demons, and do battle in the name of Mitra, even unto death.

Vow of Law (5pts)
The Knight of Mitra vows to uphold the Laws of the Crown as well as the Church. The Knight will be obliged to enforce the law as well as sit in Judgment. (The Knight must have Secular Law skill at IQ)


Glory and the Knights of Mitra:

Glory is awarded by the GM exactly like character points, but they are not spent to improve the character, rather they are kept as a running total that can rise and fall based on the Knight's actions.
As total Glory points rise, and some times fall, the Knight's abilities change. If Glory ever goes negative then the Knight looses his status and all powers are lost until something is done to regain them. It will take 4 positive points to remove each negative point. When a Knight is anointed he or she receives 1 Glory point. Unless something is done to loose that point, he or she will always have it.

Remember, Glory is a reflection of Mitra not the Knight!

Total Glory                Added Benefits

1 - 1,000                 No additional benefits

1,001 - 2,000       +2 Reaction from Faithful, Priests etc...

2,001 - 5,000         Gifted by Mitra with a Blessing of Heroic Feats. See notes.

5,001 - 10,001       Remove Curse  (as a Priest)

10,001 - 15,000     Holy Word, Turn * (as a Priest)

15,001 - 20,000     Holy Word, Bless  (as a Priest)

20,001 - 25,000      Holy Word, Banish (as a Priest)

25,001 - 30,000      Holy Word, Curse  (as a Priest)
                                     +3 Reaction from Faithful, etc...


DESCRIPTION:
Holy Word, Turn
 Similar to `Turn Zombie' spell, but works on more powerful undead. Does 1D damage and the undead will avoid coming within 10 hexes until next sunset. Intelligent undead get a Resistance roll Vs IQ plus Strong Will, if any.
 Cost = 3        Duration = Instant, as above
* Note: Use any Turning Power to back undead into a no retreat situation and they WILL attack, though at -1.