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
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
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
minimum age is 18.
Advantages of a Knight
ST 12 IQ
12 HT 12
Literacy = 10pts
Church as Patron
provide food and
shelter as needed. Will aid
Theology skill at IQ =
Church Law at IQ
Secular Law at
IQ = 4pts
mandatory skills (no minimum) tactics, strategy, diplomacy, 3 weapon
skills, savoire faire, heraldry, first aid, and occultism.
Knights of Mitra.
Burial: A Knight
MUST see to it that all members of the
Faith receive a
Dedication: Acceptance of a new member of
Faith at birth,
or as an adult.
2) Power of
Judgment over the
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.
Advantages of Knights of
1) Ability to
Detect Aura. (2pts)
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
the same as the
standard Advantage but it also protects against Lycanthropy.
3) Laying on of
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.
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.
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
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
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.
Disadvantages of Knight
Duty to the
Vows of the
for a Knight. Breaking them at any time means loss of Knight status
of Mitra swears
to; Honor Mitra in all things.
and guide the Faithful along his
Spread the Light,
Banish the Darkness, Slay the
serve them. Uphold the Truth in all
Never to utter a
False Judgment. Never to take
of the Trust of
the Faithful. Never to use the
Frivolous or Selfish reason.
Vow of Self
Knight of Mitra commits to a Vow of Poverty. Poverty means
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.
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 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)
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:
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.
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.
is a reflection
of Mitra not the Knight!
1 - 1,000
1,001 - 2,000
+2 Reaction from Faithful, Priests
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)
Reaction from Faithful, etc...
Holy Word, Turn
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