Book Seven: The Teutonic Character Character Considerations "It is their duty to obey their lords, not to covet booty, not to spare their own lives in protecting those of their lords, to fight to death for the welfare of their State, to make war on schismatic and heretics, to defend the poor, widows and orphans, not to violate their sworn fidelity and in no way to forswear their lords." -- Gregorian theorist, Bonizo of Sutri Stereotype Historical: The Crusades against the East European pagans earned the Teutonic Knights a ferocious reputation. But it is debatable whether this reputation is deserved. They fought in difficult circumstances: swamps, forests, snow -- all impediments to their traditional mounted cavalry charge. Fighting was often in close contact between heavily armed and armoured knights and the nimble but viscous pagan tribespeople. The Teutones were often far from home, in mystical surrounds, and in constant fear of ambush. The nearest parallel to this is the pressure put upon allied soldiers in Vietnam during the 1960s and 70s. But the Teutones proved to be more determined, more in focus with their purpose: carving out themselves and empire and converting the heathens. The knights were almost in constant combat, as a brief study of their history reveals. They could not help but to have fighting skills of the highest standard. This close contact with the enemy caused the Teutones to become greatly interested in the quality and efficiency of their weapons and training. This carried over into the present. The Teutones are renowned for their broad range of modern weaponry -- and their willingness to use it. Likewise, their training procedures are renowned for their difficulty and intensity. But the Teutones spared enough energy to create an efficient empire. The knights acted as a police force and judiciary, maintaining peace and order within their subjugated lands. Their empire became prosperous under their strict but efficient rule, with innovations such as possibly the world's first overnight postal system. Teutonic Knights eventually became almost exclusively of Germanic background. But this was not always so. During the first century of its existence, it was a German sponsored international order with members from Italy, France and Spain. With the fall of the Holy Land and the new focus upon the Prussian and Livonian coast, the Teutonic rule came to reflect Germanic expansion. Modern: In modern times the source of The Order's members are much more diverse. Russian Orthodox, Lutheran, Baptist and Catholic denominations are considered equal within the Order's ranks. Causing much contention to some members is the equal status of women. The Order, based on its experience fighting pagan women of the Baltic tribes, has an official policy of integration and non-discrimination towards women. However, their numbers are still few -- even fewer making it to the ranks of fully qualified knights. Their attitude towards worship is equally open minded -- making the Order highly attractive to younger Christians who prefer a more "pop" viewpoint of their religion. However, the traditions of the Order are deep in-grained. The knights are still more than willing to "take the fight" to the enemy. They give no quarter as they expect none themselves. Vampires, shapechangers, witches and mages are the devil's corruption of Creation. It is up to the Knights to lance these boils -- painful though it may be. Character Class Associate Among the Teutones associates usually belong to the ranks of investigative police, local priests and engineers within various important firms. These members provide the knights with information and equipment to carry out their necessary work. Attributes 6/4/3, Abilities 11/7/4, Backgrounds 5, Freebie 21, Virtues 7. Novice Associates that demonstrate a high degree of competence and devotion toward ridding the world of the supernatural are invited into the Order. Those with military or special police backgrounds are most welcome, as are members of the ancient families that have long been associated with the Knights of the Cross. Attributes 6/4/3, Abilities 13/9/7, Background 6, Faith 1*, Freebie 24, Virtues 7. Knight Only those demonstrating the greatest faith and combat competence are accepted into the ranks of combatant knights. There are numerous ranks of non-militant "knights," but these are often only honourary in nature. True knights know the worthlessness of the trappings and vestments of their status: instead, represents a high responsibility and commitment to God's work. Attributes 7/5/4, Abilities 19/15/11, Background 7, Faith 5*, Freebie 27, Virtues 9. Training To gain competency, a Knight must be trained in either a Major Knowledge/Skill to the level of five dots, or trained in two Minor Special Skills to a level of four each. All Knights must also be fluent in Latin. Reading the book Monastic War Machine will give you an idea of the kinds of training knights undergo. Insert: Faith Versus the Werewolf Faith -- in the context of a Christian Knight -- is an opponent to all things "demonic." In the eyes of the faithful, there is little real difference between a vampire, lycanthrope, witch or demon -- all are Satan's minions in one form or another. Similarly, the power of Faith is equally applied among all supernaturals (where possible). But different supernaturals have different and specific abilities. The effect of Faith on these needs to be expanded upon. Faith's universal effect of repelling "evil" applies to werewolves like any other. Each turn in the presence of an opposing Faith will require a Willpower roll and the expendature of a Willpower point. But Faith also affects the workings of other were-creature related abilities. God Vs Gaia: True Faith and the shapechanger's Gaia ratings are very similar in concept. Both are a measure of how close the character is to their God. However, the two are not terribly compatible. Some GM's may chose to use Faith and Gaia as direct opposites: as though the two characters both had True Faith, or both had Gaia ratings. But the comparative costs per point, the comparative powers and their comparative uses do not match well. This one simply has to be up to the GM at the time . . . Rage: The presence of Faith has a notable influence upon a Lycanthrope's Rage. As outlined in the Holy Powers section, the number of successes of a Faith-roll against the creature's Rage rating as the Difficult will add to the were-creatures Difficulty to Rage. Faith versus Rage Rating as Difficulty along with the spending of a willpower point can calm a frenzied werecreature. Umbra: Creatures attempting to step into/out of the Umbra while on Holy Ground will find their Difficulties increased by one point for every two levels of Faith the location has. If in the presence of Church Knights, the additional difficulty is one point for every four points of Faith present. If attempting to approach old Holy Ground through the Umbra, the location will appear as a fortress of the Faith -- barred against all things "evil." Gifts and Prayers The new knighthood fought two manifestations at once: the Satan in themselves, represented by the imperfections in their bodies and minds, which were repressed by vows of chastity, poverty and obedience; and the outward Satan, manifested in the troops of Islam whom they encountered in battle. -- The Northern Crusades, Eric Christiansen Gifts ** Brightness (4) The knight's golden aura is caused to "flare up", blinding the opponent's visual and supernatural perceptions. The target may yet flinch, shutting its eyes or senses -- but it depends upon its reaction time. Roll Manipulation + Faith, Diff. 6. If successful, target creature becomes blind for a turn. Each success = 1 turn opponent is blind. The target may resist through Wits + Dodge, with successes cancelling out those of the knight. ** Inhibit Shift (3) By Simon Miles The difficulty of a were-creature's ability to shape shift (Stamina + Primal Urge, difficulty usually 6) is increased by the intrusion of the Knight's faith. This inhibition remains until the subject successfully makes a transformation. Rage can still be spent to transform instantly, but at 1point extra cost. *** The Beast's Touch (2) This Gift allows a knight to sense shapechangers in their "natural" form, and potentially what that creature can turn into. The Gift requires physical contact (flesh to flesh). The knight rolls Perception + Animal Ken (difficulty 8). The knight feels as if he is touching the "natural form" on one success. On three or more successes the knight will feel as though he is touching the "creature form". *** Hounding: (5) By John Snead and Sarah Link If you are following a target (which can be either an individual or an object and) can make a Perception+ Alertness roll with a difficulty level equal to 8 each success allows you know in what direction the target is, an (very) roughly how far away for 6 hours, even if you cannot perceive the target at the time. Once this ability has worn off to use it again you must again have the target in sight. This ability only works on beings who are human, part human (like Garou), or once were human (like Vampires). *** Spiritual Anchor (see text) By Simon Miles This gift can prevent a spirit from leaving the knight's presence. A garou's passage through the Gauntlet (stepping sideways), a mage's use of correspondence and/ or spirit travel is obstructed. This Gift will only work if the knight has a Faith equal to, or greater than, the Sphere/Gift/Discipline etc used in the transportation. The system uses the number of successes (or half the spirit power points) used by the opponent in its attempt to "step sideways" as a necessary number of Grace points to be spent to halt the action. The Gift interrupts the attempt to "shift" once. A second attempt one turn later must be opposed again. **** Berserk (3) By Simon Miles This Gift allows a knight to enter a "berserk" state in which pain is ignored and all physical attributes are raised by one (even to levels beyond 5). This state, however, can only be gained in a situation that requires direct intervention to protect defenceless innocents. For example, it will allow a knight to ignore his wounds and leap out to grab a child from in front of an escaping Porsche, but won't help him in an attempt to shoot an opponent before it attacks another knight. Due to the strain it places on the body, this Gift causes one level of aggravated damage at the end of the Berserker empowerment. The Berserker "rage" occurs upon a Faith roll (difficulty 8 or storytellers discretion, for a duration equal to the number of successes) **** Stunning Touch: (7) You are taught special pressure points and methods of non-lethal combat. If you can either strike a hand to hand blow which does damage before soak is rolled, or touch your target on the skin, you may make a Perception+ Medicine roll vs their Stamina+Dodge. One or two successes when touching a limb will paralyse the limb you touch for the rest of the scene; three or more successes touching the target anywhere allows you to totally paralyse your target for the entire scene. Using this ability costs one Willpower point. Prayers ***** Scope (5) The simplest of powers, it is also one of the more useful. The ability allows Teutones to pick out fine details from a distance and account for certain interference in their vision. It can effect the to-hit die roll, depending on the Storyteller's discretion. System: Perception + Scan against a difficulty level chosen by the Storyteller. 1 success: Target is magnified by a factor of two. In no other way, however, is it modified. 2 successes: Target is magnified by a factor of five and your visual acuity accounts for minor bad weather conditions (light fog or snow), allowing for a clearer picture. 3 successes: Target is magnified by a factor of no greater than ten (player's choice) and your visual acuity accounts for major bad weather conditions such as heavy fog or blizzard-like conditions. 4 successes: Target is magnified by a factor of no greater than twenty (player's choice), visual acuity accounts for major bad weather conditions, and basic audio input is attained. Five or greater successes have no further effects. ***** God's Strength (5) This blessing has only been granted to the Teutonic Order. It allows superior strength and physical coordination. It allows knights to oppose supernaturals in physical combat on equal terms. Strength and ability in weight lifting, running, jumping and force are enhanced. A knight's rating in God's Strength provides automatic successes on nearly any Strength Roll. In melee and brawling combat, the automatic successes count on the damage roll. The Prayers lasts for the scene, or 15 minutes. 1 Rip a silk shirt 40lbs 2 Winch a Crossbow 100lbs 3 Bend a Longsword 250lbs 4 Throw a barrel of wine 400lbs 5 Break down a stout oak door 650lbs 6 Rip chainmail 800lbs 7 Bend a 1inch thick metal bar 900lbs 8 Throw a riding horse 1000lbs 9 Punch through a metal plate 1200lbs 10 Lift an iron portcullis 1500lbs 11 Throw a war-horse 2000lbs 12 Break a small tree 3000lbs 13 Throw a stone sarcophagus lid 4000lbs 14 Punch through a stone wall 5000lbs 15 Throw a catapult 6000lbs ***** Resume Breed Form (Grace equal to subjects primal urge) By Simon Miles. This prayer asks God to revert the creature facing a knight to its original breed form. While not necessarily always a benefit, it has the advantage of surprising the opponent and imposing useful limitations under certain circumstances. The prayer works through rolling Manipulation + Occult. This is resisted by the shapechanger's Stamina + Primal Urge. ***** Intimidation (5) The Teutone spends a Willpower point and rolls Manipulation + Intimidation, difficulty of the target's Willpower. From then on the individual Teutone is a source of fear toward the target, with a difficulty number equal to the number of successes rolled plus four. The target must make Courage rolls as usual to avoid frenzy -- both in the first instance and at immediately following encounters. The effects last one scene, though a high number of successes may cause a permanent derangement. ****** Curse of Uriel (8) The Teutone touches a target vampire and spends eight Grace and one Willpower point. One success is required as a minimum to activate the power. A simple contest results: the Teutone's Faith versus the target's Humanity. If the knight succeeds, the Beast takes control of the target. Subsequently, the target will go completely insane and attempt to destroy and diablerize any nearby Kindred for a duration of one minute per success rolled by the knight. Failing that, any living thing (other than the source of the curse) will do. After the frenzy ends, the target loses one Humanity point automatically (if applicable) and must roll Conscience (difficulty 7) to avoid losing another. A botch indicates a derangement. Any "collateral" damage is the responsibility of the knight. ******* Scent of the Pack (see text) By Simon Miles The knight who uses this prayer will be perceived as a desired (and stated) supernatural creature. For the duration, the knight will seem to be like the particular creature of his choice to all forms of investigation. He gains no powers, vulnerabilities or instincts. The effect is on the opponent's perception -- not reality. Roll Subterfuge + Faith to determine how many hours the effect will last. The number of hours duration is equal to the amount of Grace expended. ******* Cleanse Corruption (5) This prayer has the effect of removing the very stuff that puts the "super" into supernatural. The Teutone must make a successful attack roll to touch the target. If he misses, the Grace is expended fruitlessly. Upon physical contact, the knight rolls Manipulation + Occult, difficulty of the target's Fortitude (a zero or one Fortitude indicates Man + Occ automatic successes, i.e. no need to roll). The number of successes is the number of Blood or Gnosis Points destroyed. If used on a ghoul, this power makes him/her mortal again (possibly killing him/her as a result of aging). ******** Heroic Action: (15) This ability allows you to raise any relevant attribute to superhuman levels (equivalent to an attribute of 8 as defined in A World of Darkness: Mummy, pages 27-29) for the purpose of accomplishing a specific extended action. Examples of actions are: "rescue the people from this burning building," "destroy the opponent I am now fighting," "convince this crowd to take action (whatever action you persuade them to take)," "find any computer record of this woman". You can perform no other action until your Heroic Action is complete (if forced to interrupt a Heroic Action, the attribute enhancement does not apply to the performance of any other actions). This ability can only be used when the desired action can be attempted immediately. To perform a Heroic Action, you must spend all Will power points but one. The enhancement lasts as long as is necessary to complete the action, but for no longer than one scene. When the action is complete, you must roll your one remaining Will power die against a difficulty level of 8 to remain conscious. Rituals Sight Through All (22 Faith present, 16 Grace spent) With this ability the Ritual leader can see through into the Umbra: either the Near Umbra, or into the Shadowlands. Each knight spends four Grace Points and the leader a point of Willpower before rolling Perception+Occult, difficulty seven. Failure throws the leader back, causing two points of unsoakable damage, while botching traps the leader between the world and the Umbra until someone or something pulls her out. The leader can see what passes in the Umbra or the Shadowlands, observe what spirits or Wraiths do at a particular site, or watch over a certain area. The leader can be seen by occupants of the Umbra or Shadowlands: the point that the watcher looks through is noticeably different to the surrounding area, and curious -- or unfriendly Umbral dwellers may be drawn to the site, and even try to break through...