Knights Templar
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Knights Templar Rotes
Primium Blade
Type: Basic Paradox: +1 if witnessed Challenge: Physicals(Arete) vs 10 traits Cost: 1Q Duration: 1 scene
- Short cast: Wonder: Bane The Knight Templar can place Wards on a melee weapon as per the thaumaturgical rituals. They can cast Bane Demon, Mage, Vampire, and Wraith.
- Long cast: N/A
God's Hand
Type: Basic Paradox: N/A Challenge: Mentals(Arete) vs 10 traits Cost: 1Q Duration: Scene
- Short cast: The knights templar can tap into local infrastructure to generate a miracle. Doing so allows them one of the following effects.
- Defense: The knights templar shields one target from harm not under the effects of this power, so long as the knight templar stands(is not incapacitated), that target cannot engage or be engaged in challenges and takes no damage.
- Logistics: The knights templar names a target they have seen no more than (Forces) hours ago, they are then led to the target unfailingly so long as the target is not in a haven rated 3 or higher.
- Mercy: The Knight may press their hand to a person's head and cause a Derangement to manifest and take form as a spirit. If they can defeat the derangement in single combat the target is freed from it. The power of a derangement is greatly influenced by the time it has existed, the power of the target, and the power of the cause.
- Long cast: Casting this spell as a long action causes an angel to show up. It then says something cryptic and leaves. The Knights take great solace in following what they perceive as the words of god. Members of other crafts typically feel it sounds like nonsense. Wonder: Angel’s feather, the angel sometimes leaves behind a feather which can be used to grant 3 points of progress to any grow action, project, or dynamic magic.
Eye of the Divine
Type: Basic Paradox: +2 if witnessed Challenge: Physicals(Arete) vs 10 traits) Cost: 1Q Duration: 1 scene
- Short cast: (Transformation:) The lights in the room begin to glow focusing all the attention on the Knight, as god's eyes fall on the Templar. The knight gains the following effects for the scene.
- Attacks by creatures unloved by god (Vampires, Nephandi, and Demons) targeting beings other than the knight lose (Forces+1) traits.
- The Knight Soaks the first (Forces) levels of damage dealt to it by a creature unloved by god each round. This replaces other soak, it doesn't stack with it, it does stack with force shield.
- It costs creatures unloved by god 2 steps to move one step away from the Knight.
- Long cast: N/A