By Jamie Seidel
Character Concepts
The warrior monks are restrained by the law and their religion. Vampires, whose only restrictions are the masquerade and the control of their princes, have the freedom of the lawless.
Murder, destruction, illegal activities -- often involving the death of innocents -- are irrelevant to the minds of Cainites. Knights, however, cannot destroy or damage what they are sworn to protect. There is no such thing as "collateral damage" in a knights dictionary -- therefore harming innocents must be avoided at all cost.
The fight against the Corrupt is not an easy one. While vampire hunters have existed throughout history, they have rarely attained a high degree of organisation or continuity. The knights have the advantage of over a 700 years of written history -- but many vampires have lived longer. Knights are mortal, vampires immortal.
This is not as big a problem as it may appear. The knights are fighting a holy war -- a cause in which they wholly believe. Through their faith they no longer fear death as they believe it simply brings them closer to their God. High standards of training and tradition ensure that knowledge is passed through the generations.
The primary quarry of the knights are vampires. While the Magi, witches and werewolves are recognised and regarded as evil, their destruction is secondary to that of a vampire. But finding a vampire is not easy. A basic purpose of the Masquerade was established to avoid the Inquisition -- and the knights.
The bulk of a knight's work throughout the ages has been investigation. Tracking down tales and signs of a vampire occupies a significant amount of time. The "cleansing operation" is but the culmination of a long process. Killing a vampire is not a simple task either. Not only must the Cainites' supernatural abilities be taken into account, the action must be of minimal risk to the innocent populace. Each "cleansing operation" must be carefully planned and professionally executed. This is the cause of the high degree of military training each knight must undergo. There are only a limited number of knights. Each Order would be hard pressed to muster more than 100 fully trained and combat capable knights at any one time. Each Order would also have about 300 Novices.
As a result, the warrior-monks will almost always be out-numbered and in a hostile environment. Knights are themselves high on the hit list. Their extensive training and holy powers are their only protection.
The knights maintain the Masquerade as it serves their own purposes. A populace living in open fear, hostile to all strangers and unusual behaviour would be close to hell on earth. Publicly exposing the vampires would also reveal the existence of the Militant Orders. Any organisation with the influence and power of the Knights would attract jealousy and fear -- and the tragedy of 1316 France would almost inevitably repeat itself.
Before anything is put to paper, the gamer and the Storyteller must determine what type of character is being played. Is it a fully fledged Knight an experienced Novice or a new Associate of the Militant Orders? It also involves choosing which is the most appropriate Order for a character to be a member of. Is he a Templar a Teutone or a Hospitaller? Choosing between these will provide the groundwork for a gamer's character. Becoming an Associate Teutone would indicate he has no powers beyond the Faith rules described in Vampire: The Masquerade but has a police or military background. A Hospitaller Novice would allow the character to obtain Piety Points and therefore use the Blessings as outlined under the Gifts -- but not the Prayers or Rituals. Being a Hospitaller usually indicates a background in the clergy or medical professions. A Knight Templar is a fully Initiated warrior-monk, blessed with high True Faith and the Holy Powers of the Blessings as granted to mankind under the Gifts, Prayers and Rituals. The character's background is likely to be in science or business.
Naturally statistics vary according to experience and time within the Order. Knights holding a higher rank, such as Knight Lieutenant, Knight Captain, Preceptor or Knight Marshall often need to be portrayed with a character sheet. While each knight varies, use the following as a general guideline to the extra strength of more senior members of the Orders. Knight Lieutenants will usually have an additional three freebie points on their sheets; Knight Captains gain an extra six, Preceptors get a further 12 and senior officers get 18. Grand Masters and Seneschals will get 24 extra freebie points.
Associates do not have to immediately link themselves to any particular Order, though subtle pressure to do so should be applied. By the time of the Novitiate Initiation ceremony, a character must have well and truly chosen. After all, it takes the recommendation of his peers to qualify as a Novice.
Novices and Knights all receive one free dot in each attribute, following the example set in The Inquisition by White Wolf. Knights are highly trained in the physical attributes, and their minds are always being tested under conditions of combat, their areas of speciality and theological thought. As a result, the statistics for a knight are usually higher than most humans. Give them 7/5/4 on top of their free dot in each category. Novices are on the same path but have not reached the same level of excellence and devotion. Give them 6/4/3. Associates, however, are created using the old Hunters Hunted method, without free dots. Give them 6/5/3.
The measure of abilities under Abilities should reflect the specialist training that particular Novice/Knight has undergone (see chapter Combat Techniques). The statistics 19/15/11 for knights and 13/9/7 for novices reflect this intense training -- but should only be interpreted as ball-park figures. As outlined below, points must be spent in specific areas of training for them to qualify as members of the Militant Orders.
Talents represent the innate skills that a person posses, and these can be refined once identified.
All Knights must have a minimum of three dots in either Brawl and Melee. With Melee four, special offensive/defensive manoeuvres become available for swordplay and melee (See Apendice 3 & 4).
Skills are the primary areas considered for qualification as a Church Knight. The Militant Orders have the basic requirement of giving their members the skills necessary for a chance of survival in the fight against evil. A good standard of combat training is vital. Both Novices and Knights must have completed several basic elements of training. All Knights must have a minimum of three dots in Firearms, and can choose to specialise in particular weapons (See Appendice 1).
Knowledge is the most valuable weapon in the Cleansing Crusade. With it, no vampire is safe from exposure. Upon becoming a Novice or Knight, the Militant Orders will offer training courses in areas of the characters interest or their Order's need. Activities, such as lectures, will take place in order to increase the characters experience points -- though they are "targeted" experience points which cannot be used anywhere else. This system is largely up to the Storyteller's discretion -- he may consider six months of full-time study necessary for Computers Three, but only a weekend session with a friend for Computers One. It is often best to build upon the Knowledges characters bring with them to the Order. Several knowledges are considered vital, and therefore all members must receive training.
Signals | Munitions | Medical | Intelligence |
Computer | Firearms | Medicine | Investigation |
Etiquette | Security | Science | Occult |
Stealth | Science | Empathy | Law |
Repair | Demolitions | Chemistry | Interrogation |
Cryptography | Artillery | Forensics | Criminology |
Electronics | Heavy Weapons | Biology | Vampire/Lupine etc Lore |
Security | Piloting | Psychology | Research |
Driving | Escapology | Research | Linguistics |
To gain competency, a Knight must be trained in a Knowledge/Skill to the level of five dots, or trained. All Knights must also be fluent in Latin, therefore Linguistics one is also compulsory.
Order Background: This is a reflection of both the time you have spent in an Order, and how much you have experience within it.
* | You know the people you have met in the training regimen. |
** | You associate with your chapter and have knowledge of others. |
*** | Thorough knowledge of your chapter's activities and history. |
**** | A wide ranging knowledge of your preceptory's history and activities. |
***** | In-depth understanding of your Order's actions and secrets, as well as a few of those belonging to other Orders. |
Allies: Friends and associates who can be counted on in times of difficulty. They do not have to know of the character's status.
Contacts: The number of readily available sources of information the character has.
Fame: How widely the character is known in the world. This can be area specific (such as medical science or investigative policing).
Influence: The Novice/Knight's social status or political influence.
Mentor: A more experienced person who acts as the character's personal adviser and, where possible, does what he can to assist.
The Gifts, Prayers and Rituals of the Church Knights are not easy to come by. Rather, characters must demonstrate to their Order that they are worthy of being taught how to use such precious Blessings.
To gain one or more Rituals, a senior Knight must have demonstrated his worthiness before undergoing personal training. Usually those with rank of Knight-Captain may hold the authority to conduct a Ritual, and Preceptors two.
While some specific abilities are granted for specific purposes, they may not necessarily be carried out the same way every time. Miracles are a prime example of this. A desperate knight may beg for a miraculous obstacle to appear between him and an advancing vampire. This "barrier" could, by God's will, be anything from a wall of fire, a collapsing tree, a swarm of bees or the souls of the vampire's victims. The powers embodied in Faith assist in all aspects in the battle against the Cainites. Investigation of, protection from and combating vampires all benefit in different ways. The devoutness of the followers of God is a coinage measured in Faith. The higher one's Faith the closer he stands to God. The Warriors of Christ wage a bitter war with the Damned, their most valuable weapon and their most effective shield is their Faith in their Lord. The Holiness that they receive from their beliefs grants them ever increasing Blessings that give them the ability to directly oppose the centuries old creatures that they hunt. These powers do not belong to the knight -- but to God. The Blessings must only be used under the guidelines of the Rule -- a knight cannot use them for selfish or vain purposes such as in revenge, laziness or personal profit. The term "Blessings" applies to three distinctly different types of Holy Powers which are bestowed upon the Church Knights. These are, the Gifts, the Prayers, and the Rites. Each is a grouping of abilities with different properties.
1-4 | Novices are initiate knights, with normal human abilities. They have not reached a level of Faith high enough for extra power, or initiation in the Orders. The basic application of Faith at this level is increasing the difficulty of a Vampire's approach to the character. One of the Faithful concentrating on his Faith (by raising a cross, for example, and telling the creature to "be gone") can force the approaching Vampire to make a Willpower Check v. Faith Level. The number of failures represents the number of steps backward a Vampire must make. The number of successes equals the number of steps forward achieved. A botch results in Rotschreck. Novices are often at differing levels of experience and training. It is possible for a Novice to have a Faith of 9 -- but has not completed enough training to become a Knight. Invested Novices are granted use of the Gifts. |
5 | A Faith rating of greater than five indicates a true intimate connection with the supernatural. This level of Faith is the minimum acceptable for Knights. It allows Invested Knights to learn and use the Prayers and the Rituals, and also allows sensing of True Faith in other people (Perception + Faith, Difficulty 8). |
6 | Abilities associated with Beatification come into effect (see earlier). Cleanse the taint of evil from an area (nullify Flaw Taint of Corruption). Cause the difficulty of all reaction rolls in the area to be reduced by 1 (aura of tranquillity). Get a sign from God which inspires you (an extra point of Willpower for the remainder of the scene on a successful roll of Faith v Difficulty 8). |
7 | Cause a vampire or psycho killer to feel guilt (A roll of Faith v Difficulty 8 will decrease the vampire's dice pool by the number of successes). Add three dice to any reaction rolls made toward you, even with animals. Know the correct answer to all moral, ethical questions. Get a sign from heaven which inspires the entire unit you command, resulting in an extra point of Willpower for you and your companions for the rest of the scene (achieved with a Faith v Difficulty 8 roll). |
8 | Change the nature of a person for a temporary or permanent period, depending on how well you roll your Charisma + Empathy against the targets Wits + Self Control. However, Church Knights have a problem with this: as it breaches the freedom of the individual protected by the tenets of the Rule. Reduce the level of a vampiric discipline by one for every success you roll on a Faith roll with a Difficulty of 8. Determine discipline randomly per point. |
9 | Exorcise demons and evil spirits (Faith dice versus the demon's willpower. Successes must be greater than the demon's willpower). Can also lay a ghost to rest (resisted Faith roll against the Wraith's Fetter + 4, Difficulty 6. The character with the most successes triumphs). Those with this Faith rating can leave an aura of tranquillity in an area, such as a violent slum. The residents of the area will be more moral and cooperative, old feuds will fall by the wayside, crime will drop etc. Those with this level of Faith can permanently touch the world with their Faith. Complete protection against supernatural evil is another ability, as long as you do nothing but concentrate and stand still or slowly leave with no aggressive action. Can protect others in immediate vicinity also (5 metre radius). A powerful ability is that of causing an evil being, if truly deserving of death, to realise this; it takes at least five successes of your Faith against the targets Willpower. The target must have a Humanity of 2 or below, and must have committed truly horrible atrocities. If successful, the creature will submit to the stake (or silver) etc. |
10 | Ignore a source of damage (up to 10 dice per round) if at least five rounds are spent in preparation for the feat and a difficulty roll is made against a 9; each success removes two dice of damage. Can also cleanse someone of the Embrace (difficulty 10, only in dramatic circumstances and the target must want to be saved). Call the minions of the Divine (usually in mortal form) to aid you in a dark hour. |
This also applies to the reverse: three successive failures to achieve a miracle causes a loss of Faith. Praying for a miracle with a relic or on Holy Ground may help the situation.
The Faith component of a roll under such circumstances will use the Knight's Faith + Holy Ground. The moral of the story is to never attack a Church Knight on his own ground. The only places with a Faith rating of 10 points are the Vatican in Rome, the Masjid al-Haram in Mecca etc (essentially the centre of each major religion). Sites of particular relevance to Church Knights are:
The Vatican: | 10 |
The Holy Sepulchre: | 8 | St Johns Cathedral, Malta: | 7 | New Temple Church, England: | 6 | Marienburg Castle, Poland: | 6 | Rosslyn Chapel, Scotland: | 4 | Chatres Cathedral, France: | 4 | Average district cathedral: | 3 | Average suburban church: | 0/1 |
Fragment of the True Cross: | 9 |
Turin Shroud: | 7 |
Lock of Mary's hair: | 7 |
St Peter's Skull: | 6 |
Spear of Lujinius: | 5 |
St George's fingerbone: | 2 |
The modern application of the Rule is no different. However, the composition of the Orders is. Members must have a measure of True Faith, making serious crimes unlikely. Most offenses are expected to be simply the domain of human failure -- such as pride, ignorance and stupidity. Knights or novices who abuse the powers given to them, fail to adhere to the Code or break the Rule of their monastic life may lose God's favour and the ability to use some of their Holy Powers. Loss of specific abilities are at the Storyteller's discretion -- but should suit the nature of the crime. Punishment does not mean loss of all powers. For example, preventing use of a particular Blessed item, Prayer or Ritual can be devastating enough. Total loss of powers should result only from serious or repeated sins. Definitions of codes of conduct affecting knights can be found in the chapters The Rule and The Code earlier in this volume. Other binding disciplines follow in The Seven Deadly Sins and the Seven Virtues.
A Negative Piety Check is made when a knight commits a sin. It follows the same system as a Positive Piety Check, although the number of successes needed is increased to 4 -- as doing good things are really expected of you anyway. An offense may attract more than one Piety Check. If the Storyteller feels the wayward knight deserves to lose more than one Piety Point, he may demand multiple rolls -- specifying the breach which that each Check. Otherwise, major crimes will cost the same as a minor act of thoughtlessness.
An apparent problem occurs when a knight's Piety Level falls below that of his Faith. This is deliberate. As Faith Levels increase, so does the difficulty of maintaining the strict self-discipline (Piety Points) that Faith Levels demand. If you have the Faith of a saint, you must behave like a saint (The Faith rating of Nine demands a Piety Rating of Nine -- allowing virtually no room for sin). When a knight's Piety Level falls below the value of his Faith, the knight would be wracked with self-disgust, guilt and self-abasement. His powers may be reduced, and regeneration of used Grace Points suspended. The only solution is to remove himself to a place of worship, serving penance until the Storyteller determines his Piety Level has been restored to that of his Faith Level.
A Piety Level less than Faith will not allow a knight to roll Positive/Negative Piety Checks. Any Negative Piety Check his behaviour incurs will automatically fail, and he loses a further Piety Point. Any Positive Piety Check his behaviour causes cannot be rolled as it will not measure up to his Faith -- therefore he loses the ability to restore Piety Points through his own actions. Only Penance can restore Piety Points to the level demanded by Faith. Penance can provide one point per day of total worship. Any interruptions automatically removes that day's benefit. The Storyteller can also add specific tasks needing completion before his Piety is restored to a level no greater than his Faith. Further good works are needed before it grows higher than Faith. (Example at the end of this chapter).
If Piety falls below zero, one point of Humanity must be deducted. All powers are lost until the character returns his piety level to that of his Faith. Falling below zero represents continuous failure to live according to the vows, so suitable punishment must also originate from within the Order. This usually involves removal from combat status, an interview by a superior of at least Knight Preceptor rank and severe penance.
If Piety reaches 10, extra benefits can be added toward the Grace Point pool -- such as a top-up of 2 Grace Points per success (but no more than the maximum the Knight is allowed). However, if Piety remains at 10 for a considerable time, the Storyteller may reward this excellent behaviour with an extra Humanity point or Faith point.
Piety may also be "burned" to replace Grace in an emergency. If Grace levels have fallen too low to enact a Gift, Prayer or Ritual, that power may be initiated at the expense of a Piety Point. These "burned" Piety Points can only be regained through Penance.
When a check calls for a loss in Humanity Points, a corresponding loss of two Piety Points occurs. With any increase in Humanity, Piety is not necessarily increased -- though this is up to the storyteller. If a novice or knight has a humanity of less than five, trial for inappropriate behaviour is likely, followed by expulsion from their Order.
Any breach of the following must be dealt with the complete removal of Grace points and Piety Points. The offending knight must be banished to a remote monastery, where he must demonstrate an extraordinary degree of penance if the favour of God is to be restored to him. Many offenders end up serving Penance for life.
1) Thou shalt not have any other Gods.
2) Thou shalt not worship any idol.
3) Thou shalt not take the name of the Lord your God in vain.
4) Remember the Sabbath, to keep it holy.
5) Honour your father and your mother.
6) Thou shalt not kill.
7) Thou shalt not commit adultery.
8) Thou shalt not steal.
9) Thou shalt not bear false witness.
10) Thou shalt not covet thy neighbour's wife.
Pride: One of the most common offenses. Becoming too enamoured with one's own powers and abilities is punishable by loss of those same blessings. Knights must remember that their powers are not their own: rather, they are blessed as being a vessel for God's will. Their success is not due to their own actions -- but to God's. Too frequently calling upon divine aid when simple diligence and courage would suffice is taking God's favour for granted. This is a serious form of pride -- as the power's divine source has been forgotten. In every-day life, knights may also demonstrate pride through behaviour including haughtiness, excessive self-satisfaction, conceit, arrogance and egoism. Apart from losing Piety Points, suitable punishment usually includes the removal of the object of pride or setting the character's ego in its place -- all of which can be determined by the storyteller.
Covetousness: Coveting what is not a rightful possession is a typical human failing. Covetousness is usually related to emotional matters, such as wistfully desiring something out of immediate reach (such as a Faith level of 7, instead of 5). More insidious behaviour such as selfishness and avarice come under this category. Trying to use Holy Powers for one's own purposes demonstrates a severe breach of the tenets of The Rule and Faith.
Lust: This has obvious connotation for Monks. Having to suppress passion is an important component of a knight's sacrifice to gain favour in the eyes of God and is a vital component of reaching the status of knight, as determined by the Rule. Failing to do so results in a loss of this favour. Apart from lechery, lust includes the excess of almost any passion. Knights must demonstrate self-restraint, though there are times in which suitable demonstrations of loss, remorse, compassion etc are appropriate. In some ways lust overlaps with Covetousness and Gluttony, as all reflect unwholesome desires and urges.
Anger: Vengeful violence when patience, charity, mercy and forgiveness are called for demonstrates a failure under the terms of the Rule and the Code. There is no place for unfettered rage in the Militant Orders, nor for subliminal hostility or continuous provocation. Animosity and ire also fall under this category. Demonstrations of great self control and restraint are to be encouraged. The severity of their rage or animosity must be reflected in the Difficulty Level of any Piety Point Check -- as well as the consequences of their actions.
Gluttony: As a warrior-monk, self sacrifice is a basic requirement. Waste, greed and longing goes against this rule of behaviour. Over consumption of an item, be it food or ammunition, is a wanton display of wastefulness. Gluttony is usually linked to acquiring material possessions and any longing desire to obtain an object. An example may be an excessive desire to own a particular weapon. Covetousness relates to matters emotional and religious.
Envy: Undue jealousy over a companion knight's rewards, powers or status is an insidious sin that would affect most knights at one stage or another. Such a failing can be demonstrated through spiteful behaviour, rivalry and begrudging respect. Knights should be made to understand that God's favour is demonstrated to different people differently. Humility is a key virtue if a warrior-monk is to remain pious. Piety check's should be accompanied with a role-play rebuttal or other suitable punishment.
Sloth: Avoiding the instructions and duties of one's Order is a serious offense. Any body of knights is only as strong as its weakest link. If a knight avoids his designated chores, punishment can be doled out by his comrades according to the Rule. Carelessness, Apathy, passivity, lethargy, failure to take appropriate action -- all are sins under the banner of Sloth. Avoiding serious events -- such as battle -- will result in loss of all Piety Points and trial before a Chapter of Knights.
Faith: A knight must demonstrate faith (as reflected in the Faith points system) that his God will look over his actions and protect his soul. If a knight hesitates overmuch when planning to use a Holy Power because he fears a major botch, then he is demonstrating a lack of assurance in God's word. However, when succeeding in a roll which has a high probability of failure, rewarding his faith with a Piety Point would be appropriate.
The knight must demonstrate a sureness in his belief in his everyday behaviour, a certainty that the Divinity does exist and an unshakeable belief in God's favour, under whatever circumstances.
Hope: An inherent optimism about the fate of God's children on earth needs to be demonstrated. Allowing oneself to become despondent and fall into despair over the power of evil shows a lack of hope. A knight lives in expectancy of revelations of God's will and favour -- this is why the success of miracles result in an immediate boosts to the Faith level. Through hope, attributes such as trust and confidence are spawned. Continuous examples of a hopeful attitude (though not over-optimism) should be rewarded with Piety Points, though despair has an opposite effect.
Charity: As reflected in The Rule and The Code, a generosity of spirit is required to make a knight's worship complete. Along with the more obvious "giving" aspect of charity, behaviour such as benevolence, compassion and tolerance are vital elements of this most wide-reaching virtue. On-going displays of such behaviour should be rewarded through Piety Points. Thoughtlessness or deliberate acts of nastiness ought to be punished.
Justice: Justice is the demonstration of fairness and equity in the judgements made in everyday life. But for a knight it goes beyond this narrow definition. Natural justice can also be affected by a knight's own integrity and uprightness. If a knight lies or conceals the truth, he is committing an injustice. This can pose interesting dilemmas -- sometimes the truth is not the best thing to say!
Fortitude: This relates to a knight's steadfast resolve to see God's will be done on earth, as it is in heaven. Despite the hurdles encountered, a knight must demonstrate tenacity and determination to get the job done. Such perseverance should be rewarded: giving up to easy, punished.
Prudence: Demonstrating a high degree of common-sense and forethought can save a knight from a lot of trouble -- even if things go wrong. Cautious calculation shows a knight is taking everything he can into account before an action is taken or a decision is made. If a decision turns out to be wrong, and the knight has acted prudently, then he should not be punished for the event. If it goes wrong because of a lack of consideration -- a Negative Piety Check must be made.
Temperance: Knights must be humble, seeking Holy Powers only when necessary and to serve the needs of the Order and the Church. By sincerely striving to avoid using their Holy Powers, knights can gain favour in the eyes of the Lord. This demonstrates a strong respect for his religion and a regard for his God's desire to limit intervention upon this earth. But Temperance goes beyond use of powers. A knight must demonstrate the virtues of humility, self control, abstinence and modesty in all their behaviour. Clear-cut examples of such behaviour, or merely a string of good performance, can be rewarded by the Storyteller through granting a Positive Piety Check.
Like the surgeon, any perpetrator of Christian violence had to have the right intention. He also needed a just cause, because violence could only be resorted to in response to previous injury in the forms, for instance, of aggression, menaces, tyranny, or the invasion and occupation of land that rightly belonged to an earlier possessor. Moreover, since no Christian had any right even to defend himself as an individual against assault, acts of violence had to be authorised by a legitimate authority, who could be a minister of God such as the pope or the emperor, but could also be God himself. Christian sacred violence, whether medieval or modern, posits a "political" God or Christ whose intentions for mankind are believed to be reflected in some existing political structure or course of political events. If this structure or course of events comes under threat, Christ's intentions for mankind are believed to be at risk and his support for military countermeasures is assumed.
The measure of Grace is the yard-stick against which a knight's Holy Powers can be measured. Grace is the sum of Faith + Piety. Both Faith and Piety are fluid ratings which can be affected by performance and behaviour. Thus, a knight's actions can influence his spiritual strength. A knight who breaks The Rule or one of the Seven Deadly Sins must undergo a Piety Check. If the check fails, and he looses one Piety, he also looses a point of Grace.
For example: A Teutone sergeant with a Faith rating of six and a Piety level of seven has a Grace rating of 13. During the course of his investigations, the knight is curt and rude to a drunken hermit begging for money. This is an un-charitous act and calls for a single Piety Check (against a storyteller defined number of successes, with a difficulty level equal to his Faith). Upon failing the Piety check, he looses one Piety Point. This reduces the sum of Faith and Piety by one -- thus reducing his amount of available Grace Points. This loss of Grace Points will affect the total amount he can expend upon the Gifts, Prayers and Rituals. A loss of Piety to below one calls for serious disciplining. The aberrant knight must be banished to a monastery and stripped of his rank until he proves he has atoned for his sins.
A loss of Faith points has a similar effect. A knight who botches a major prayer twice or more in succession must loose a point of Faith. This, of course, also reduces the number of Grace points available. But more importantly, it also reduces the number of Gifts, Prayers and Rituals the knight can select from (Holy Powers can be tied to Faith Levels). A knight whose Faith falls below Five must seek instruction from an Abbot and seclude himself in a monastery until his Faith returns. His ability to use Prayers and Rituals is also stripped away, though the Gifts remain until he has no more Faith.
For example: A Hospitaller Knight Sergeant is all that remains of an ambushed combat team sent into what appeared to be an abandoned country town. Fleeing for his life, he seeks refuge in the ruins of a church. This had been a very pious community before degraded land had made living in the area untenable. As a result, the ruined church has a Holy Place rating of Three. The Knight Sergeant, his own Faith rating being Five and his Piety Six, can add the Holy Ground rating of Three to his Faith-based rolls. Thus the knight is given greater strength with which to defend himself. However, the knight's excessive fear warrants a Negative Piety Check. The Faith Level of the Holy Ground has no effect on the knight's personal relationship with God, therefore it must be Six Piety Dice rolled against a Target of Faith, with a Storyteller determined number of successes. The young knight succeeds the Check. Seeing a vampire approaching and successfully struggling against the effects of Holy Ground, the Knight Sergeant jumps up -- determined to sell his life dearly. He yells his war cry "Christi Imperat" (using the Word of Power Gift which costs 3 Grace Points). This reduces his available Grace Point pool from 11 (Faith Five + Piety Six) to 8. The Word of Power requires a Charisma + Faith versus the vampires Humanity as the target roll. The Holy Ground's Faith Rating must be added to the Knight's Faith Level for this action (Charisma Three, Faith Level Five, Holy Ground Three versus vampire Humanity Target Six). His cry succeeds in frightening the vampire, causing the creature to make a Rotschreck Check. The Check must use the knight's Faith plus the Holy Ground's rating as the level of difficulty (thus, Eight) under the p199 Vampires Rotschreck difficulty table. In this case, the effect on the vampire is similar to that of being exposed to direct sunlight. The vampire flees in a raging state of panic. Round one to the Knight Sergeant.