Holistus
By Chris Plaice, for the Templar bloodline.
Try this discipline out as an alternative for the Templar bloodline. (Credits to the one who put the Templars on the net in the first place. Great Bloodline.)
* Holy Armour
By concentrating for a round, a Templar is able to charge his/her armour with his/her faith. This effectively adds 2 points to the armour rating without penalty to Dexterity. The user must be wearing armour and in a combat situation for this power to work. A blood point must be expended to activate this power, and it lasts for one combat.
** Sword of Light
The Templar channels his/her power into his/her sword, causing it to glow with an eerie cold flame. This flame causes aggravated wounds to enemies of the wielder. Friends are not affected by flame or sword while this power is active. The user must have a sword in hand and be in a combat situation to use this power. A blood point must be expended to activate the flame and it lasts for one scene.
*** Inspiration
By staring into the eyes of a friend, the user can reinforce the target`s resolve and temporarily suppress her derangements. Roll Manipulation + Meditation (difficulty number is target`s Willpower). Each success may be used to return a point of Willpower or suppress a derangement for ten minutes. Any Willpower gained must be used in the same scene. Two blood points must be expended to use this power.
**** Chalice of Healing
The Templar invokes this power by pouring holy water into a chalice or goblet. (A unique item dedicated to the Templar during his/her training) He/she then performs the Ritual of Cleansing over the water. Anyone drinking from the chalice is healed of all normal damage or one aggravated damage. The chalice provides enough healing fluid to heal Charisma + Medicine (difficulty 7) times. A point of Willpower and a Blood Point must be expended to invoke this power.
***** Bolt of Divine Fury
This power causes a bolt of light to shoot from the Templar's fingers. The bolt is directed by Dexterity + Firearms (difficulty 8). The bolt may be dodged if seen. The searing light does two dice of aggravated damage for every blood point expended when creating it. A point of Willpower is expended to create the bolt.