Knighthood of the Dragonslayer

The Knighthood of the Dragonslayer is an order that polices the Lost, rooting out treachery.

Background
"I just want what’s best for the freehold. These restraints are just a formality."

This entitlement is forged from the legacy of São Jorge, a changeling who, when he discovered evidence that two of São Paolo, Brazil’s local Courts had been conspiring with the True Fae for decades, routed them in a bloody coup. Less militaristic now, though no softer, the Ordem dos Cavaleiros Matadors de Dragão acts as interrogators and policemen, ensuring that no traitors haunt the freeholds.

Organization
The order lacks a central leadership, the whole lot simply following the tents of São Jorge, as written in his journals. Individuals may act freely as they believe necessary in defense of the freehold. The Knighthood has a central meeting place, the Tower (Torre), where they gather to socialize and/or extract information from their prisoners.

Joining and Membership
Prerequisites: Wyrd 2, Wits + Composure dice pool of at least six dice, Intimidation 2 Title: Knight (Cavaleiro) — though a derogatory nickname is the “Snakes” (Serpente)

Any who wish to join the Knighthood may. Initiates’ lives are examined, ensuring that they harbor no connections with the Others. Interestingly, traitors are not immediately dealt with — they are given a second chance as members of the Knighthood, being scrutinized for years to come in the process.

Generally, Cavaleiros bear higher-than-average Mental scores and Perception, both of which are necessary to sniff out subversion before it has a chance to manifest openly. Talents for extracting information are also prized.

Mien
Those within this order find their pupils shrinking, while the whites of the eyes become stark and bloodless. Scales appear along the body, while teeth turn to curved needles and the tongue splits like a snake’s.

Privileges
Action: Instant Mien: Normally appearing as an ugly, poorly-crafted badge of stone and glass, it glows with inner light when active. Drawback: If used on a Morality 6/7 target, the user feels dizzied and fatigued for the scene, suffering a -1 penalty to all rolls. This becomes -2 for 8/9 and -5 for Morality 10. Catch: The user’s hand is burned for 1L.
 * The Grand Cross of Saint George: A token usually worn on a sash along the chest, the cross can be activated and pressed against the skin of another. In so doing, it may sense the sin in that person’s heart, dealing damage based on the target’s Morality (or equivalent) score — one lethal damage for every level below 6 (i.e. Morality 5 causes 1L, 4 causes 2L, etc.). This leaves a  permanent scar if damage is dealt.