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The Brotherhood
occult roleplaying in 17th century Europe
Set in the mid-17th century, 'The Brotherhood' is a game of horror and adventure where characters face
the supernatural, duelling amidst the ruins of castles, seeking werewolves in dark forests or uncovering the
sinister plots of evil cults. The game mechanics are loosely based on the Basic Role Playing System
(BRPS), variants of which are used in several Chaosium games.
CHARACTERS
There are seven characteristics:
Strength (STR), Constitution (CON), Size (SIZ), Intelligence (INT), Power (POW), Dexterity (DEX), and Charisma (CHA).
Generate the value of the characteristics by rolling 3D6. If desired, a player may add 3 to any characteristic below 8.
Hit points: The amount of injury a character can sustain before dying equals (SIZ plus CON) divided by two (round up).
Damage bonus: This bonus is added to melee and thrown weapon attacks, and equals 1 per 2 points (or fraction)
of STR over 12. Thus, a STR 15 character gets a +2 damage bonus.
SKILLS
The following skills are available to characters. Each skill begins at a percentage score equal to the
indicated attributes. Players can choose a profession which lists a number of skills that start with scores
higher than the base value.
Standard skills
Jump STR +DEX + POW
Climb STR + DEX + CON
Listen INT + (POW X2)
See INT + (POW X2)
Sneak INT + (DEX X2)
Hide INT + (DEX X2)
Healing (INT X2) + POW
Swim STR + (CON X2)
Ride CON + DEX + POW
Theft INT + POW + DEX
Device INT + (DEX X2)
Other language INT
Literacy INT
Academics (INT X2) + POW
Mercantile INT + POW + CHA
Persuade POW + (CHA X2)
Etiquette INT + (CHA X2)
Esoterica (INT X2) + POW
Torture INT + POW + CHA
Survival CON + INT + POW
Duelling abilities-
Thrust (DEX X2) + POW
Parry STR + INT + DEX
Dodge POW + DEX
Riposte INT + (DEX X2)
Lunge STR + DEX
Fleche (STR + DEX) /2
Balestra (POW + DEX) /2
Feint INT + POW
Engage INT + DEX
Salute INT + POW + CHA
Disarm DEX + POW
General combat abilities-
Strike STR + DEX + POW (non duelling melee weapons)
Throw (STR X2) + DEX (using throwing weapons and objects)
Shoot INT + POW + DEX (using missile weapons)
Brawl STR + SIZ + DEX (unarmed combat)
Block STR + DEX (parries with shields and improvised items)
Equipment
Characters begin with a set of clothes, a dagger and a purse containing Crowns equal to their Mercantile skill
score. Additional equipment can be purchased, see the equipment list.
Money
For convenience, the game assumes a standard currency known as ?rowns?(C). GMs may of course
change the name of the currency according to the location of the game. Thus, in France the characters
may use the ?ivres given below:
Healing
Successful use of this ability restores 1D3 hit points to the wounded person. It can be tried once only until
another wound is received.
Theft
This ability covers sleight of hand, cutting purses, palming and concealing items etc.
Device
This ability covers the manipulations of intricate devices and mechanisms, such as lock picking, setting and
removing traps, rigging pulleys, jamming wheels and cogs, using levers etc.
Other language
Characters are assumed to know a few words and phrases of one other language (which must be chosen
by the player when the character is first created). Additional languages start at a score of 0%
Literacy
Characters are assumed to have a basic knowledge of reading and writing in their own language. Additional
literacy abilities count as seperate skills, starting at 0%.
Academics
This represents a characters general level of knowledge and education, including such subjects as
history, geography, literature, philosophy and so on.
Mercantile
Covers the skills of bargaining, appraisal, accountancy and so on. A characters initial funds equal his
score in this skill.
Etiquette
This ability is a measure of the persons social skills, allowing the character to avoid a faux pas in polite
company. It includes knowing how to address nobles, conduct polite converstion, knowledge of manners,
dress and so on.
Esoterica
This is the knowledge of the more unusual subjects such as folklore, legends, myths and so on. It covers
diverse and exotic subjects related to the occult, such as the organization of witch covens, the history of the
Templars and so on.
Torture
This is the skill of interrogation and manipulation through pain and fear (as opposed to coercion and
deceit, which is covered by the skill ?ersuade?. It includes knowledge of torture devices as well as
knowing the effective ways to destroy a victims will and resolve.
Survival
This is the skill of tracking, foraging, building outdoor shelters and similar wilderness abilities.
DEVELOPMENT
Experience rolls can be made at the end of an adventure for each ability that was used successfully.
Make a D100 roll for each ability. If the result exceeds the current score, it increases by 2D3%.
A character can gain training in an ability, paying Crowns equal to the current score divided by two
(round up) for an increase of 2D3%. Training takes time, a number of hours equal to the current ability
score with training sessions no longer than 8 hours per day. Training can be done in sessions, such as two or
three days per week, but the benefits of training are lost if more than two weeks pass between training sessions.
A character can train in more than one ability at a time, up to INT divided 4 (round up). Once a character has
gained a training increase he may not acquire another until the ability is improved by experience.
Training example: Gentleman Jack visits a fencing school to find out about training in his duelling thrust
ability (currently 54). He is assessed by a fencing master, who tells him that he needs over 50 hours of
tuition at a cost of 27C. Jack accepts, and (after payment) arranges for two, five-hour lessons per week.
After more than five weeks of lessons, Jacks gains 2D3 points in his thrust ability.
EQUIPMENT COSTS
Set of clothes 10c
Set of fine clothes 25c
Cloak 4c
Scabbard 3c
Horse 150c
Saddle, harness etc 25c
Carriage ride (across town) 5p
Carriage ride (across country) 10c
Tavern meal 1c
Room/night 2c
Pint of ale/ cup of wine 5p
Bottle of cheap wine 2c
Bottle of good wine 15c
Bottle of rum/whisky 5c
Quill & ink 1c
Sheet of paper 3p
Candle 5p
Torch 2p
Lantern 3c
Oil 5p
Sack 4p
Rope (per metre) 5p
Blanket 1c
Cooking pots & utensils 2c
CHARACTER PROFESSIONS
The individuals engaged by the Brotherhood must be unique in some manner. This may simply be because
they are extremely competent individuals, or may be as a result of their highly specialised skills.
In game terms, individuals serving the Brotherhood do so because of their unique profession.
Player characters have a profession, chosen from those given below. Each profession lists a set of
skills and equipment. For each skill noted, the character gains 2D4 times 5 percentage points
to the base score.
DUELLIST
These individuals form the backbone of the Brotherhood. They are the ?nfantryn tracking down and eliminating the undead. They are typically competent
fighters as well.
Skills: Lore of the Vampyre secret, any five duelling and combat skills, any three standard skills.
Equipment: A weapon of the players choice, a holy symbol, a bag containing 2D6 stakes.
DEAD STALKER
The Deadstalker is a specialist in locating restless spirits.
Skills: Lore of the Dead secret, any four duelling and combat skills, any four standard skills.
Equipment: A weapon of the players choice, a dagger made from cold wrought iron.
WERE TRACKER
These individuals take on the danerous job of hunting down werewolves.
They?e typically skilled, ruthless fighters.
Skills: Lore of the Wolf secret, any four duelling and combat skills, Survival, any three standard skills.
Equipment: A weapon of the players choice, a silver dagger.
ALCHEMIST
These individuals are typically highly academically minded, the scientists of their day.
Skills: Alchemy secret, any three duelling and combat skills, Literacy, Academics plus any three
other standard skills.
Equipment: Lab supplies (bottles, jars, chemicals etc), quill & ink, 2D6 sheets of paper.
MAGUS
Those with magical abilities are extremely rare but highly prized members of the Brothehood. A magus
can be powerful indeed, but must be careful since others tend to be suspicious of their powers.
Skils: Magical arts secret, any three duelling and combat skills, Literacy, Esoterica plus any
three other standard skills.
Equipment: Magical tools (wand, pentacle etc), quill & ink, 2D6 sheets of paper.
SEER
Often of Gypsy blood, seers can be an asset to any group for their ability to predict the way forthcoming
events will turn out. Like the Magus, the seer is often viewed with suspicion and must be careful around
superstitious folk.
Skills: Fortune Telling secret, any three duelling and combat skills, Esoterica plus any four standard skills.
Equipment: A fortune telling device (Tarot, crystal ball etc).
ZEALOT
The Zealots are those individuals fanatically devoted to the Brotherhood, touched by a madness that is both
a gift and curse.
Skills: Madness secret, any four duelling and combat skills, any four standard skills.
Equipment: A weapon of the players choice.
Secrets
Player characters may begin with special skills, known as a secrets. Each secret is represented by a score, based on the characters attributes.
Secrets improve like normal skills, but are not possessed intitially unless part of a profession.
Each secret carries with it a curse; a quirk associated
with the secret. For example, characters with the secret ?ore of the Dead?have a morbid fascination with death. Curses are defined with the related secret.
Secrets are listed below, with the starting score noted in brackets.
LORE OF THE VAMPYRE (INT + POW)
The character has encountered the undead before, or has at least heard many tales about them.
The character is aware of their weaknesses (daylight, holy symbols, fire etc) and abilities (great strength,
command over beasts etc). The signs of vampiric presence, such as the noxious smell, the profusion of
insects, the desecration of holy sites and objects, and so on will be noted by a character with a successful roll.
This skill also confers some protection against
vampires. When bitten by a vampire, there is a chance
that the character is immune to the effects (of the specific vampire). Make a roll on this skill and if
successful, the character is immune (but must roll for each vampire encountered). Curse: A dislike of
daylight, which causes the character to feel
uncomfortable unless well covered.
LORE OF THE DEAD (INT + POW)
The character has had dealings with ghosts and spirits. The character is aware of their strengths
(incorporeality, posession etc) and weaknesses (inability to affect the real world, vulnerability to iron etc).
The signs of ghostly presence, such as cold spots and the profusion of dust and decay in an area,
will be noted by a character with a successful roll. This skill also determines wether a character can see a
specific ghost. When first encountered, a succesful roll
indicates that the character can see a vague shape of
the ghost even when it is invisible to others. Curse: Morbid fascination with death, decay and disease.
LORE OF THE WOLF (INT + POW)
The character has had experience hunting werewolves. The character knows their strengths (shapeshifting,
stalking) and weaknesses (vulnerability to silver,
governed by the moon). the signs of werewolf
presence, such as a profusion of animal carcasses and telltale blood trails, are known to a character with
this skill. Characters with this skill are often able to detect the presence of werewolves. A succesful roll will
reveal wether a wolf or human is in fact a werewolf.
Curse: The character seems to attract certain animals
(mostly carnivores such as dogs), but is feared by other animals (such as birds, horses, deer).
ALCHEMY (INT x2)
The character has researched the mysteries of alchemy. Given time, and access to a laboratory, the
character could produce such remarkable effects as
the transmutation of metals, creation of Golems and
Homonculi, the manufacture of potions to inhibit aging and so on. The character would be able to identify
items and effects made using alchemy (for example, telling the difference between normal gold and gold
produced from lead, or being able to identify the tracks
of a Golem) in addition to knowing their weaknesses.
The GM must determine the time, cost and other factors for the creation of items. For example, creating an
homonculus might require a well stocked lab, an array of body parts (or, more gruesome, a foetus) and could
take months of work. The following can be used as a guide:
Golem creation: 240 minus skill days, cost 3D6 times 10c
Homonculus creation: 120 minus skill days, cost 2D8 times 10c
Mandrake creation: 120 minus skill days, cost 2D6 times 10c
Lead (10kg) into Gold (1kg): 300 minus skill days, cost 3D6 times 2c
Potion to arrest aging for 1 year: 150 minus skill days, cost 3D6 times 10c
Poison: POT times 20, minus skill hours, cost POT plus 3D6c.
Curse: The slight scent of brimstone surrounds the character, after years spent around chemicals.
MADNESS (POW X2)
The characters family is cursed with insanity, and the character has inherited this. This has its?benefits
(in game terms at least), for it grants the character insights during times of activity or stress. Whenever
the player fails a roll on any skill and the tens digit is an odd number, a roll on the madness skill can be made.
If successful, the character gains some sort of insight into the activity, and may be allowed (subject to GM
approval) another attempt.
For example, a character with madness fails a Listen roll while eavesdropping on a conversation and gets an
odd number on the tens digit. The madness roll is successful, so the GM informs the player that, on
reflection, he thinks he heard the words ?omeone .. listening? The character assumes he has been
?umbled made (10% or less of the number required) the character must do
something odd, and perhaps potentially dangerous. Thus, a character making a critical success with a
literacy roll while reading a book might finish it in record time, then throw it into a fire..
FORTUNE TELLING (POW + CHA)
The character can use cards or other items (suchas a crystal ball or dice) for divination. In game terms, a
player is allowed to make a fortune telling roll once per person per day. If the roll succeeds, it allows the player
of the character whose fortune was told to make a number of D100 rolls equal to the fortune tellers skill
divided by 10 (round up). The results are noted, and used for forthcoming skill rolls.
For example, a character tells his friends fortune (with a skill of 30%) and thus gets to make 3 rolls of D100.
The results of 52, 20 and 98 are noted. Now, the character knows that at some point in the future the
third roll his friend makes will be disastrous, while the second one will be good. Players may wish to concoct
a suitable story to go with their divination. Thus, with the example above the character might tell his friend
?hings will be well for the near future, but beware, for third time is unlucky for you? Curse: The character is
superstitious, especially with regard to one chosen area (such as a dislike for black cats).
MAGICKAL ARTS (INT + POW) /2
Magick covers the ability to utilise occult powers, and encompasses Ceremonial Magicians, Witches,
Necromancers and so on. For ease of play, all magick
is treated in the same manner. In game terms, magick
works by making the impropable more likely to occur. The player states what he would like to happen and the
GM secretly rates the likelihood with a percentage (which will most likely be negative if the occurrence
seems even slightly improbable). The characters
magick skill is added and a roll is made. If the roll is
successful, the event happens.. but may not occur as precisely as the player wished (the GM can add
nuances to this, magick is unpredicatble after all).
For example, a Ceremonial Magician character wishes
to acquire enough cash to purchase a new rapier.
The player states that his character will perform a short
ritual and then reach into his pocket and produce the money. The GM rates this as -80, since the character
is currently poor (so the likelihood of him finding ?orgotten?money in his pocket is extremely
improbable). Since the character has a magick skill
of only 25, the action fails automatically. The player
tries later, this time describing how his character performs a ritual and then joins a gambling game and
plays for several hours. The GM rates this as 20, since it is quite possible for the character to win anyway. The
player makes the roll, getting 34 on his 45% chance.
After several hours of playing, the GM informs the
player that his character has won nothing. The character, somewhat dejected, leaves the game, only
to be stopped at the door by an old friend who gives the character the 25C he borrowed several years ago..
The type of magick a character knows determines the
paraphernalia and ritual required for each magick
attempt. Those who practice High Magick, Ceremonial Magick, Ritual Magick, Kabbalism etc require specific
tools (such as a dagger, wand, cup and pentacle) along with chanting Latin or Hebrew words, burning
incense and referring to old parchments. Witches may
also have similar tools, along with herbs, corn dollies
and so on. Their chants will be to the Moon Goddess, and most likely they will be outdoors for the ritual.
Other types of magicians may use different things, such as Satanic Witches and Necromancers who might use
items associated with the church, but in some way
corrupted (for example, inverted crosses and black
candles).Curse: All magick using characters have a strange aura, which causes a chosen odd event to
occur from time to time. Examples include: dogs bark at the character, children cry when the character is near,
plants wither when the character touches them, candles flicker when the character enters a room etc.
COMBAT
In a combat round, a character may make one action at his DEX. Aggressive actions (thrusts, slashes, disarms, trips etc) must occur on the characters DEX. Defensive actions
(parries, evasion) may occur as required. Certain abilities (such as riposte) may grant a character more than one action in a round and regardless of DEX, as described below.
Abilities explained:
THRUST: a basic duelling attack, which if successful inflicts the standard weapon damage.
PARRY: a basic duelling defence, which if successful prevents the character from injury.
DODGE: works exactly like a parry, but does not allow the option of a riposte.
RIPOSTE: A special counterattack that can only occur after a successful parry or balestra. If the riposte succeeds the target takes the normal weapon damage minus 1D4. A riposte may
be parried, and if the parry is successful allows a combatant to make a counter riposte.
LUNGE: A special duelling attack designed to add extra force to the blow. If successful, add 1D4 to damage.
FLECHE: A special duelling attack, essentially charging at a foe. If successful add 1D6 to damage.
BALESTRA: A duelling technique involving a quick jump that, if successful, distracts a foe. If the balestra succeeds, the character can make an immediate riposte attack which may not be
parried (but can be dodged or blocked).
FEINT: A fake attack. If successful, it halves the opponents chances for all actions during the next round.
ENGAGE: A successful engage causes the duelling blades to be pressed together, so that the combatants are ?n tune?with each other. This gives the character a ?eel?for his foes actions,
and vice versa. In game terms, the character receives a +20% bonus to all attacks against the engaged foe, while the foe receives +10% to all parries (but not dodges or blocks).
To negate the engage effect, the character or his opponent must make another successful engage roll (called a disengage).
SALUTE: The salute is an honourable duelling action that, if performed at all, must occur at the start of the combat (as the characters first action). A successful roll gives the character
a +10% bonus to all actions for the remainder of the combat.
DISARM: A disarm attempt can only be made if the character has previously initiated and succeeded with an engage action. If the roll is successful, the foe drops a held weapon.
The foe can avoid being disarmed by either successfully disengaging or making his own disarm attempt. If successful, the foe disarms the character, unless the character makes an
additional successful disarm roll. This can result in multiple disarm rolls, as the blades swirl around...
STRIKE: An attack with a non duelling weapon, such as a cudgel or axe.
BLOCK: A parry with an off hand weapon, such as a main gauche or shield. Does not allow a riposte.
BRAWL: An unarmed attack, such as a punch or kick.
THROW: An attack involving a thrown item, such as a dagger or rock.
SHOOT: A missile attack, such as from a crossbow or pistol.
Combat example:
?entleman?Jack has been challenged to a duel to first blood by Armand, a notorious troublemaker. Jack, with STR 11 CON 14 SIZ 10 INT 12 POW 9 DEX 13 CHA 10, acts first and
decides to salute. His salute ability is 31 and the roll is 48, a failure. Armand, with STR 9 CON 12 SIZ 11 INT 14 POW 13 DEX 10 CHA 15 makes an immediate lunge. With a roll of 73
on his skill of 46 Armand misses. On round two Jack tries to engage. His ability is only 25 but the roll, 14 indicates success. The two combatants are now face to face, swords
together. Armand tries a feint, which is his forte (he has a score of 67). With a roll of 54 he succeeds. On the next round Jack tries a thrust. His score is 54, halved because of
Armands feint (27), plus 20 because of the engaged blades (47). The roll is 81 - a miss. Armand also thrusts, rolling 30 on his score of 53 - a hit. Jack attempts a parry, his score
of 48 is halved due to the feint, but Jack still succeeds with a roll of 21. Jack now tries a riposte, which he has improved to a score of 62. Even though it is halved (31), Jack
manages to succeed with a roll of 33, thanks to his +20 bonus. Jack injures Armand slightly, which ends the duel...
WEAPON STATISTICS
* denotes a duelling weapon.
Format: weapon type/damage/cost (crowns)
Punch/kick 1D3 0c
Dagger 1D4 7c
Main gauche* 1D4+1 12c
Foil* 1D6 15c
Rapier* 1D8 25c
Sabre* 1D6+1 25c
Cutlass* 2D3 20c
Cudgel 1D4 0c
Axe 1D6+1 12c
Longsword 1D8+1 30c
Greatsword 1D10 35c
Polearm 2D6 30c
Bow 1D8 25c
Crossbow 2D6 35c
Pistol 1D10 50c
Carbine 1D10+1 80c
Musket 1D10+2 120c
Arrows (10) - 1c
Bolts(10) - 2c
Powder (10 shots) - 2c
Shot (10) - 1c
Bows take 1 round to load, Crossbows and pistols take 2 rounds,
Other firearms take 3 rounds. The standard Firearm is assumed to be a flintlock.
For earlier weapons (such as matchlocks) add 1 to the reload time and reduce the cost to 75% of that shown.
Armour
The amount of protection provided and the costs are shown below.
Against firearms, armour values are divided by two (round down).
Thus, if you rolled 3 for your cuirass armour against a firearm shot, it would count as just 1 point.
Format: armour type/damage stopped/cost
Leather jerkin 1D3 30c
Plate cuirass 1D4 70c
Helmet +1 25c
Gauntlets +1 10c
(Example: Leather jerkin plus gauntlets is 1D3+1. Add a helmet and
protection becomes 1D3+2. Remove the jerkin and protection is reduced to 2).
OTHER COMBAT ACTIONS
Leaping onto tables: Requires a jump roll, otherwise it takes 2 actions.
Fighting a foe from this position adds +10% to attacks, but note that
certain actions (such as the balestra and fleche) may be difficult.
Toppling barrels: Foes must make jump rolls to avoid rolling barrels.
Those that fail are hit for 1D3 damage and must roll DEX x5 or fall over.
Throwing dirt into a foes eyes: This ungentlemanly act requires a successful throw roll. The foe must then make a
successful dodge to avoid the dirt. If the foe is affected, it is
treated as if the foe were the recipient of a Feint manouvre.
Tripping a foe: This requires a successful Brawl roll. If it succeeds, the foe falls
over unless he makes a successful dodge roll. Fallen foes are +20 to hit,
and must use an action to stand.
Throwing a cloak at a foe: This is treated in the same manner as throwing dirt
into a foes eyes, above.
Duelling while swinging on a rope: In this situation, each attack must be preceded
by DEX x5 roll or it may not be performed. Foes suffer a -20 to hit penalty against
the swinging character. The character receives a +20 bonus to jumps
made from this position. Note that some manouvres (such as fleche, balestra, engage)
are impossible in this situation.
THE ILLUMINATED BROTHERHOOD
The Illuminated Brotherhood was founded in Bavaria, in the mid 16th century. It spread
quickly throughout Europe, with secret lodges being created in (amongst others)
Britain, France, Italy and Spain. Amongst members, it is sometimes referred to
simply as the Brotherhood.
The founder, Johann Weishaupt, was a scholarly man who had delved into the mysteries
of the occult and supernatural. He realised the danger posed by the supernatural,
having learnt of the machinations of evil cults and monstrous entities as they tried to
establish their power bases throughout Europe. Stories of inhuman tyrants that
slaughtered hundreds of innocents in parts of Eastern Europe were researched by Weishaupt,
who determined that they were the work of evil cults. Seeking to ensure that
such things never happened again, he gathered about him a loyal group of like-minded
nobles who used their power to establish the first lodges of the Brotherhood.
As the years passed, the Brotherhood faced many challenges. Early in the 17th century
it had become apparent that the hidden struggle against the dark forces had taken
its toll. The intrigues and plots of evil cults had cast doubt about the brotherhood
in the eyes of many. While the Brotherhood had always been a secret to most,
many in positions of power had known of them. Now, these same people had been
corrupted and manipulated, and became suspicious of the motives of the Brotherhood.
Forced to cloak itself in even more secrecy, the Brotherhood seems, for many,
to have vanished. In truth, it remains with a loyal core of nobles, gentlemen
and other faithfull servants. It is weakened, but not defeated.
THE ROLE OF THE CHARACTERS
The PCs are part of the loyal core of members of the Brotherhood. They are amongst
the few talented individuals who are still dedicated to the cause of combating the
dark, corrupting forces of the supernatural. The characters may be of diverse
backgrounds, from a noble with a talent for alchemy, to a former servant who
has dedicated his life to hunting down the undead. Within the Brotherhood, the normal
rules of society and status are less important. Instead, ones talents are all
that matters. Those who are competent and devoted will survive and prosper within
the Brotherhood. Those who are not will end up dead, ..or worse.
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