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The Brotherhood

Part 2





THE RANKS OF THE BROTHERHOOD

Within each lodge of the Brotherhood members have a title, referred to as their rank.
These ranks, from highest to lowest, are:

Guardian of the World
Harbinger of the Last Judgement
Servant of the Sun
Servant of the Moon
Servant of the Star
Sentinel of the Tower
Nemesis of the Devil
Sword of Temperance
Soldier of Death
Servitor of the Hanged man
Lord of Justice
Lord of Fortune
Seeker of the Hermit
Knight of Strength
Knight of the Chariot
Knight of the Lovers
Herald of the Heirophant
Herald of the Emperor
Herald of the Empress
Initiate of the High Priestess
Initiate of the Magician

Characters begin at the rank of Initiate of the Magician.
Rank can be improved by achieving great success against an enemy.
The GM should award a character a rank increase when he has done something
very impressive, such as formulating a plan that destroys an entire evil cult,
or saving comrades while simultaneously defeating a vampire.
In addition, rank may improve on a yearly basis. The chance each year for
an increase equals the total of the characters POW + CHA rolled as a percentage.

The two lowest (Initiate) ranks are for individuals working very much in the field,
under direction from someone of a higher rank (such as a Lord, who will liaise
with Initiates in a supervisory capacity as required).
Individuals of the Herald ranks are more autonomous and have a greater control
over their activities. They are required to occasionally report to someone of
higher rank however.
Those with the rank of Knight function in much the same manner as the Heralds,
but are allowed on occasion to assemble teams and enlist the aid of those of lower ranks.
The Seeker of the Hermit is a special rank. It is in many ways like the Knight rank,
but carries with it the task of watching out for prospective members. Thus, it is
most often a seeker who will be responsible for increasing the membership of a lodge.
The Lord ranks form a link between the higher and lower ranks. They keep the
higher ranks appraised of the activities of the lower ranks, and instruct the lower
ranks based on the counsel of the higher ranks. Occasionally, someone of this
rank may also work in the field, either alone or with a personally assembled team.
The ranks starting with the Servitor of the Hanged man up to Sentinel of the Tower
are all similar to the Lord ranks, but with special duties.
The Servitor of the Hanged man has the additional responsibility of organising lodge funds.
The Soldier of Death has the grim task of hunting down members of a lodge
that have sided with evil, thus becoming enemies of the Brotherhood.
The Sword of Temperance must, on occasion act as a judge when there is some
sort of dispute within a lodge.
The Nemesis of the Devil leads those activities deemed of national or global importance,
becoming the highest authority in the field at such times.
The Sentinel of the Tower has the responsibility of ensuring the security of the
lodge, as well as maintaining overall Brotherhood secrecy.
The Servant ranks represent the leaders of a lodge, the overall administrators
headed by the Servant of the Sun and assisted by the other Servants.
The final two ranks are reserved for the hidden members of the lodge, whom only
the Servants know the identity of. These are the true leaders, often nobles, high
ranking clergy or government officials, who work from behind the scenes.

SECRET SIGNS

When a member meets another he suspects of being in the Brotherhood he can
use a subtle sign to covertly ask the person. This is a hand signal, the sign
of the benediction (the index and middle finger raised) at the corner of ones mouth.
Any who notice this signal should make the same sign, except that they touch their ear.
Often, members carry a single Tarot card corresponding to their rank.
Thus, a member with the rank ‘Lord of Fortune’ might carry the wheel of fortune
Tarot card. Members can carefully reveal this card so that they do not need to
speak their rank out loud.

THE SETTING

The setting for The Brotherhood is Europe in the middle of the 17th century.
This is a time of great upheaval in Europe. There has been civil war in the British isles,
led by the brilliant Cromwell. In France, the boy king Louis XIV has taken
the throne and a new Cardinal, Mazarin, has replaced the ambitious Richelieu.
The ‘Thirty Years War’ has ended, leaving Germany ravaged, Spain in decline and
initiating the ascendancy of France in Europe.
This is a time of religious conflict, though many wars fought in the name of religion
had more to do with power and politics than ideology. Europe in the 17th century was a
mix of competing religions, from Catholics and Calvinists to Lutherans and Anglicans.

THE SUPERNATURAL

Amidst this upheaval, dark forces plot and scheme. Vampires control the peasants
living near their castles, Witch covens and Magical Orders attempt to manipulate those in
power, ghosts haunt the mansions of ancient noble families, werewolves lurk in the
forests terrorizing all who stray from the path. The Brotherhood exists as the only
force dedicated to stopping this evil, and its’ agents are the ones who must
uncover the plots, locate the enemy and destroy the threat.

ADVERSARIES

The characters, in addition to facing the evil followers from occult orders and covens,
may also find themselves dealing with supernatural creatures, lunatics, criminals
and the undead. Details for a selection of such adversaries are given below:

OCCULT ORDERS

There are numerous, secetive occult orders and malevolent sects, each with their own
schemes and plots (usually involving the acquisition of influence and wealth to
further their dark Gods desires). In addition, there are satanic witch covens
throughout Europe who seek to corrupt others and weaken the church.
Occult orders normally are highly secretive, with an array of members from all walks of
life. Typically, the leader is a noble or wealthy merchant who has perhaps
acquired some occult knowledge. Some in fact may know a secret skill, such
as Magickal Arts, Alchemy or Fortune Telling. Occasionally, the leader and some of
the followers may be insane, with the secret Madness. Usually, only a handful of members
will have such skills however.
Orders and sects usually have a secret meeting place, perhaps the country home of a
noble or a room within a gentlemans club. Followers may often be quite fanatical,
willing to give their lives for the cause. The doctrines of occult orders vary widely,
but typically involve the adoration of some ancient, demonic God. Their traditions
may stretch back centuries, and can feature abominable practices such as
human sacrifice.
Satanic witch covens are similar to other occult groups, with a few differences. They are
typically rural based, or at least hold their gatherings in rural locations. Their
covens usually number thirteen (or twelve, with the devil counting as the
thirteenth member). Perhaps more importantly from the characters point of view, many
of the members of a coven may possess secret skills (usually magical arts and
fortune telling). These satanic witches worship the Devil, whom they sometimes might
refer to as The Horned God, The Goat, Baphomet and so on.

VAMPYRE

These creatures are powerful undead beings infected with the disease of vampyrism.
Vampyres are rare creatures, but where they do occur they tend to dominate the area.
Their powers are potent, but they also have many weaknesses.
STR 4D6 CON 2D6+6 SIZ 3D6 INT 3D6 POW 4D6 DEX 3D6 CHA 3D6
Claw attack 50% damage 1D8
Bite attack 50% damage 1D4 plus disease
The bite of the vampyre temporarily drains 1D6 points of STR (regained at 1 point per hour).
If a victim is reduced to zero STR, there is a chance (equal to the vampyres POW times four)
that they will be infected with vampyrism and rise the following evening as a vampyre.
If a character is killed after being bitten by a vampyre, they automatically become a vampyre.

Gaze: The gaze of a vampyre is another potent weapon. When used, the vampyres POW
is matched against the targets as a resistance roll. If the vampyre succeeds, he
can issue the victim a single command which must be obeyed. Commands cannot
be directly life threatening (so, ‘jump off a cliff’ wouldn’t work), but can lead to
injury indirectly (such as commanding someone to drink wine that has previously
been poisoned). The command lasts until it is done, but usually will not be longer
than a day. The gaze can be used once per person per day. Especially weak
willed individuals (those with a POW below 6) must make an additional roll
(POW X5) when first commanded. Failure results in them becoming permanently enthralled
by the vampyre, unless released by the vampyres death.
The vampyres gaze can be used to command beasts, typically wolves, rats, bats and so on.
These animals will intuitively know the desires of the vampyre once commanded.

Some vampyres have the ability to shape shift (GMs decision). Typical forms include
wolves and bats. When in these forms, they have the characteristics of the
appropriate animal except that INT and POW are not affected.

Typical improved skills include: Thrust, Parry, Dodge, Riposte, Jump, Climb, Listen, Torture.
There is a 20% chance that a vampyre will know a secret skill, typically
Magical Arts, Alchemy or Madness.

Invulnerability: Vampyres regenerate Hit Points at the rate of 1D3 points per turn.
Even at zero or below they will continue to regenerate. Vampyres can be
permanently destroyed by reducing their hit points to a negative score equal to twice their
normal HP (thus a vampyre with 13 HP must be reduced to -26HP). A stake
through the heart stops regeneration, but does not destroy the vampyre.
Decapitation will destroy a vampyre immediately. Fire causes twice the normal
damage to a vampyre. Sunlight causes a vampyre 1D4 points damage per turn.
A holy symbol will repulse a vampyre, forcing it to stay at least 2m away from it,
unless the vampyre gets a successful POW times 2 roll. The touch of a holy
symbol causes the vampyre 1D3 damage per turn.

Signs of vampyric presence: Locations frequently visited by vampyres attract insects,
and have a smell of decay to them. Because of their vulnerability to them,
vampyres see to it that holy objects and sites are destroyed whenever possible.

GHOSTS

Ghosts are lost spirits, trapped in the world of the living, yet unable to affect it.
This is often the result of the circumstance of the death of a person. A particularly tragic or
painful death often causes the spirit to remain. Usually, ghosts are tied to a
particular site. In addition, there is often an object which is of some importance to the
ghost nearby. Sometimes, a ghost can be banished merely by finding and
destroying the object.

Ghosts have typical human characteristics.

A ghost attacks with its’ touch, which requires a POW vs POW resistance roll. If the
ghost succeeds, it causes damage to a foe equal to its’ POW divided by 3
(round up). If the opponent succeeds, the ghost takes the damage (the foes POW divided by 3).
Once a foe is reduced to zero HP, the ghost can possess the body, taking complete
control of it. Only magic or an exorcism, performed by a devout clergyman will
remove the possession. This will free the ghost, which may return to its
haunting place.

To destroy a ghost it must be reduced to zero HP (as a result of its’ attacks, as above,
or through magic, or by using cold wrought iron weapons, which are the only
physical items that can damage a ghost).

Visibility: Ghosts are normally invisible. They become visible when they attack, or they
may will themselves to do so for short periods. In this case, the ghost can be
visible for minutes per day no greater than its POW. Anyone seeing a ghost will
itself to visibility must roll POW x5 or be frozen in fear for 1D6 turns (unless
attacked, which breaks the paralysis). Those with the secret Lore of the Dead
are immune to this effect.

Incorporeality: Ghosts have no physical form, and can pass through solid objects at will.
They cannot directly affect solid items themselves, except through an effort of will.
This can be attampted by the ghost once only per specific action, and requires a
POW x3 roll for success. For example, a ghost wishing to pick up and use a
dagger must make the roll. If successful, the ghost could use the dagger for one attack
before it fell to the floor. Failure would mean that the ghost could not affect
that dagger at all.

Skills: A ghost retains all of the skill it had while alive (though may not be able to
effectively utilise them all).

Other forms of ghosts exist, with slightly different abilities. These include the Wraith
and the Banshee.

The Wraith is a ghost with a particularly macabre appearance. When visible, it appears
as a pallid skeletal figure, like the Grim Reaper himself. The touch of a wraith,
in addition to the usual effects, transmits disease. Each time a foe is touched they must
make a resistance roll (the POW of the wraith against the victims CON). If the
wraith is successful, the foe contracts a disease. This disease manifests as a
sickness, with discolouration of the area touched, after around 2D6 hours have
passed. Thereafter a CON x5 roll is required each day. Failure results in 1D4
damage. Success indicates no damage is sustained, but the disease persists.
While diseased, no healing is possible. The character can be cured by rolling
CON x1, or through some sort of magical or alchemical means.

The Banshee appears as a translucent woman, surrounded by eerie mists and vapours.
Once per encounter, a Banshee can issue forth a chilling wail, which affects all
within the vicinity. Each person must make a POW vs POW resistance roll or will
be overcome with despair and horror. The victim will collapse and remain
motionless for 1D6 turns, during which time they may not perform any actions.
In addition, the affected individuals POW is temporarily reduced by 1D4
points (regained at 1 point per hour).

Signs of ghostly presence: When a ghost is near, the area becomes colder by a few
degrees. A haunted site also tends to attract more dust, corrosion and decay
than would be normal.

WEREWOLF

These creatures are humans cursed with the disease known as lycanthropy.
Werewolves are rare in urban environments, preferring to stalk in the wilds.

A werewolf has the characteristics of a human until they change form.
In werewolf form STR is doubled and INT is halved.
In wolf form characteristics are as for a wolf, except that INT equals half
that of the human form.

Werewolf Claw attack 40% damage 1D10
Werewolf Bite attack 30% damage 2D6
A werewolf tends to claw first and bite only if the claw hits.

A person infected by lycanthropy involuntarily changes into werewolf form on the first
night of the full moon. During this time they go on a savage killing spree,
attacking 1D6 animals or humans per night. These involuntary changes continue for 2D4 nights.
A werewolf can decide to assume full wolf form after the change from human to
werewolf. Each transition takes 1D6 turns.
A werewolf may also change from human to werewolf form during times of great anger
or when injured. If moved to rage, roll POW x5 or the individual will assume
werewolf form. If injured, the chance of changing form equals 10% per point of
damage received.
During full moon periods a person will remain in werewolf or wolf form until dawn.
At other times, the change lasts for 1D6 hours.

While a werewolf cannot regenerate Hit points as such, they are treated as having 6 points
of armour against non-silver weapons (in any form except human). They die
when their HP is reduced to zero. When dead, a werewolf changes to human form.
The bite of a werewolf (in werewolf or wolf form only) has a chance of transmitting the
lycanthropy disease. Match the werewolves POW against the victims CON to see
if this occurs. A character with the disease will involuntarily change to werewolf
form at the next full moon unless cured, and will thereafter be a werewolf.
A character can be cured by magick, or by being prevented from killing for the next four
full moons. A character can use willpower to avoid killing (requires a POW x2 roll
for success), or else must be physically restrained for the full moon period.

Skills: A werewolf has the usual skills of the human when in that form. As a werewolf
they possess improved sensory and stealth skills. In particular, a werewolf gains
at least 50% to Hide and Sneak skills. Skills in wolf form are as per a typical wolf.

Signs of werewolf presence: Trails of blood and the remains of animals around the time
of the full moon are the typical signs of a werewolf in the vicinity. In particular,
there may be several carcasses found with their throats ripped out, but no other
sign of feeding.

GOLEM

A golem is an artificially created humanoid being made using an alchemical process.
A golem looks like a large, muscular human, usually with crudely formed features.
They are constructed from, amongst other things, earth and clay. Golems possess a basic
intellect, enough for them to follow simple instructions. They cannot speak,
but may communicate in a rudimentary way by pointing and other hand gestures.

STR 2D6+12 CON 2D6+6 SIZ 2D6+6 INT 2D4 POW 2D6 DEX 3D6 CHA 1D6
Punch attack 50% damage 1D10
Weapon attack 40% damage varies
Golems may occasionally be armed by their masters, usually with clubs, axes and
similar weapons.

Skills: Listen 40% see 40%
Golems have the equivalent of 3 points armour. At zero HP they are destroyed.
Golems loyally obey their creators commands, and will relentlessly perform tasks
without question. Typically, golems are used as guards and will often be commanded to wait,
day after day, in one spot ready to attack intruders. If their creator is destroyed,
a golem will endlessly continue to perform whatever task it was given, or some
mockery of it.

HOMONCULUS

This being is also created using alchemy. It is essentially an artificial human, grown within
a glass bottle. An homonculus will thus appear very humanlike, save for their
unhealthy pallor, stunted stature and lack of a navel. They are usually created
by alchemists to serve as assistants. Unfortunately, the mind of an homonculus usually
becomes twisted during the process of creation. This results in the creature
exhibiting a tendency to be sadistic, cruel and devious. Unlike a golem, an
homonculus has free will and will not blindly obey its’ creator. Often, they are
coerced into servitude with promises and threats.

STR 3D6 CON 3D6 SIZ 3D4 INT 2D6+6 POW 3D6 DEX 3D6 CHA 2D6
Attacks and skills as per human.

Typical improved skills include esoterics, torture, device, hide, and a few duelling skills.
Most also have a rudimentary grasp of Alchemy (at the base score plus 1D6 x5%).
There is also a 50% chance that they will have another special skill such as
fortune telling, madness or magical arts. This skill will be possessed at it’s base score
plus 1D6 x5%

An homonculus does not need to eat or drink. However, they occasionally consume
blood when they need to heal themsleves, since they do not heal naturally.
Usually, these creatures carry a small bottle of blood with them for emergencies.
This contains enough blood to heal 2D6 points of damage. In combat, a
desperate homonculus may attempt to drink the blood of a foe to obtain healing. Usually
they will first try to wound the target and then will launch themselves towards the wound.
This can be treated like a normal Brawl attack. If successful, the homonculus
manages to lap up some blood, healing 1D4 points damage. If an
homonculus is reduced to zero HP they are destroyed.

MANDRAKE

This is another alchemical construct. The mandrake is a small humanoid created by
combining organic material such as human and animal body parts, plant matter
and fungus. The result is a malformed, grotesque being with a rudimentary
intellect. Mandrakes are most often used as servants and guards, having insufficient mental
abilities to do much else. Like golems, the mandrake is loyal to its’ creator and
will follow commands without question.

STR 2D6+3 CON 3D6 SIZ 2D6 INT 2D4 POW 2D6 DEX 3D6 CHA 1D4
Claw attack 30% damage 1D4
Bite attack 25% damage 1D6

Skills: Listen 30% see 25% hide 40% sneak 35%

The twisted body of a mandrake acts like 1 point armour. At zero HP they are destroyed.
Mandrakes take double damage from fire attacks. Mandrakes must eat flesh to
survive. If they encounter a corpse or an unconscious human or animal, a POW x5
roll is required for them to resist the temptation to eat it. If the roll fails, the
mandrake will begin to consume the flesh irrespective of its’ orders or what is
going on around it (even if it is being attacked).


A SELECTION OF ANIMAL STATISTICS

WOLF
STR 2D6+6 CON 2D6+6 SIZ 2D6+3 POW 3D6 DEX 2D6+10
Bite attack 35% damage 1D8
Skills: scent 65% track 60% hide 60% sneak 70%

BAT
STR 1D3 CON 2D3 SIZ 1D3 POW 2D6 DEX 3D6+12
Claw attack 25% damage 1D3
Skills: navigate in darkness 80%

DOG
STR 1D6+2 CON 3D6 SIZ 1D6 POW 1D6+6 DEX 2D6+6
Bite attack 30% damage 1D6
Skills: scent 50% track 60%

HORSE
STR 4D6+18 CON 3D6 SIZ 4D6+18 POW 3D6 DEX 2D6+6
Bite attack 35% damage 1D6
Kick attack 30% damage 3D6
Skills: jump 45% scent predator 30%

SNAKE (venemous)
STR 1D6 CON 2D6 SIZ 1D6 POW 1D6+6 DEX 3D6
Bite attack 25% damage 1D3 + poison
Skills: hide 35%
Poison: Make a (snakes) POW vs (victims) CON resistance roll.
If the snake succeeds it has injected its’ venom. This causes 1 point
damage per minute for minutes equal to its CON.


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