Cost
|
Ability
|
5
|
Athletic: +5 STR
|
10
|
Rugged: +5 CON
|
10
|
Durable: +5 BODY
|
10
|
Battle Savvy: +1 SPD
|
16
|
Offensive Path (Chose One):
|
|
Path of the Breaking Fist:
|
|
- Four-Knuckled Hammer (Killing Strike)
- Guarded Attack (Martial Strike)
- Lightning Strike (Fast Strike)
- WF: Offhand
- +1 Damage Class
|
|
Path of the Grasping Fist:
|
|
- Trap (Grappling Block)
- Turnaround (Reversal)
- Rend (Crush)
- Grapple (Martial Grab)
|
17
|
Path of the Warding Fist:
|
|
- Bulwark (Martial Block)
- Knock Away (Martial Disarm)
- Warded Strike (Defensive Strike)
- Rebuff (Counterstrike)
|
8
|
Dodgy: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor
(-1/2)
|
3
|
KS: Order of the Closed Fist
|
3
|
PS: Brother of the Closed Fist
|
2
|
Membership Perk: Brotherhood of the Closed Fist
|
3
|
Power Skill (EGO): Meditation
|
3
|
+1 with Martial Arts Style
|
90
|
Total Cost of Abilities
|
Value
|
Disadvantages
|
-5
|
Distinctive Feature: Recognizable Fighting Style
|
-5
|
Psychological Limitation: Monastic Devotion (Uncommon, Moderate)
|
-10
|
Rivalry with other Elite Military Forces (As Powerful, Group, Professional, Aware,
Outdo)
|
-10
|
Social Limitation: Subject to Orders (Occasionally, Major, Not Limiting In Some
Cultures)
|
+60
|
Total Cost of Package
|
Cost
|
Options
|
+5
|
Evasion: Flying Dodge (1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort;
FMove)
|
+16
|
Both Offensive Paths: if the character took the Path of the Breaking Fist,
they may also take the Path of the Grasping Fist and vice versa.
|
+18
|
Path of the Punishing Fist: (Secret):
|
|
Brothers that have learned all the maneuvers of the three known paths (Breaking
Fist, Grasping Fist, and Warding Fist) and have achieved the Brother-Veteran Rank
(see below) are taught this secret style.
|
|
- Gouge (Martial Flash)
- Parting Blow (Passing Strike)
- Punishing Fist (Offensive Strike)
- +1 Damage Class
|
+30
|
Command Skills Package
|
+12
|
Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points);
Will Not Work Against Heavy Missiles (-1/4)
|
+7
|
Still Mind: +5 EGO; Requires Meditation Roll (-1/2)
|
+10
|
Wholeness of Body: 2d6 Healing, Simplified Option, Self Only (-1/2), Requires
Meditation Roll (-1/2)
|
+10
|
Combat Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post
Segment 12 Recovery In Combat (-2)
|
+5
|
Frightening Intensity: +10 PRE; Offensive Use Only (-1)
|
+5
|
Trained Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent
(+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self
Only (-1/2)
|
+10
|
Two-fisted: Two Weapon Fighting (HtH)
|
+5
|
Flurry: Rapid Attack (HtH)
|
+15
|
Student of the Arts: Analyze: Style 17-
|
+20
|
Perfect Strikes: Find Weakness 11- with Martial Arts
|
var
|
Footwork: Defense Maneuver I-IV
|
SAN'DORA VERSION
|
In the World of San'Dora, members of the Brotherhood also have the following mandatory
abilities as part of their Package.
|
5
|
Kor Slayers: +3 HtH Levels, Only vs Kor (-2)
|
2
|
Reknown: Reputation: Kor-slayers (Kor) 14-, +1/+1d6
|
2
|
Reknown: Reputation: Dangerous Warriors Not To Be Trifled With (Vorgaanese
Basin) 11-, +1/+1d6
|
1
|
+1 OCV with Block with Bracers
|
GALGADIN
|
Brothers originating from Galgadin must take the following additional abilities.
|
10
|
Mountain Fighting Package
|
5
|
Frightening Intensity: +10 PRE; Offensive Use Only (-1)
|
5
|
Trained Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent
(+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self
Only (-1/2)
|
PAREVOR
|
Brothers originating from Parevor must take the following additional abilities.
|
10
|
Deck Skills Package
|
5
|
Footwork: Defense Maneuver II
|
5
|
Evasion: Flying Dodge (1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort;
FMove)
|
BARIZAN
|
Brothers originating from Barizan must take the following additional abilities.
|
8
|
Winter Fighting Package
|
10
|
Deck Skills Package
|
2
|
Hardy: +1 CON
|
DAERAVAN
|
Brothers originating from Daeravan must take the following additional abilities.
|
10
|
Mountain Fighting Package
|
10
|
Combat Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post
Segment 12 Recovery In Combat (-2)
|
RANKS
|
The Order is a hierarchical military society, with an ascending rank structure.
All members of the Order that are accepted as Brothers must progress up through
the same rank structure if they wish to advance.
|
Initiate
|
1
|
Brother
|
2*
|
Brother-Veteran
|
4
|
Brother-Errant
|
5
|
Brother-Commander
|
5
|
Brother-Marshall
|
6
|
Brother-Warden
|
7
|
Father of the Order
|
8
|
* included in Package Deal
|
|
Once a Brother has served in three campaigns meeting certain criteria they automatically
become Brother-Veterans unless their service was unsatisfactory in some regard.
|
Brothers that show talent in leadership are eventually promoted to be Brother-Commanders,
while those that show talent acting independently (but wisely) are promoted to Brother-Errant.
The two ranks are equal.
|
|
A rare few Brothers that distinguish themselves in winning battles are promoted
to Brother-Marshall. Each of the Order's fortresses is commanded by a Brother-Warden,
which positions open up somewhat rarely. Finally, there is only one Father of the
Order chosen from among the current Brother-Warden's when the current one dies or
becomes infirm.
|
BROTHER-VETERAN
|
A Brother-Veteran has survived at least three expeditions of at least six months
duration as mercenaries for the Order. They are often invested with command over
rank and file Brothers in groups of five or ten.
|
+2
|
Rank Perk: Brother-Veteran
|
BROTHER-ERRANT
|
NOTE: This is an ideal Rank for Player Character Brothers as they have the
most latitude to move around and live independently of the otherwise very ordered
and militant Brotherhood.
|
A Brother-Errant is a respected Veteran of the Order that serves the Brotherhood
outside the Fortress semi-autonomously. Their mission is to wander a given region
looking for opportunities to advance the Brotherhood's interests, with a very broad
writ.
|
A Brother-Errant is given wide latitude in these duties, but is still subject to
orders and is expected to check in with the Order either in person or via missives
on a regular schedule.
|
A Brother-Errant is part poster-boy, part agent, part salesman, and part scout in
as much as they must set an example, conduct business with clients and concerns,
try to get new clients, and acquire new recruits (mostly orphans but also children
of poor households).
|
Must be a Brother-Veteran to qualify for this Rank. This Rank is equivalent to the
Rank of Brother-Commander; a character can switch back and forth between the Ranks
as directed by the leadership of the Order without needing to change the cost of
their Rank Perk.
|
+1
|
Rank Perk: Brother-Errant:
|
BROTHER-COMMANDER
|
A Brother-Commander is a respected Veteran of the Order that leads a contingent
of typically around one hundred Brothers, but as many as five hundred at need. By
tradition there is one Brother-Commander per one hundred Brothers but the true ratio
fluctuates as the membership of the Order suffers casualties and produces new recruits.
|
Must be a Brother-Veteran to qualify for this Rank. This Rank is equivalent to the
Rank of Brother-Errant; a character can switch back and forth between the Ranks
as directed by the leadership of the Order without needing to change the cost of
their Rank Perk.
|
+1
|
Rank Perk: Brother-Commander
|
BROTHER-MARSHAL
|
A Brother-Marshal commands a contingent of around one thousand Brothers and ten
Brother-Commanders, but as many as five thousand Brothers. By tradition there is
one Brother-Marshal per one thousand Brothers but the true ratio fluctuates as the
membership of the Order suffers casualties and produces new recruits.
|
The Council of Marshals effectively rule the Brotherhood's day to day operations;
Brothers of this Rank are members of this Council and each have one vote. However
the Brother-Marshals are field commanders and are often abroad leading a force of
Brothers engaged in the service of a client, in which case if correspondence is
impractical or impossible then their votes are proxied to another Marshal or Warden
of their choice until their return. It is typical for a Marshal to give their proxy
to the Warden of the fortress they are billeted in, but politics ensure that this
is not always the case.
|
Must be a Brother-Commander to qualify for this Rank.
|
+1
|
Rank Perk: Brother-Marshal
|
BROTHER-WARDEN
|
A Brother-Warden is responsible for the defense and operation of a Brotherhood fortress
and each fortress has but one Warden. Brother-Wardens still sit on the Council of
Marshals and have two votes each. As they are no longer field commanders, and further
often hold some number of proxies from Marshals that are currently afield, much
of the necessary day to day decisions of administering the Order's concerns often
fall to them and they wield tremendous power within the Order..
|
Must be a Brother-Marshal to qualify for this Rank. The number of Brother-Wardens
is determined solely by the number of fortresses currently controlled by the Brotherhood
at any given period in history (in the World of San'Dora there are currently four
in the assumed modern day). Brother-Wardens are almost universally late middle aged
or older.
|
+1
|
Rank Perk: Brother-Warden
|
FATHER OF THE ORDER
|
Leader of the Brotherhood, though not a totalitarian one. The Council of Marshals
wields a good deal of the real power but the Father of the Order may set Order-wide
policies, has various veto and edict issuing privileges, and commands the respect
and obedience of all Brothers of lesser Rank.
|
Must be a Brother-Warden to qualify for this Rank. There is only ever one Father
of the Order. The Father is usually at least five decades old.
|
+1
|
Rank Perk: Father of the Order
|