The Brotherhood


Background

Currently lead by Cardinal Durand XVII, The Brotherhood carries the mission of protecting humanity from the Dark Legion. Though few believe in the Dark Legion most people tend to dodge members of the Brotherhood on the street. Perhaps it is due to the fact that usually people see Inquisitors or Mystics which both almost never step out in full combat armor, including helmet. Given that most Inquisitors carry the Justifier, a machinegun with a chainsaw bayonet, it is easy to see why most would not want to run right up to them and chat about the wheather.

Though most PC's seem to think that the Brotherhood fights big scary monsters, but that is what the Cartel was formed for. Most of the time the Brotherhood seeks out heretic infiltration within the corporations. The Inquisitors that walk the streets are most often looking for known heretics, some only search for a specific heretic. Usually the only contact those not of the Brotherhood have with members is in the form of missionaries that travel the planets sharing the message of the Brotherhood to any who will listen.

Structure

The Brotherhood is broken down into the Four Directorates.

I. Mystics
Using the art seers can see either into the future or into the past. So that, the darkness of the Dark Soul may be found out. Also are those called Distorters who can manipulate reality. Then there are the Changellors who possess powers of the mind.

II. The Inquisition
The Second Directorate was formed for one reason to seek and route out all influence of Dark Symmetry. For those who have trouble imagining what this directorate does think back to the Spanish Inquisition. Only this time The Inquisition has better tools and ways to seek out heretics. Notice I said nothing about their methods of cleansing. (shudder)

III. The Mission
The members of this Directorate are the holy body of the Brotherhood. It is their tast to spread the word of the Cardinal to the unknowing. They also have the task of seeking out both artifacts of dark and light, and then either destroy them or preserve them.

IV. The Administration
Knowing that the Brotherhood could not fund itself on the donations of it's followers the Fourth Directorate was formed. This directorate is that of businessmen who handle the investments of the Brotherhood.


Other Organizations

The Curia Second to the Cardinal the Curia is more a helping hand than a ruling body. It includes mostly seers who seek out the influence of Dark Symmetry. When the Cardinal is to make a public appearance, even weeks before the Curia seeks to find those who would assassinate the Cardinal. Sometimes they are successful sometimes not. This group is basically the right hand of the Cardinal and he confers with them on all major decisions.


The Art

As the main protection and the only reason the Brotherhood hasn't been overrun with herecy, The Art is the mystical power that all members of the Brotherhood are taught. It serves at both a defensive, offensive, and at times a controlling force. From throwing lightening bolts and fireballs to reading thoughts and seeing the future it is undoubtedly the most powerful tool in the Brotherhood arsenal.

Below is a list of different Arts and the spells contained in them.

Art of Kinetics
Explosion: Caster shapes the air into a swirling ball of gasses which it then ignited and thrown at the target. It explodes on contact.
Levitation: Causes the Brother to lift off the ground and using this spell can move forward.
Phantasm: Creates a true illusion allowing the caster to take on the appearance of another huminoid being. How accurate depends on the artistic ability of the character.
Strike: Delivers a strike to the target similar to a physical attack, but over the distance of missle combat. Enables the caster to strike the target at a distance of upto 15 meters.
Shield: Creates a red shimmering force field protecting the caster. By adding to this spell the caster can create a larger shield and even add a third demention making a cube shaped shield.
Teleportation: This touch cast spell moves the item touched, upto one kilogram. To any known location upto one kilometer away even through walls. By adding to this spell the caster and increase that distance by ten kilometers, or even be able to teleport an item without touching it.

Art of Premonition

Gaze: Enables the caster to see through solid materials. This vision is unclear and is stopped by organic material and lead.
Item Vision: Allows the Brother to peer into the azure aura that surrounds the touched item and see significant events in which the item takes place.
Premonition: Enables the user to see into the future of the tartgeted person. The more specific the time/date or event the seer is trying to look at the clearer the vision is. The one catch is that this is a memory in that character's future and must come true before they die.
Presence: This spell gives the caster an instinctive feeling about any presence of the Dark Legion in an area roughly the size of a city block.
Telepathy: The caster can look into the targets thoughts and get an answer to a direct question.
True Path: By use of this spell the caster will instinctively know the right way to go. (Example: Mystic is chasing an assassing has a choice of two tunnels to go down. Casts True Path to get an answer in a direction or even no answer if hiding close by.)

Art of Changeling

Command: This spell allows the caster to command a target to perform an instantaneous act. The target after performing the act can't explain it's actions and does not know that the spell was used.
Empathy: Reveals the targets intentions and even the general demeanor of it's heart.
Exorcism: Removes all taint of Dark Symmetry from the target. This is used to convert heretics back to normal, and also to remove the affects of Dark Gifts.
Domination: Allows the mystic implant/erase memories.
Hypnosis: Places victim in a deep state of hypnosis and allows the mystic to command target to do simple tasks, and also to ask the victim questions. The target is honest in its replies.
Mind Wall: Forms a psychic barrier that prevents outside forces from getting into the caster's mind.

Art of Exorcism

Exorcise Dark Influence: Similar to the spell Exorcism, this spell will remove the influence of Dark Symmetry.
Exorcise Disease: This spell cures illnesses from plague and cancer to even the common cold. It will however not remove the physical damage by the disease.
Exorcise Evil Thoughts: Will cause the victim to loose all ill will, or thought to harm others. He/She will still defend themself if attacked. To a stronger degree if the caster puts enough power into the spell can even cure insanity.
Exorcise Infection: Will cure the infection from a wound. For example a wound from an unclean blade, or a gunshot wound in a septic area will cause the wound to have a nasty infection.
Exorcise Poison: Stops the effect of toxins in the target's body. This spell will not reverse whatever effects the poison has already caused.
Exorcise Wound: Heals damage to the body of the target. Will cure damage from disease, poison, and weapons.

Art of Elements

Elemental Ball: Creates and explosive ball of wind that affects everyting within it's range. By channelling more energy into the spell the mystic can change the element from wind to water, earth, or fire.
Elemental Bolt: This spell hits the target with a bolt of wind knocking them down. With the use of more power to the spell the element can be changed from wind to water, earth, or fire. Only wind, water, and fire do damage to the target.
Elemental Wall: Creates a wall of air that can be used as a shield or block a passageway. The mystic can change the wind to water, earth or fire by adding strength to the spell.
Resist Elements: Using this spell a mystic can become immune to the affects of cold and fire, able to breath underwater, or even move and breath in the ground.

Art of Manipulation

Discern Truth: This spell makes the caster know whether or not the target is telling the truth.
Domination: Allows the mystic to erase and even implant memories in the target.
Hypnosis: Places target in a deep hypnotic state. Under which the target will perform simple tasks for the caster, but none that would place the target in danger.
Suggestion: Mystic implants a short suggestion in the targets mind. Target will believe it until substancial evidence shows the the contrary.
Telepathic Message: Enables caster to send a short message to the target.
Telepathy: Gives the mystic a yes or no answer to a question the target may know the answer to. The target never knows he is being scanned or even questioned.

Art of Mentalism

Exorcise Self: Similar to the Exorcise Wound spell in the Art of Exorcism, only this spell will only heal the caster.
Fly: Similar to the Levitation spell in the Art of Kinetics. The difference is this spell allows the caster to go higher and farther in the same amount of time.
Improve Self: Increases the casters base statistics.
Invunerability: Adds an amor value that is cummulative to armor the caster is already wearing.
Proficiency: Increases the casters ability in one skill selected by the caster.
Speed: Gives the caster one extra action per combat round and also lengthens the distance character can run in one action.


Equipment

Members of the Brotherhood are given standard equipment per their station, however when needed one can get the extra firepower or special equipment needed for the task. The only extension on that is the equipment is returned upon completion of the task or job. Repairs to equipment, such as armor, weapons, or misc., is repaired by the Brotherhood at no cost to its owner.


The Sacrifice

All treasure or money that members of the Brotherhood aquire in their day to day activities is to be given back to the Brotherhood. In effect all brothers take a vow of poverty. To not hand even the smallest amount back to the cathedral is on the same level as heresy.


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