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Orders are organizations which fall under one of more specific groupings. An order may be a group with similar political beliefs or religious beliefs. or it may represent a group who has developed similar styles of training. A character who joins and Order declares their belief in the values presented by the Order they have joined and is expected to act within the best interests of the Order. Each Order has a listed Influence. this is the Nation where the Order holds the most powers, though it is not exclusive to just those Nations under most circumstances. Joining and Order normally costs 20 DP. if the character is from a Region that is favored to the Order, the cost is only 10 DP.

Step nine Powers

Creating an Order

It costs 50 DP to create an Order. the Order begins with no Abilities, but thise joining the Order gain access to the choise of Skills presented to any Order. In addition, any member of the Order may spend 25 DP to develop an Ability for the Order. The person who spent the DP gains Immediate access to the Ability developed, while all others can purchase the Ability for the Dp cost. Each time the 25 DP is paid, either a new Ability can be created, or a currently existing Ability may be refined and upgraded. New abilities must be approved by the Game Master.

Multiple Orders

A character can, in theory, join more than one Order. As long as the Orders are not mutually exclusive, or does not have a restriction against being a member of more than one Order, the character may be a member of more than one Order. Some Orders expect their characters to infiltrate other Orders, and a character may be asked to do so, this can prove quite risky, but gives the character access to secrets from multiple groups.

Order Status

Each Order has a Status indicating what type of Order it is. The character is expected to operate in a manner that works with the status of their order – a character who proclaims to be a member of a Secret Order may expect themselves to be dealt with very quickly, for example.

Public: The Order is completely out in the open, with no real secrets to hide. anyone can join or attend the Order's functions, though specific secret rituals may be kept out of public eye. Most public Orders are usually accepted at face value, though some may speculate at the real purpose of the Order.

Private: The Order is Known to a portetion fo the public, but the inner workings are kept out of sight. the Order is most likely invitation-only or the character must petition to join the Order. The Order mayu be subjet to rumour and speculation about their true purpose and activities, and their daily functions are kept hidden from the public.

Secret: The Order is not known to the majority of the public, though some may have heard of the Order's existance. Knowledge of the Order mayu be considered liability, and membership in the Order if kept secret. The Order invites new members to join their ranks, or emembership is inherited. Such Orders rarely let a member leave.

Political: The Order is part of a political belief system. Joining this Order means the character accepts the politcal beliefs and laws of the Order, and is also expected to espouse the virtues of that Belief. Of course, the character is capable of joining the Order under false pretenses.

Religious: The Order is a oart of a religious belief structure. Joining this Order immediately grants the character access to Belied Talents and Miracles. The character is expected to hold to the belief and laws of the Order and is also expected to be a true believer. In Kith Kanaan, a character who is not a memeber of the Order's beliefs can not join the Religious Order - they are immediately refused by the gods and expelled from the Order.


Orders grant Access to abilities. which provide the member certain advantages. Each Ability is only taken once, but improces as the character gains Growth. Order Abilities are not Equal- some Orders are older tan others and have had decades or centuries to refine and improve upon their techniques, while other Orders hace a greater degree of cultural influence and have had a large number of members who have drawn out the potential of the Order. Other Orders have been blessed by their Divine patrons to be given poten Abilities after an important quest has been accomplished in the name of the faith. Gaining an ability costs 10 DP.

Benefit: A benefit is an advantage a character gains from being a member of an Order. If the character leaves the Order, they lose access to the benefit granted by the Order as well. Benefits do not normally have Essence Costs, and is either an ongoing effect or simply happens when the character has need for it.

Miracle: The character has faith in a higher power, and can call upon this faith to fuel the Ability. Mireacles are often potent effects which grant the character an impressive result. The character gains benefits from using a Focus for the miracle. Leaving the Order will usualy result in losing access to the Miracle. If the character is still on good terms with the divinity if the Order, they may retain access of the Miracle. Bonuses which would apply to any roll involving miracles usually apply to using these Abilities. Most Miracles require the expenditure of Essence.

Investiture: The character has had a ritual performed upon them which remains in place. Investments often have a constant effect, though some can be augmented with the expenditure of Essence. The character may be allowed to keep the Ability if they leave the order, depending on what the nature of the investment is.

Rituals: A ritual is a potent effect which requires a focus or object on which the ritual is performed. The object then provides a bonus for the character. A character who has Occultism can augment Rituals, as described in the Ability. A character does not lose access to a ritual if they leave an Order.

Training: The character has been given specialized training, granting th character specific advantages as a result of their training. Leaving an Order does not result in the loss of the training's benifits. It is possible to learn TRaining-based Abilities even if not a member of an Order. It takes one month and a Mental+Profession(teacher) with a Difficulty equal to the chracter's Growth to teach tem the ability, and the character must spend 10 DP. Most Orders are displeased with their secrets being spread outside of the Order, but it is possible to lean the ability as a reward for Services to the Order.

Bonus Skills

When you join an Order, you pick one of two Skills. That Skill gains a +1 Bonus to Rank.


An Order has access to Resources which a character can request access to. The Resources of the group is indicated with the Order, and can fluctuate depending on the rise and fall of the Order's influence. Petitioning the Order for Resources requires the character to make a Social+Diplomacy roll with a Difficulty up to the chracter's Might. If the character succeds, their resources increase to the Difficulty + Successes rolled, or they gain 1/3 of that amount. This can be done once per month. An Order may simply refuse to provide Resources to the character if the purchased made using such Resources if contrary to the ideals of the Order.

The Orders

Orders of the Arin Faith

Orders of the Celestial Court

Orders of Rymian Faith

Orders of the Nations

The Church of Joshua

  • The Clerics of the Host
    • Cleric of Kushiel
    • Cleric of Michael
    • Cleric of Gabriel
    • Cleric of Raphael
    • Cleric of Urial
  • The Sacred Knights of the Order
    • The Order of the Hospital
    • The Order of the Pardoner
    • The Order of the Rose and Cross
    • The Order of Sophia
    • The Order of the Temple

Enemies of the Church

Faerie Lost

  • Lost to the Light
  • Lost to the Dark