Orders of Anansie

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Crimson Paw History

Long ago in the burning deserts of Anansie a merchant found himself stifling under caliph imposed trade rules and regulations. Seeking fellow like-minded peers he established one of the first trade guilds that would not succumb the supreme power abused by the nobles of the land. Out of this group came the idea of an organization that would operate without laws of kingdoms to dictate what they did, and the illegal organization of the Crimson Paw was born.

The organization branched out into not only trades (both legal and smuggled) but also mercenary services, theft and assassination. In recent years a youthful feline rose to the highest ranks (called, in a twist of irony, "Caliph") by the name of Xerces. This feline stood apart from other members of the Paw, and even managed to claim the crown of Drachenkeep for a few years before disappearing after the invasion of Marduk. The faction remained operable in Anansie even after her disappearance until the tragedies that befell the great nation, forcing most of the Paw to flee to Shire.

Roleplaying

Now the Paw seeks to gain a foothold in the Shirelands amid the current guilds, seeking to perform better services or offer rare goods at cheaper prices. While some have come to trust Crimson Paw merchandise, most of the Shire isn't comfortable with the Anansie refugees yet. The more illegal activities of the order have been cut to a bare minimum. While agents are still trained in the skills of combat and stealth, the rare few who are members of this group only take out special contracts when ordered by the right person. Until then, they maintain a facade of being merely warriors for hire. Members of the Crimson Paw maintain a secret agenda to uphold the Paw's activities in the Shire. This means doing as asked. In addition, they pay a tithe of one tenth profits earned back to the guild. However, as one of the inner members, the character has access to food, shelter, and equipment for free just by asking a fellow Paw member. This is what the tithing pays for.

Laws

  • Survival of the Crimson Paw is the most important tenet, punishment is severe and swift.
  • No one but those who bear a mark may know of the inner workings of the Paw.
  • Do not nominate someone you hold dear for bearing the Mark, let an impartial agent choose.
  • Respect those of higher station, for you might achieve the same some day.

Kshatriya

Skills: Business, Stealth
Status: Secret, Political
Resources: 22

Symbol: A red, four fingered cat’s paw, usually as a tattoo or scar which can be revealed to indicate the person is a member of the Order.

Roleplaying

The Kshatriya are kept hidden from most everyone involved, the secret part of the Paw that employs spies, thieves, assassins and other na’er do-wells.

Orders abilities

Eye of the Destroyer (Kshatriya Training)

The character is trained to find the weak points in a person’s defences. When the character makes their first attack roll against an opponent, they reduce the Base Defence of the opponent by the character’s Might. If the attack strikes true, all Crimson Paw members in the Scene also gain the benefit to their attack rolls. This benefit remains for a number of Rounds equal to the character’s Growth. If the target is also helpless, the character gains a number of Minimum Successes equal to (Half Might) on the attack roll.

Field Equipment (Kshatriya Benefit)

Once a month, the character may petition the Order for equipment to assist in the character’s duties. The character is given a fund equal to the character’s Might to equip themselves with. The character does not make Resource Rolls when using this fund. All other Resource Rolls and Income Rolls have the Difficulty increased by the character’s Growth.

Kshatriya Mark (Kshatriya Investiture)

The character undergoes a tattooing ritual by elders within the Order. By spending 2 Essence and touching the mark as an Instant Action, the character makes Fate obscure the character’s activities for the Scene. Use of Investigation or Search to investigate the character’s actions in an area lose a number of Successes equal to (Half Might). In addition, all attempts to use Abilities, Gifts, or Spells to discern if the character was involved at a scene of a crime lose an amount of Potency equal to the character’s Might while this Ability is active.

The Right Tool for the Job (Kshatriya Training)

The character undergoes rigorous training in close combat techniques and dirty fighting. The character is always considered to have access to simple or impromptu weapons, allowing the character to use their Entangle, Exotic, Thrown, and Unarmed Skills in a fight unless an opponent specifically ensures there is nothing to be found in the area the character is in. The character gains a number of Additional Successes equal to the character’s Might on all Acrobatics, Athletics, Blades, Climb, Criminal, Entangle, Stealth, and Unarmed rolls.

Vaishya

Skills: Business, Streetwise
Status: Public, Political
Resources: 22

Symbol: A red, four fingered cat's paw, usually placed on a banner or other standard to indicate the merchant is a member of the Order.

Roleplaying

The Vaishya are the merchant guild aspect, a legitimate facade maintained by the order, full of skilled craftsmen and artisans to sell Anansie-themed wares to the public.

Orders Abilities

Guild Support (Vaishya Benefit)

Once a month, the character may petition the Order for equipment to assist in the character’s duties. The character is given a fund equal to twice the character’s Might to equip themselves with. The character does not make Resource Rolls when using this fund. All other Resource Rolls and Income Rolls have the Difficulty increased by half the character’s Might.

Keen Eye (Vaishya Training)

The character is trained to find the weaknesses in a person’s resolve, exploiting them for the character’s benefit. When the character makes their first Social Attack against an opponent, they reduce the Base Resolve of the opponent by the character’s Might. If the attack succeeds, all Crimson Paw members in the Scene also gain the benefit to their Social attack rolls. This benefit remains for the Scene.

Tools of the Trade (Vaishya Training)

The character is trained in the art of negotiation and contract, as well as being given a number of hirelings who can work for the character. The character gains a number of hirelings equal to the character’s Growth who have one Exceptional Trait and Crimson Paw membership. Each time the character gains a rank of Growth, the character gains an additional hireling. Hirelings lost are not replaced. The character gains a number of Additional Successes equal to the character’s Might on all rolls involving the Business, Craft, Diplomacy, Empathy, Herbalist, Integrity, Streetwise, and Subterfuge Skills.

Vaishya Mark (Vaishya Investiture)

The character undergoes a tattooing ritual by elders within the Order. By spending 2 Essence and touching the mark as an Instant Action, the character makes Fate smile upon the business dealings of the character for the Scene. The character reduces Successes on any Resource Roll made against them by (Half Might). In addition, the character gains a number of Additional Successes equal to the character’s Might on all Skill rolls using Business or Streetwise while this Ability is active.


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