The Order of Flesh and Bone

“If you seek an understanding of the nature of the Source, what better path could one venture than with the vessel it has blessed and bestowed unto us?” Grandmaster Berinius Du’Aprea

Order of Flesh and Bone (The Order)
(To be appended…) The Order of Flesh and Bone seeks understanding of the Source; first though, an understanding of the body. And second, to seek and achieve the very limits of physical human capabilities. After all, we are all part of the Source; should we not be able to gain an understanding of the Nature of the Source, if we understand what it is to be human and how and why we are as we are?

Over the time that the Order has been in existence it has discovered much about how the body works. Energy is a key factor in the eyes of the Order. Adherents have determined that energy passing from the brain carries throughout the body, controlling everything that the body does, from the simplest of motions (such as bowing to an opponent), to regulation of the heart that beats in one’s chest. If one manipulates the energy that flows through the body, one can manipulate how it performs.

Through discipline, monks of the order have learned how to control the flow of energy through their own bodies to accomplish seemingly impossible feats. By stimulating nerve impulses to the heart and adrenal glands, monks of the Order of Flesh and Bone can move faster, jump further, climb and swim more efficiently than would seem humanly possible. Eventually, through exploration and experimentation, The Order discovered that it was possible to influence the flow of energy through other persons as well. By striking or otherwise manipulating nerve centers in someone, not only could they produce beneficial effect on the target but also debilitating ones.

Martial Art
In discovering the ability to debilitate a potential human threat, it became quickly apparent that this could serve as a means of attack and defense, and eventually The Order developed a system of martial arts dedicated to implementing changes in an opponent’s body. With a well placed strike, a monk could paralyze an opponent’s weapon arm; cause the nervous system to overload, causing agonizing pain; even cause their foe’s heart to simply stop beating. The Order’s monks are trained in both hand to hand combat as well as with staves that have specially pointed tips that aid in striking nerve centers. The combat philosophy varies from monastery to monastery with some preferring more aggressive techniques and others more defensive.

Meditation
The mind is easily distracted and easily overwhelmed. As part of their training, monks learn to control the flow of information and how its processed in their minds. Such training teaches monks of The Order how to finely hone their various senses to perceive otherwise obfuscated threats.

Healing
The ability to control the flow of energy through their bodies and the ability to manipulate that flow in others has given The Order some renown as healers. While not the instantaneous effect that is sometimes (though rarely) seen by the highest order of Calcumancers, some monks of The Order have learned to heal wounds that would otherwise take days or even weeks to heal, in just seconds or minutes. The body continually cycles through the blood stream its own agents for healing. By manipulating the body, a monk can cause the body to release a flood of such healing agents and cause the body to focus and pool them in specific areas causing rapid, almost magical healing effects. The time it takes to heal a subject is listed below and represented by a rate of time by which the subject is healed and Fatigue points are expended at each time interval. For Example, the casting time for the spell Minor Healing is one minute. This means that for each minute that the monk uses this ability he expends 1 FP and heals the target 1 HP up to the maximum allowed (in this case 3). If the monk is interrupted they must start over however, the usual penalties for casting a healing spell multiple times on the same wound apply. If the patient is bleeding at the time the spell is started, the bleeding stops if the healing roll succeeds.

Becoming a Monk
One does not just walk into a monastery and ask to become a monk, though if you avoid getting immediately thrown out you might impress someone enough to get to stay. The requirements are strict and initiates are sought out by existing monks. Traveling monks keep an eye out for potential initiates to invite into the order. Individuals that prove to be above average and catch the eye of a traveling monk may find themselves invited to join The Order. For political reasons, the stringent requirements, as well as the system by which new members are included means that monks of the order are a fairly rare to come by.

  • To be an initiate no stats may be below 10 and the average of ST, IQ, HT and DX must be 11+
  • The average may be reduced to 10+ with no stats below 9 if the prospect possesses some exceptional human ability. (such as enhanced move, or some other physical advantage)

Templates
[Templates to come]

Spells
Unless otherwise noted below, assume that the standard rules for Spells apply. (that’s my blanket safety net)

Monks of the order have access to a limited number of “Spells.” These are not spells in the magical sense but instead the effects produced are wrought from exceptional body control and the manipulation of the flow of energy through others. They are more like advanced skills and techniques than they are spells. The list of spells available to The Order appears at the end of this document.

Requirements to cast “Spells” and how they work.
Magery Advantage – While this isn’t spell casting, Magery represents the monk’s level of understanding the body and how to manipulate it. This would rank Initiate – 0, Adept – 1, Master – 2, Grandmaster – 3+. In order to attain Magery 2+ the monk must also have the Trained by a Master advantage. You could just as easily call this “Body Mastery” instead of Magery but it still has the same effect of adding +1/level to all spells, though instead of granting a bonus to Thaumatology it instead offers a bonus to the Body Control skill. It has no other effects beyond that.

Any spell cast by a monk can only affect themselves or someone they touch. In order to affect someone else the monk must know the Pressure Points (Human) skill. Anyone who resists the effects requires the monk to touch them, i.e. successfully hit them. Spells affecting an opponent can be cast two ways.

  • Instantly – In this instance the monk must cast the spell and strike the opponent in the same turn. A successful casting but failure to connect causes the monk to lose the spell and fatigue.
  • Melee – If a monk studies their opponent for a round (cast the spell but not strike) the can hold the spell and release it upon contact as if it were a Melee Spell. Fatigue points are expended in the round the monk studies the opponent, not upon release. The spell is lost if the monk attacks another opponent before striking the opponent they’ve ‘studied.’ The spell is not lost if the monk parries someone else or is struck by someone else, only if they attack another opponent first, in a sense fully changing their focus from the intended target.Note: The same penalties for trying to affect a different race or species applies to all spells the same as it would to the Pressure Points skill.

Some Spells, available to the Order are even further limited to target Self Only. These spells are noted with an * in the list. These are spells that if cast by a mage would normally be able to target anyone, but since such disciplines cannot be forced onto others through simply manipulating their bodies, they are limited to self. While this has a limiting effect on the spell, when casting any spell marked with an * the monk can choose to do one of the following bonuses when casting:

  • Reduce the FP cost to cast and maintain the spell by 1 OR
  • Improve the die roll to cast the spell by 1

Because these are not spells and instead more like highly trained skills and techniques the following rules also apply.

  • Other monks may ‘lend an assist’ when casting a spell on a willing target.
  • A monk may concentrate, take extra time to cast the spell, in order to increase the odds of success like other skills.
  • Spells may use the better of DX or IQ when casting instead of just IQ

Spell List

Agonize
Ambidexterity*
Armor*
Awaken
Balance
Bladeturning*
Block*
Body-Reading
Boost Dexterity
Boost Health
Boost Strength
Catch Missile*
Choke
Cleansing
Climbing*
Clumsiness
Cure Disease
Deathtouch
Debility
Deflect Missile*
Detect Poison*
Frailty
Freedom*
Fumble
Grace
Great Haste*
Great Healing
Hardiness*
Haste*
Healing Slumber
Hinder
Hold Breath*
Hold Fast*
Hunger
Instant Neutralize Poison
Iron Arm*
Itch
Jump*
Lend Energy
Lend Vitality
Major Healing
Might
Minor Healing
Missile Shield*
Nauseate
Neutralize Poison
Pain
Paralyze Limb
Quick March*
Recover Energy
Reflexes
Relieve Addiction
Relieve Madness
Relieve Paralysis
Relieve Sickness
Remove Contagion
Resist Disease
Resist Pain
Resist Poison
Restore Hearing
Restore Sight
Restore Speech
Retch
Return Missile*
Reverse Missiles*
Rooted Feet
Roundabout
Sense Danger*
Sensitize
Shield*
Slow
Slow Fall*
Spasm
Stop Bleeding
Stop Paralysis
Stop Spasm
Strike Barren
Strike Blind
Strike Deaf
Strike Dumb
Strike Numb
Stun
Suspended Animation
Swim*
Tanglefoot
Thirst
Tickle
Total Paralysis
Turn Blade*
Vigor
Weaken Blood
Wither Limb

Healing Spell Casting Times (In Progress)

The Order of Flesh and Bone

Ainvar SkaughtPatterson