CRIMSON CLOAK
   The Brotherhood of the Crimson Cloak is
dedicated to protecting the lives of various
individuals.  Often they are called upon by the
powerful and wealthy to serve as bodyguards
and protectors of individuals.   Only select
individual answer the call to the Brotherhood
since service will often terminate in death.   
Members of the Brotherhood are sworn to
defend the life of their ward at all cost, and
their special training allows them to carry out
this duty most effectively.  While not as deadly
as pit fighters, Crimson Cloaks are formidable
fighters.   Their special abilities allow them
effectively carry out the duties of protection
and security.
To protect at all cost:   Crimson Cloaks must be faithful in their efforts to protect those who have contracted with
the Brotherhood.  Normal contracts will last anywhere from 1 week to 6 months during which time the member will
faithfully carry out his or her duties to protect their ward.

To Honor the Brotherhood:   Members must be careful not to tarnish the reputation of the Brotherhood by
activities that would impair their ability to protect, or would cause others to think less of the Brotherhood.   Lying,
cheating, excessive drinking, carousing, and bar brawling are frowned upon by the Brotherhood and repeated
neglect or abuse will lead to the member being barred from the Brotherhood and loosing the special abilities
gained from membership.

Death of Ward:   Immediate suspension of special abilities takes place because of the bond that exists between
the ward and the Crimson Cloak.  The character must find the nearest Guild house so that a Ritual of Inquiry may
take place to either reinstate the Crimson Cloak or to lead to a period of suspension and purification.

Support of the Guild House:  Brothers must tithe 10% of the pay they receive from a contract; in turn they are
able to call upon the knowledge and strength of the Brotherhood in their mission.   Support can be given in terms
of knowledge available from Guild Sages, possible equipment, or the military support of fellow members.  If
Members seek assistance before going on an adventure they must pledge to tithe 10% of their monetary treasure
to the Guild.

Death of a Brother:   When a Brother dies on a mission the Guild will conduct a Ritual of Inquiry to determine the
nature of the attack and what retribution is necessary from the Guild.  Members above rank 5 who die on a
mission will be raised from the dead if at all possible, and the apprehension of the culprit will become the mission
of that Guild house.


Crimson Cloaks & adventuring parties:
   Player Characters who opt to pursue this skill can become bonded to a party member and will do their utmost to
protect that member from death and potential harm.   The Brotherhood realizes that the nature of adventuring
places the brother and his or her ward in direct harm.  As such some of the stipulations are lessened because of
the dangers inherit in adventuring.   Death of the ward does not lead to suspension of special abilities while
adventuring, but abandoning the remains of the ward does.  The Crimson Cloak must make it his or her top
priority to return the deceased to the nearest safe haven for burial or resurrection.  
Blood Bond:  At the Guild House the Brother & his or her ward are bonded by special ritual that allows them to
share some mutual awareness.   The degree of this bond increases with the training and rank of the guild
member.   The range of this special bond is 20 feet per rank and the Crimson Cloak may only be bonded to one
person at a time.  The one exception of this is when a Crimson Cloak reaches rank 8 and gains an awareness of
fellow members of the brotherhood.
   
Degrees of Awareness:
Rank 1:
 Crimson Cloak is aware of the general health of the ward and overall general emotions.

Rank 4:  Crimson Cloak is able to sense the presence of any poison affecting the ward or within         50 feet of
the ward.   The Crimson Cloak does not know the exact type of poison, just poison within the area or affecting the
ward.

Rank 6: The ward and Crimson Cloak establish a bond that allows them to telepathically communicate and the
Crimson cloak can identify if any disease in effecting the ward or is an immediate threat to the ward.   Crimson
Cloak can identify poisons by rolling under 5 X PC +4% per rank after 6.

Rank 8: If separated from the ward the Crimson cloak can tell the general direction of the ward as well as the
status of the ward in terms of health, poison and disease. This works within a range of 10 miles.    Crimson Cloak
is also able to identify if any spells are adversely affecting the ward within the normal range of the blood bond.  
Crimson Cloak is also aware of the presence of any other Cloaks in the same area and communicates with them
by expending 1 FT per person they contact.

Rank 10:  Crimson Cloak can telepathic communicate with the ward at any range as long as they are on the same
plane of reality.  The Crimson Cloak is able to heal the ward of poison, disease or a spell by having the cure
administered to him or herself.

Danger Sense: 5 X PC +3% per rank chance of detecting an immediate threat to the ward.  This detection only
applies to the ward and the Crimson Cloak.   Detection allows the Crimson Cloak to identify an ambush, or
potential assassination attempt or attack.  The Crimson Cloak is able to act in a preventative manner giving a 1
pulse warning for every two ranks.  Thus a rank 8 Crimson Cloak has a 4 pulse warning before some danger
occurs and can move to prevent it or place him or herself in the appropriate area.

Shared Health: Because of the special bond the Crimson Cloak is able to sacrifice some of his or her FT to help
the ward.  The range is the same as the awareness bond and allows the Crimson Cloak to sacrifice 2 FT for one
point of FT or EN for the ward at ranks 1 – 4, 1 for 1 exchange at ranks 5 - 7, and 1 for 2 at ranks 8 – 10.  This
exchange can only heal FT or EN loss caused by damage, poison, or disease and not by spell casting or using
some other ability.
Fighting Benefits:
Immune to fright table and fear based spells.
   +1 to IV with primary weapon at every other rank starting at rank 1.
   Extra strike with primary weapon at ranks 4 & 8
   +3% to defense at each rank
   If Crimson Cloak is fighting in an adjacent hex to his or her ward he or she may apply the defense bonus of the
shield to his or her ward instead of self.  

Intercept danger: At rank 4 the Crimson Cloak may intercept damage to the ward if danger is detected or if the
ward is already involved in combat.  3 X AG +4% per rank chance of running in the way to take an on coming
attack. The ward must roll under 2 X AG to remain standing when pushed out of the way. The Crimson Cloak can
use this ability as long as the ward is within the TMR range of the Crimson Cloak.  In effect the Crimson Cloak
forfeits attacks for that pulse in order to intercept the threat.  This must be done before the attacks are made on
the ward. Even if the Crimson Cloak looses IV he or she may still opt to defend the ward.  Crimson Cloak may also
sacrifice 2 FT to have a spell intended for the ward to target him or her instead.

Installation of the Crimson Cloak:  At rank 5 members are bestowed with an enchanted Crimson Cloak which
bestows the following abilities:  Resist Pain, Immune to spells that manipulate behavior, +20 to MR.  The Cloak is
immune to teleportation and has a magical resistance of 60. The cloak can sustain 30 point of magical damage
before being ruined and is immune to non magical attacks.  The cloak does not appear magical unless magical
means are used to detect it.