Wednesday, May 27, 2020

Saif al-Ibrahim

This post presents a branch of the Sword of Abraham that operates in North Africa and the Middle East.

-Nate




Introduction
Some people might be familiar with the organization known as the Sword of Abraham, which operates predominantly in Europe and North America, which was dedicated to preventing people from using the Six Guns to open the Seal. An offshoot of that group is the Saif al-Ibrahim, which is active throughout North Africa and the Middle East. They still trace their inspiration back to Abraham—or, as he is known in the Quran, Ibrahim—but adhere to Muslim teachings rather than Christian doctrine.


Plot Hooks
This organization can become involved in all manner of adventures and campaigns, including the following possibilities.
  • These warriors seek out relics and lore around the world, not to exploit them for their own gain, but rather to prevent them from being exploited by others.
  • Although the warriors sometimes hold onto less potent items that can help them in their work, the most powerful are hidden away in an unknown location.
  • This has become ever more challenging as many scholars from other countries have begun exploring the ruins of ancient Carthage, Egypt, Mesopotamia, and similar locations, and then sending discovered relics back to their universities and museums.
  • To that end, they are sometimes tasked with watching or even guarding important locations, such as the Royal Mausoleum of Maurtenia and Prospero's Island.
  • This has led the warriors, at times, into conflict with the Invisible College of England.
  • For centuries the warriors have been at war with the Knights of Solomon; this began during the Crusades in the 11th through 13th Centuries, when battles were fought openly, but has continued in more clandestine ways since then.
  • A major focus of this is the accusation that the Knights sought power over the jinn, demons, and other supernatural creatures.
  • There's an old legend that fallen angels once bore offspring through relationships with humans; the resulting nephilim were said to be “giants of the earth.” This bit of lore is one that the Saif al-Ibrahim has been investigating for a long time.

Organization
Numerous mosques are home to members of Saif al-Ibrahim, but perhaps the most influential is the one located in Algiers.



Double doors provides entry (1) to the Mosque; from there a short passage opens into the broad central chamber (2), which is used for worship services and has a fountain in the middle. There are niches with tables and big windows for more private meetings (3). From there, side passages lead of to quarters for the warriors (4), along with the dining room (5), kitchen (6) and pantry (7), as well as a room for combat training (8) and the library (9). In the corners of the building, spiral stairways lead up through the minarets (10) to the platforms from which the muezzins call the faithful to prayer, as well as down into the catacombs (11) beneath the Mosque. In the middle of the catacombs is a secret chamber (12).


Personnel
Presented below are stats for warriors of Saif al-Ibrahim with varying levels of experience.

Warrior of Saif al-Ibrahim (Novice)
Novice members of the order typically live outside of mosques—and, indeed, work at ordinary jobs in the community—but go there to pursue their training.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Boating d4, Common Knowledge d4, Fighting d8, Language d4, Notice d6, Persuasion d4, Riding d4, Shooting d8, Stealth d4, Survival d6
Pace: 6, Parry: 6, Toughness: 5
Edges: First Strike
Hindrances: Vow
Gear: Desert clothing, scimitar (Damage d8+d6), Colt Peacemaker (Range 12/24/48, Damage 2d6+1, RoF 1).

Warrior of Saif al-Ibrahim (Seasoned)
Those warriors who've demonstrated their skill and dedication go to live at the mosque, leaving behind other interests to serve the Saif al-Ibrahim.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Boating d4, Common Knowledge d4, Fighting d10, Language d4, Notice d6, Persuasion d6, Riding d4, Shooting d10, Stealth d4, Survival d6
Pace: 6, Parry: 6, Toughness: 5
Edges: First Strike, Frenzy
Hindrances: Vow
Gear: Desert clothing, scimitar (Damage d8+d6), Colt Peacemaker (Range 12/24/48, Damage 2d6+1, RoF 1).

Warrior of Saif al-Ibrahim (Veteran)
Eventually seasoned warriors rise up through the ranks and are given command of their fellows, both in day-to-day life and went sent out on missions.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Boating d4, Common Knowledge d4, Fighting d12, Language d4, Notice d6, Persuasion d6, Riding d6, Shooting d12, Stealth d4, Survival d6
Pace: 6, Parry: 6, Toughness: 8(3)
Edges: First Strike, Frenzy, Improved Frenzy
Hindrances: Vow
Gear: Desert clothing, scimitar (Damage d8+d6), Colt Peacemaker (Range 12/24/48, Damage 2d6+1, RoF 1), chain mail shirt.

Warrior of Saif al-Ibrahim (Heroic)
After serving in positions of leadership for some time, commanding warriors eventually leave the mosque and serve as advisors to local rulers and government officials.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Boating d4, Common Knowledge d4, Fighting d12, Language d6, Notice d8, Persuasion d8, Riding d6, Shooting d12, Stealth d4, Survival d6
Pace: 6, Parry: 6, Toughness: 8(3)
Edges: Brave, First Strike, Frenzy, Improved Frenzy
Hindrances: Vow
Gear: Desert clothing, scimitar (Damage d8+d6), Colt Peacemaker (Range 12/24/48, Damage 2d6+1, RoF 1), chain mail shirt.

Warrior of Saif al-Ibrahim (Legendary)
Little is known about those members of Saif al-Ibrahim who have served the longest, except that they are fearsome enemies of those who oppose their organization's goals.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Boating d4, Common Knowledge d4, Fighting d12, Language d8, Notice d10, Persuasion d10, Riding d6, Shooting d12, Stealth d4, Survival d6
Pace: 6, Parry: 6, Toughness: 8(3)
Edges: Brave, First Strike, Frenzy, Improved Frenzy, Strong Willed
Hindrances: Vow
Gear: Desert clothing, scimitar (Damage d8+d6), Colt Peacemaker (Range 12/24/48, Damage 2d6+1, RoF 1), chain mail shirt.



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