There are a number of special careers associated with Brotherhood, most of them of course having to do with their military. Members of the Brotherhood have no personal possessions and no wealth, as any worldly wealth in their possession at the time of induction into the Brotherhood is given over. From that point on, they are provided with whatever the Brotherhood deems necessary to fulfil their duties. Members of the Brotherhood may be trained in the Art, but traditionally, they may not use more than one Aspect of the Art. (The exception to this rule would be the Mystics/Keepers of the Art, and conceivably a character who was once a Mystic/Keeper of the Art, but who was moved to another position in the Brotherhood -- such as a Revisor, Missionary, or Advisor.)
Directorates
The Brotherhood is divided into four Directorates, and each Directorate has a different purpose and hence different types of careers that may be found within it.
First Directorate: The Mystics
The Art is the most important manifestation of the Brotherhood's supposed moral authority in the affairs of mankind, and the Brotherhood takes very seriously the business of studying and practicing the Art to further their own goals. Mystics, Keepers of the Art, Visionaries and Watchmen are among those serving the First Directorate.
Second Directorate: The Inquisition
The Inquisition's purpose is to root out all traces of the Darkness, wherever it may be found. The Brotherhood's military falls under this Directorate, including such careers as the Troopers, Elite Troopers, Pilgrims, Sacred Warriors, Furies Elite, Arch-Primates, Crucifiers, and Archangels. It also encompasses the Inquisition, which is comprised of the Inquisitors, Inquisitors Majores, Valkyries, Vestals, and Revisors. Also, the Mortificators carry out the dirty business of eliminating high-placed heretics in the corporate worlds.
Third Directorate: The Mission
By far the largest of any of the Directorates, the Mission is comprised of the most mundane of Brotherhood functionaries -- the Missionaries. Missionaries perform in all manner of mundane roles, operating the hospitals, preaching on the street corners, selling Brotherhood-made products, cleaning the Cathredrals, and so on. Only on rare occasions are they actually given weapons and pressed into duty to more literally fight the forces of the Darkness.
Fourth Directorate: The Administration
This is the management of the Brotherhood, comprised of its accountants, organizers, planners, and also diplomats, observers and advisors. Due to the complicated hierarchy of the Brotherhood, leaders may come from any of the Directorates, but this is the Directorate primarily concerned with directing the day-to-day operations.
Minimum Requirements
Please note that in addition to the Minimum Requirements listed for all Brotherhood professions listed below, a Brotherhood character should also have the following skills:
Linguist: At least 1 point in Latin.
Lore of Mutant Chronicles: At least 1 point.
Furthermore, in the event that there should ever be any Brotherhood PCs, the player character will have to abide by expected standards of conduct, and will be under the authority of the Brotherhood at all times. This does not count as a Disadvantage -- rather, it offsets some of the benefits of Brotherhood membership. Namely, Brotherhood members are issued their equipment in accordance to their station. Conversely, they do not have material possessions of their own. All Brotherhood members are expected to make "the Sacrifice" -- to give all material possessions they acquire during their adventures over to the Brotherhood to be redistributed as the Brotherhood sees fit.
Missionary
Missionaries comprise the largest number of members of the Brotherhood, comprising the Third Directorate - the Mission. All new initiates to the Brotherhood start out as Missionaries, and some never leave the Mission. Missionaries are fed and sheltered by the Brotherhood, having sold off all of their worldly possessions and donated the proceeds to the Brotherhood. They are given basic training in the use of the Art, and if they show promise, they may be promoted to other, more prestigious careers within the Brotherhood hierarchy.
Missionaries are often seen in society, especially on Luna, performing the most mundane of duties for the organization (and, of course, preaching to the masses on occasion as well). They are easily identified by their drab grey and white robes and the decorative (but not very functional) "armored" shoulderpads they wear, and copies of the Book of Law that they carry.
Minimum Requirements: None. Missionaries can come from all walks of life before they choose to join the Brotherhood.
Restrictions: Missionaries do not have Status, Wealth or Possessions. Furthermore, while they may be trained in the Art, it is highly unlikely that a Missionary with the ability of using the Art will be found, for such Missionaries that develop the Art have found their ticket to the "big time" and are more likely to move on to a career in one of the other Directorates. A Missionary that does have use of the Art would most likely be someone who previously held some other career in the Brotherhood, and fell from grace.
Diplomat/Observer/Advisor
Many members of the Brotherhood serve as representatives to the corporations and the Cartel, or any other body of note. The exact title for this role may vary depending upon the situation, but such Brotherhood operatives act as information gatherers for the Brotherhood, as voicepieces for the Brotherhood's stance on matters, and as repositories of information regarding the Light and the Darkness and moral purity for responsible leaders.
These diplomats are drawn from the ranks of many careers in the Brotherhood -- they could well be Mystics or Inquisitors ... or perhaps Missionaries who failed to grasp the basics of the Art, but showed a talent for other skills, such as the mastery of multiple languages.
Diplomats rarely see much action, but they often run into a great deal of intrigue. A multitude of skills may benefit a Diplomat, depending upon his environment.
Minimum Requirements: Average Etiquette.
Recommended: Average Lore of Mutant Chronicles; at least one language in addition to English and Latin
Revisor
Revisors are alone in the Brotherhood in that they do not have a uniform, per se, though when they are not acting undercover, they traditionally dress in dark blue (almost black) business suits and sunglasses. When they're working undercover, the outfit may vary depending upon the situation. Revisors are the "undercover operatives" of the Inquisition, serving as plainsclothes enforcers and investigators for the Brotherhood. Some Revisors are ex-Inquisitors - though this is usually as a result of having "washed out", rather than a voluntary career change. Being a Revisor is fairly risky and lacks glamor. For one thing, having a Power Stabilizer is rather conspicuous, so they often have to rely on skills other than the Art, or else take some big risks when employing it. Plus, Revisors who have their covers blown or who get in too deep are likely to find themselves hung out to dry. They sometimes may be found serving in law enforcement - in secret - giving the Brotherhood additional eyes and ears to keep track of Heretic activities.
Minimum Requirements: MST (by means of Spell Resistance or Mental Strength) of at least 10. At least Average skill in unarmed combat.
Restrictions: Cannot be Weak or Fragile.
Recommendations: Investigative skills. Covert skills. Skill with handguns.
Special Notes: Revisors often work undercover. Therefore, it is quite likely that a Revisor might have a "cover identity" as some other role, for which the Revisor character should have appropriate skills. It is possible for the character to have wealth as a result of this, but the character still has to answer to the Brotherhood.
Trooper / Elite Trooper
The Brotherhood military is formed expressly for the purpose of combatting the Dark Legion, but it sometimes sees action in clashes with megacorporations when they refuse to "see the error of their ways". (This most often happens with Cybertronic, and sometimes with Mishima.)
Brotherhood soldiers routinely wear armor and full helmets, complete with gas masks and sometimes self-contained air supplies. (The Dark Legion, after all, makes extensive use of biological weapons and poison gases.) Although troopers routinely use assault rifles and machine pistols, most of them are also trained in the arts of close combat, and many of them are issued swords.
Troopers are at the bottom rung of the military hierarchy, and comprise the "rank and file" of the Brotherhood's military forces. They are fairly lightly armored, although they are routinely equipped with full head protection and life support.
Minimum Requirements: Average ability in Guns, Swords, and Unarmed Combat
Elite Troopers are better equipped and better trained soldiers used for special missions.
Minimum Requirements: 1 pt Grit; Good ability in Guns, Swords, and Unarmed Combat; 2 pts Strength; 2 pts Toughness
Pilgrim
Pilgrims are somewhat more specialized troopers in the Brotherhood military, originally formed for the same purpose as the Order of the Staff and Hand - to protect pilgrims on their way to the Cathedrals - but they also see service protecting Brotherhood sites.
Minimum Requirements: Average ability in Guns, Swords and Unarmed Combat; Novice Traveling; knowledge of at least one language in addition to Latin and English.
Recommended: Novice Survival
Pilgrim Executioner
Pilgrim Executioners are close combat specialists within the Pilgrim Orders, traditionally armed with twin Power Shields - capable of deflecting all manner of attacks, but also effective as weapons in close combat.
Minimum Requirements: Average ability in Guns and Unarmed Combat; Good ability with Melee Weapons; Novice Traveling; knowledge of at least one language in addition to Latin and English.
Recommended: Novice Survival
Sacred Warrior
Sacred Warriors are elites amongst the Troopers, sometimes sent on solo missions, or to assist Doomtroopers in assaults on Dark Legion Citadels. Sacred Warriors traditionally wear their hair long, whether male or female, and are issued Avenger power-swords. Many carry Defender ballistic shields as well. Some are bold enough to go without wearing a helmet, to signify their scorn for the threat posed by the Dark Legion.
Minimum Requirements: 1 pt Grit; 2 pts Strength; 2 pts Toughness; 2 pts Agility; MST of 20 or more; 2 pts Status: Sacred Warrior; Good or better levels in Guns, Swords, and Unarmed Combat
Fury Elite
From the best of the Sacred Warriors are drawn the Furies Elite, who wear ancient and beautiful armor, covered by robes. The Furies Elite are assigned to protect the Curia - the leading body of the Brotherhood - and no Cardinal ever enters battle without a bodyguard of Furies Elite at his side. Furies Elite are issued Defender power-swords, and possession of a Defender sword by anyone of lesser rank than a Fury Elite is punishable by death. Furies also often carry the Protector ballistic shield. As a matter of tradition, Furies Elite carry a small copy of the Book of Law encased in the breastplate over the heart. The armor worn by the Furies is ancient, as are their swords. With each generation of new warriors, surviving Defender blades are inscribed with new runes telling the tales of heroic deeds performed while carrying them, and the armor inscribed with tales of the battles their wearers have fought for the glory of the Cardinal.
Minimum Requirements: 1 pt Grit; 2 pts Strength; 2 pts Toughness; 2 pts Agility; MST of 20 or more; 4 pts Status: Fury Elite; Expert or better levels in Guns, Swords, and Unarmed Combat
Arch-Primate
The Arch-Primates are venerable warriors, usually well practiced in the Art, with armor that is an amalgam of old pieces put together over time, typically carefully mended and often intricately decorated. Arch-Primates often serve in an advisory capacity to other Brotherhood forces.
Minimum Requirements: 1 pt Grit; at least Good ability in Guns, Swords, and Unarmed Combat; 1 Level of Perfection (1+ pts) in one Aspect of the Art; MST of at least 20; 6 pts Status: Arch-Primate
Mystic / Visionary / Keeper of the Art
Those who display exceptional prowess in the Art may be chosen to become one of the Mystics. Unlike most users of the Art in the Brotherhood, Mystics may be trained in more than one Aspect of the Art. (Missionaries are able to dabble in any number of Aspects, but once they get a career in the Brotherhood beyond the Mission, their education is frozen to the pursuit of a single Art ... unless, that is, they manage to become Mystics.)
Mystics wear typical Brotherhood robes and ceremonial shoulder pauldrons while in the Cathedrals, but if they are ever seen outside the Cathedrals, they wear full robes and armor, and a concealing helm. In or out of the Cathedral, Mystics wear Power Stabilizers on their backs - strange devices with multiple tubes radiating outward, which help to focus and stabilize their use of the Art at more potent levels than most practitioners. Mystics who practice a number of different Aspects are typically identified by having different colors of tubes on their Power Stabilizers. This has led to some people irreverently nicknaming Mystics "Peacocks".
Minimum Requirements: 1 Level of Perfection (1+ pts) in one Aspect of the Art; MST 20 or more; 1 spell; 2 pts Status: Mystic; 2 pts Lore of the Mutant Chronicles
Visionaries are members of a sisterhood within the First Directorate that specialize in the Art of Premonition, as well as the arts of combat. They are often assigned as advisors in Brotherhood military actions, and as guardians for far-flung Brotherhood outposts.
Minimum Requirements: 3 Levels of Perfection (3+ pts) in the Aspect of Premonition; MST 20 or more; 1 spell in the Aspect of Premonition; 4 pts Status: Visionary; 2 pts Lore of the Mutant Chronicles; Average Combat with Melee Weapons and Handguns; female character
Especially gifted Mystics are granted the title of "Keepers of the Art". Most of them never see any action outside of the Brotherhood Cathedrals, as they are mostly put to use training others in the use of the Art, or partaking in the most important of Brotherhood rituals -- and they're often candidates for inclusion in the Curia: the ruling body of the Brotherhood.
Minimum Requirements: 16 Levels of Perfection in at least one Aspect of the Art; MST 50 or more; 2 spells; 6 pts Status: Keeper of the Art; 2 pts Lore of the Mutant Chronicles
Watchman
Certain Mystics are selected to fill special duties as emissaries of the Brotherhood to Dark Eden (Earth). These Mystics are expected to not only know the powers of the Art, but to be able to survive in Dark Eden's hostile environments, and to be able to deal with the native tribes. These latter abilities may be more valuable than great proficiency in the Art, though the Art provides the Brotherhood's main bargaining tool when trying to sway the leaders of the known Dark Eden tribes toward their way of thinking.
Minimum Requirements: 1 Level of Perfection (1+ pts) in one Aspect of the Art; MST 20 or more; 1 spell; 4 pts Status: Watchman; 2 pts Lore of the Mutant Chronicles; Average Etiquette; at least one of the following languages: Crescentian, Eurostandard, or Lutheran; Average Survival; Novice Traveling
Inquisitor / Inquisitor Majoris
Inquisitors are assigned a multitude of duties, centering around the investigation of Dark Legion activities, and the eradication of Heretics. They interrogate prisoners in ways that most would consider inhumane, though it is all justified in the name of saving humanity from the Darkness. They occasionally may be involved in criminal investigations, if there is suspicion of involvement of Heretics. As duties require, Inquisitors may sometimes go undercover, though this sort of work is more often relegated to the Revisors.
Inquisitors have distinctive armor, but some wear armor that has been handed down from previous generations, so there may be some variations in style. Most Inquisitors have black armor and red robes, though more extravagant Inquisitors can wear whatever color robes they wish - save for black.
Minimum Requirements: 2 pts Strength; 2 pts Toughness; 2 pts Agility; 1 pt Grit; MST of 10 or more; some sort of investigative or interrogation skills; 1 pt Lore of the Mutant Chronicles; at least Average level skill in Unarmed Combat and some sort of weapon; 4 pts Status: Inquisitor; at least 1 Level of Perfection in one Aspect of the Art
Inquisitors Majores are the elite of the Inquisitors. Few things can stand against them in battle or in the interrogation room. Only Inquisitors Majores are allowed to wear black robes, though they may wear any color of robes they wish. The armor of Inquisitors Majores varies in style greatly, but it is usually distinguished from that of lesser Inquisitors by having double-layered shoulder-pauldrons.
Minimum Requirements: As for Inquisitor, but MST of 20 or more; 2 pts Lore of the Mutant Chronicles (more recommended); at least Good level skill in Unarmed Combat and some sort of weapon, or exceptional investigative/interrogation skills; 6 pts Status: Inquisitor Majores; at least 4 Levels of Perfection in one Aspect of the Art
Valkyrie / Vestal
The only gender-segregated branch of the Inquisition is that of the Valkyries. The Valkyrie Sisterhood is composed wholly of Brotherhood warrioresses who are traditionally armed with the Castigator power-spear and the Punisher handgun, though they are usually trained in unarmed combat as well. Popular belief is that Valkyries are all stunningly beautiful (largely thanks to propaganda), but aside from the fact that certain standards of physical fitness must be met, there's no such requirement. (Contrary to fantasy depictions of warrioresses, Valkyries wear totally encasing armor and helmets, though they often let their hair flow free.)
Minimum Requirements: Female character; at least Good Melee Combat ability; at least 1 Level of Perfection in one Aspect of the Art; 1 pt Grit; 2 pts Status: Valkyrie; female character
Higher ranking Valkyries are known as Vestals. Vestals are expected to be more proficient in combat than typical Valkyries. While it is not a requirement, they are usually more proficient in the Art as well. They act as leaders of squads of Valkyries, when the Sisterhood goes to battle, though they are also often used as solo agents. They often serve as liaisons with Corporate forces.
Minimum Requirements: Female character; at least Expert Melee Combat ability; at least 1 Level of Perfection in one Aspect of the Art; 1 pt Grit; 4 pts Status: Vestal; female character
Archangel
Archangels are the hot shot pilots of the Brotherhood's air force, flying the highly demanding Icarus jet fighter. They are trained in the use of the Art, most often the Aspect of Mentalism, as it requires supernaturally toned reflexes in order to manage these machines without benefit of electronic assistance.
Minimum Requirements: 2 pts Agility; MST 10 or more; Good or better Piloting: Aircraft; at least 1 Level of Perfection in one Aspect of the Art; 2 pts Status: Archangel; at least Average combat ability with Vehicle-Mounted Weapons
Mortificator / Redemptionist / Seeker
Mortificators represent the darkest side of the Inquisition. When not working undercover, Mortificators wear light body armor, and are typically armed with silenced Punisher or Nemesis handguns and Mortis swords, though they just as often make use of the Mephisto sniper rifle. Mortificators are the Brotherhood's assassins, taking out highly placed Heretics without bothering with such trivialities as arrest and due process. While the existence of Mortificators is not a secret to the megacorporations, they necessarily keep a low profile, and in the general populace, their existence is generally accorded as much weight as most rumors.
A select set of Mortificators serve on Dark Eden (Earth) in special operations, serving as scouts and spies as much as assassins, and are known as "Seekers".
Minimum Requirements: 2 pts Grit; 2 pts Agility; MST 20 or more; at least Average ability with Sniper Rifles, Guns, Melee; at least Good Stealth; covert abilities recommended
Redemptionist Assassins serve as "sergeants" for groups of Mortificators, though they are sometimes also sent on solo missions.
Minimum Requirements: 2 pts Grit; 2 pts Agility; MST 20 or more; at least Average ability with Sniper Rifles, Guns, Melee; at least Good Stealth; cover abilities recommended; 2 pts Status: Redemptionist Assassin
Bishop / Cardinal
The Brotherhood has its own hierarchy of the priesthood, and most all in the Priesthood are experienced practitioners of the Art. Bishops govern over cities and groups of settlements, whereas Cardinals are assigned to the major Cathedral found on each planet. (These Cardinals are also known as "Sheriffs", though they are also known as Cardinals Emeritus.)
There is also a single Cardinal that is leader over the entire Brotherhood, and while he resides in Luna, he is not the "Sheriff of Luna" - that duty belongs to another Cardinal. Whenever someone refers to "The Cardinal", they are generally referring to this leader of the Brotherhood, rather than one of the planetary Cardinals. As of the year 1279 YC, this leader is Cardinal Nathaniel Durand XVII, renamed in honor of the first Cardinal to hold this position.
Minimum Requirements: Beyond the scope of PC play; lots of Status, plus demonstrated competency in the Art and combat