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Martial Order

AX.C.07.05.01

A disciplined body organized around direct force: identify a threat, commit resources against it, resolve the situation. It does not investigate at length or negotiate first if it can help it. Its value to a member is backup, and its price is obedience.

  • Domain: Martial
  • Faction Access (circumstantial, Affiliated Standing or higher): +1D to Strike while operating under the Order's authority

Standing Drivers

  • Gains: Completing assigned actions against designated threats; protecting Order personnel or assets under fire; demonstrating reliability in a fight the Order cares about.
  • Losses: Disobeying a direct order in the field; causing casualties or damage the Order has to answer for; failing a mission in a way that costs the Order materially.

Boons

Standing Colors | Organizational | Stage 1 | Passive | Self | Always active

While visibly identifiable as Order-affiliated (uniform, sigil, known reputation), hostile NPCs who are not already committed to a fight against you must succeed at a Wit Save (Threshold 2) or hesitate one Turn before engaging, as they assess whether the Order's reputation makes this a fight worth having.

Genre Note: A Fantasy Order's heraldry, a Modern task force's raid jacket, a Sci-Fi Legion's transponder ident all produce the same hesitation.

Requisition | Organizational | Stage 2 | Primary Action | Self | Long Rest

Once per Long Rest, requisition standard Order equipment appropriate to the mission at hand, one item of Kit-tier gear or a piece of equipment the Order would plausibly stock. This is not a Faction Pull; it draws on standing quartermaster stock, not a special favor.

Limit: Once per Long Rest. The Order expects it back or accounted for.

Muster | Organizational | Stage 3 | Primary Action | Near range | Full Rest

Call in a squad, two to four Order Minions (AX.C.15.01), to a scene within Near range. Arrival timing is GM's call based on the Order's actual proximity in the fiction, immediate if a garrison is nearby, delayed if not.

Limit: Once per Full Rest. Costs 10 Standing Points, per AX.C.07.02's Faction Pull cost. Squads sent and lost reflect on your standing regardless of point cost.

Adventure Hooks

  • The Order has designated a target the PCs have reason to protect instead. Standing with the Order and loyalty to the target pull in opposite directions.
  • A Muster call goes wrong, the squad that answers finds something the Order didn't brief them for, and now the PCs have to manage what the squad saw.
  • The Order's leadership is split on doctrine; a PC's Trusted-or-higher Standing makes them a recruiting target for one faction inside the Order.