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Tomb Raider

There are still many forgotten portions of Medinaat al-Salaam, and even more forgotten relics out in the Burning Sands. For those with the bravery to explore such areas, great riches are the award for the wise, death is the award of the foolish. The Tomb Raiders are not so much an organized group as a series of like-minded individuals that trade their secrets of success for the right price. Unlike some, the Tomb Raiders have never been particularly hard hit by any events in Medinaat al-Salaam. The Immortal Caliphs law, as draconian as it often was, still had a great deal of favor for those that can collect ancient items she desired. Since the fall of the Immortal Caliph, many of the cities wealthier citizens as well as several factions have had a great interest in what items the Tomb Raiders can dredge out of the sands. Benefit: +1 Reflexes Integrity: 1.5 Skills: Athletics, Deceit, Hunting (Trailblazing), Underworld, any one skill, and choose two of the following, Commerce, Traps, Storytelling, Defense. Outfit: Desert Robes, sandals, sikin, traveling pack, 5 copper Techniques The Tomb Raiders do not have a specific set of standard training, there are a great many skills, dealing with many various aspects of the tomb raiding business. At each Insight rank, the character may choose one of the abilities below. These abilities are sequential. The Art of Trade Rank 1 A tomb raided is worth nothing if you cannot sell your loot. You gain a bonus to all Commerce and Etiquette skill rolls equal to twice your Air ring. You may sell items at a greater profit and buy at a greater saving equal to 10% their listed value. If this art is your first Insight rank, you may purchase the advantage Clear Thinker for 3 points. Rank 2 Tomb Raiders often deal with those of greater station than themselves, as they are the ones with enough money to buy their services. When dealing with a person of greater Status than yourself, you gain a number of free raises equal to your School Rank on all contested social rolls. You may sell items at a greater profit and buy at a greater savings equal to 20% their listed value. Rank 3 The tongue of a Tomb Raider is often so fast that those that listen to him have trouble keeping up. You may spend a void point to force all characters within 30 feet to roll raw Awareness against a TN of your School Rank x 5. If they fail they cannot disagree with your next statement. A character may spend two void points to counter this effect. The Art of Lore Rank 1 Knowledge is power in the City of Peace. You gain a bonus to all Storytelling and Lore: Burning Sands skill rolls equal to twice your Fire ring. If this school is your first Insight rank, you may purchase the advantage Crafty for 4 points. Rank 2 A captivating story is often enough to earn a lifelong friend. When making a

Storytelling roll you may make two raises. If you succeed at the roll, you may purchase any who heard your story as an ally for two less points, minimum of 1 point. Rank 3 The key to being successful is to be the one that knows everything. You receive a phantom dot in all Lores that relate to the Burning Sands or tombs. The Art of Raiding Rank 1 Raiding tombs is a dangerous business, and its best to know how to deal with what youll find properly. You gain a bonus to all Traps and Investigation skill rolls equal to twice your Earth ring. If this school is your First Insight rank, you may purchase the advantage Daredevil for 1 point. Rank 2 Once one knows enough about traps, everything becomes easier to dodge. You may add your Traps skill rank to your TN to be Hit. In addition, when making an Investigation skill roll you gain a number of free raises equal to your Perception trait. Rank 3 Tomb Raiders are known to have a sixth sense when it comes to danger. Whenever you are about to be struck by a trap, you may spend a Void point to automatically avoid it. The Art of Battle Rank 1 Occasionally a Tomb Raider is going to find himself in a situation where the only way out is a fight. You gain a bonus to all Defense and Knives skill rolls equal to twice your Water Ring. If this school is your first Insight rank, you may purchase the advantage Quick for 1 point. Rank 2 A Tomb Raider is always more interested in getting out of a fight than getting into one. For the purposes of movement, you may add your School rank to your water ring. In addition your water ring reduction due to wounds is lessened by your rank in this art. Rank 3 A properly experienced Tomb Raider can wade into battle without ever being touched. You may add a number of rolled dice equal to your school rank to all Defense skill rolls. ((If there is any confusion on the matter of the first rank techniques of each Art concerning their purchasing advantages on the cheap, what it means is that the rank of this school that you pick up as a Rank 1 character is the only rank at which you can get the bonus, since all the advantages in question are Inherent. The Arts work the same way the schools of the Kaiu Engineer School work.))

Merchant King
Not every merchant within the city of Medinaat al-Salaam is under the thumb of the Dahabi. Those with enough strength, enough determination, and enough friends, can cut a niche for themselves among the merchants. The Merchant Kings of the City of Peace bow to no lord save the copper. Since the Awakening, the fortunes of the Merchant Kings have been mixed. Immediately after the death of the Immortal Caliph and the siege on Medinaat al-Salaam, the Dahab were extremely weak, allowing independent

merchants to flourish. But in more recent years, the Dahab have been cracking down harder than ever on merchants that are not directly under their control. Benefit: +1 Awareness Integrity: 1.5 Skills: Commerce, Etiquette, Deceit, Crafts, Courtier (Manipulation), Any high or low skill, any one skill Outfit: Fine Clothes, shoes, Cart, Camel, Scales, 10 copper Techniques Rank 1: A Merchants Life A merchant is first and foremost a trader in goods and services. You may collect goods or favors depending on your school rank from the following tables (Yasuki Merchant, Doji Courtier). In addition you may purchase the Blackmail and Ally advantages at 2 points cheaper (minimum 1 point). Rank 2: Against the Odds In a city ruled by a Merchant group, the life of an independent merchant can be difficult. You may add your Air ring to the totals of Commerce and Courtier Skill rolls. If your opponent in a contested social skill roll calls for raises, they only gain the effects of one raise for every two they call. Rank 3: Strike against the Will A Merchant King knows that if they can affect an opponents certainty, they can be victorious. You may spend a Void point to decrease an opponents roll by 1k1, to a minimum of 1k1. Rank 4: Control the Odds By the time a Merchant King is this experienced, his foes live in fear of going against him. You may add twice your Air ring to the totals of Commerce and Courtier Skill rolls. If your opponent in a contested social skill roll calls for raises, they only gain the effects of one raise for every three they call. These replace the benefits of Rank 2. Rank 5: Make your own Fate The Merchant King must make the best of what situations they find themselves in. You may now declare raises after you make a social skill or Commerce skill roll. ((For the first rank, the lists will change appropriately for the fact that it's in the Burning Sands and not Rokugan and as such some items will not be available.))

Caravan Guard
If it is the duty of the City Guard to keep the peace and enforce the laws inside Medinaat al-Salaam, it is the duty of the Caravan Guard to protect the blood that keeps the great heart pumping. The Caravan Guard serves as bodyguards for large caravans, protecting the priceless goods heading to and from the City of 1,000 Tales from brigands and thieves. The duty of the Caravan Guard has remained mostly unchanged for centuries; the only difference is in where they go. Recent increased trade with the Ivory Kingdoms led many down into those fertile lands, while the recent upheaval of

the Senpet by the Yodotai and the continuing rebellion has limited that trade route. Most interestingly, the caravans they guard are beginning to edge closer to the Emerald Empire. Benefit: +1 Strength Integrity: 3.5 Skills: Defense, Commerce, Swordsmanship, Archery, Investigation (Notice), one Weapon skill, any one skill. Outfit: Longsword, spear, standard bow, 20 arrows, Light Armor, clothes, traveling pack, 5 copper Techniques Rank 1: Falcons Eyes The Caravan Guard must always be on the lookout for danger. You gain a number of Free Raises on Perception rolls equal to your School Rank. In addition you may add your Water Ring to your attack and damage rolls. Rank 2: Gorillas Strength The Caravan Guard must be prepared to crush trouble as soon as it arrives. All Polearms, Spears, and Staves now have a bonus as though they were Heavy Weapons if you wield them. This is in addition to whatever bonuses such weapons already have. Rank 3: Owls Wisdom A Caravan Guard will spend most of his time out in the sands, learning all that there is to know about them. You are considered to have the Way of the Land Advantage no matter where you are. In addition you may add twice your Water Ring to your attack and damage rolls, this replaces the Rank 1 benefit. Rank 4: Foxs Swiftness Caravan Guards must be capable of attacking repeatedly so they can finish an enemy quickly and move on to the next. You gain an additional attack per turn. In addition, when wielding a bow, the Strength of that bow is considered to be one higher and swords are now treated as Heavy Weapons in addition to their other abilities. Rank 5: Jinns Power You must be able to strike a blow as though you were a mighty Jinn in order to properly protect your caravan. You may spend a void point to gain a number of rolled dice to a damage roll equal to your School Rank. Finally, Heavy Weapons now double strength for the purposes of determining damage.

Street Rat
Not everyone who lives in the city is a part of the rich and powerful. Many are poor, and barely make a living from day to day. Some do not even make that, and so turn to theft to make a living and avoid the horrors that hide in the darker portions of the city. There are thousands of Street Rats within the city walls; some have even become powerful and rich citizens using their ill-gotten gains. The order and prosperity brought to the city after the death of the Immortal Caliph has done little to affect the numbers of Street Rats who call the city home, but with an effective Qadi, crime has come to a low

unknown for centuries. The Street Rats, having little other choice, try to live their lives as best they can under these new harsh conditions. Benefit: +1 Agility Integrity: 0.5 Skills: Athletics (running), Stealth, Sleight of Hand (pick pockets), Knives, one low skill, any two skills Outfit: Ratty clothes, knife, traveling pack, 2 copper Techniques Rank 1: Just another Face A Street Rat has to know how to blend into the crowd and steal without being noticed. You gain a bonus to Stealth and Sleight of Hand skill rolls equal to your Air ring. Efforts to detect you suffer a penalty equal to your School Rank. Rank 2: Like the Wind An unfortunate fact of any Street Rats life is that youre going to have to run from the law a lot. When buying an emphasis for the Athletics skill, you pay for it as though it were your first emphasis. Rank 3: Strike Quietly There are times in every Street Rats life that they must fight. You may make an additional attack per turn. In addition, efforts to detect you suffer a penalty equal to twice your School Rank, this replaces the benefit from Rank 1. Rank 4: Untouchable A Street Rat knows the streets of Medinaat al-Salaam so well that he can glide through them as though the hundreds in his way were not there. When opposed by someone or a group, your Water is considered to be one higher than the highest water among your unmounted opponents. When making an Athletics roll, if you do not have an emphasis for the roll you are making you are considered to have that emphasis for the roll. If you have the emphasis, it counts double. Rank 5: A Shadow By now, the Street Rat is so good at staying to the shadows that it is as though he is one. If you are spotted by someone and there is the possibility that it can be explained away, you may spend a Void point to negate having been spotted. ((The wording might be a bit spotty on the last technique. Essentially it's used to negate being spotted, but I didn't want to let people just run through the Caliph's court in broad daylight without being seen.)) Paths

Master of the Seal


The Masters of the Seal are the undisputed rulers of the Qabal, their magical prowess and wisdom means few can compete against them, and with the respect they have garnered, few want to. For the moment, the vast majority of the Masters of the Seal are

Traditionalists, but as the older generation retires and the newer generation comes into their powers, more and more Progressivists are seeping into their ranks. Technique Rank: 6 Path of Entry: Qabal Summoner 5 Path of Egress: Qabal Summoner 6 Technique As a Master of the Seal, you have an intimate knowledge of the workings behind Hakhim's seal and can use it in ways some would have thought impossible. You gain a second Use Special Ability action per round that you may use to cast a spell. Advantage: Monkey Assistant 2 points You have a trained monkey that assists you, or annoys you. Depending upon the mood the monkey happens to be in at the moment. You are considered to have 5 ranks in Animal Handling (Monkey) for the purposes of giving your companion commands. If you already have more than 5 Ranks in Animal Handling, you may use that instead.

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