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Nomads

First, some new (and old) families. Moto, +1 Stamina. The Moto are perhaps the most feared of all the Nomadic tribes. Easily the largest and most powerful, they scour the Burning Sands in search of new habitable lands for their flocks and themselves, occasionally raiding caravans or serving in various more legitimate endeavors in the Burning Sands. It is said nothing happens on the sands without the Moto knowing about it. Recently, a great number of the Moto have either left or been killed. When the Kami Shinjo awoke, she took many Moto with her when she left for Rokugan, many other Moto died during the attack on Medinaat alSalaam. As such, the Moto do not wield the power they once did. Tirkak, +1 Strength. The Tirkak are a smaller band of nomads which reside in the Burning Sands. Mostly their movements are on the fringes of the Western Wastes and they tend to stay away from the larger civilizations. Legend says that something slumbers deep within the Western Wastes and has been for centuries. It is the Tirkaks duty to guard it and make certain none come close. With the weakening of the Moto, the Tirkak have come into greater prominence in recent years. Joth, +1 Reflexes. The Joth are the bane of merchant caravan and RaShari alike. These ruthless nomads make their home in the Great Void that serves as the major trade route between the Ivory Kingdoms and the rest of the Burning Sands and often raid the caravans that pass by in an effort to enrich themselves. It has worked, and the rulers of the Joth command more respect and power today than they ever have in their known history. But the hammer is preparing to fall upon the Joth now that Medinaat al-Salaam is no longer under the control of the Khadi, and if they are not careful in how they move now it might be the end for the upstarts. The Ra'Shari also count as nomad families at least under my rules. So you could see a Moto Knife-Dancer. Just won't be very often. Nomad Schools For the Moto, until I think of something better the Moto Bushi School or the *wince* KiRin Nomad School could probably be used. ((Disclaimer, this school takes a bit of a deviation from the accepted canon.))

Tirkak Guardian (Warrior)


The Tirkak have patrolled the Western Wastes for centuries without end. Many wonder why, only they, the RaShari, and the Ashalan, know why. Early in the sixth century, the Book of the Dead was stolen from its tome in the Senpet Empire and made its way South. Eventually the Book of the Dead was in the hands of an immensely powerful Sahir who made the Western Wastes his home. The sorcerers true name has been lost to time, but he is now called the First Khadi. The First Khadi grew to be immensely powerful as he learned more and more from the Book until finally he came to the attention of the Ashalan, the Qabal, and the RaShari. Working together the three groups managed to seal the First Khadi away in his fortress, but they could not kill him. One caravan of RaShari

then offered to forever guard the fortress and make certain that none disturbed the creatures imprisonment. The Tirkak were born then and continue in their eternal vigil. During the reign of the Immortal Caliph, Qabal records on the First Khadi were destroyed by the Qadi. During the Awakening, many ancient creatures that had been slumbering within the wastes awoke. Now the Tirkak fear that the First Khadis tomb has been opened and the immortal evil is biding its time before it strikes, but no scouts that the Tirkak have sent have come back. Benefit: +1 Willpower Integrity: 3.5 Skills: Horsemanship, Swordsmanship, Archery (Horse Archery), Defense, Spellcraft, Lore: Khadi, any one skill. Outfit: Long sword, Horsebow and 20 arrows (any type), Dagger, any one weapon, light armor and helm, riding horse, traveling clothes and boots, traveling pack; 5 copper. Techniques Rank 1: One with the World One of the first lessons a Tirkak learns is that they are always connected to the world. Select two of your school skills. Add 5 + School rank to the totals of each of these skills whenever they are rolled. In addition, add your Air ring to your TN to be hit. Rank 2: Stand against the Magi The Tirkak have learned that in order to properly fight the first Khadi, they must be able to defend themselves from magic. You may spend a void point to increase the TN of a spell cast against you by your Earth times three. Rank 3: Once is not Enough Redundancy is important in the desert, and that is reflected in the way Tirkak go into battle. You may make an additional attack per round. In addition, add twice your Air ring to your TN to be hit, replacing the benefit from Rank 1. Rank 4: The Desert Shifts In the ever shifting world of the Burning Sands, a Tirkak warrior must be ready to shift with them at a moments notice. At any time during a combat round, your character may change their combat posture. This may only be done once per round. If your character attacks while in full attack posture, the enemy still gains their three free raises. Rank 5: Assert the Will of the Sands At this rank, the Tirkak has become one with the Sands enough that she can emulate the unrelenting nature of sand. When faced with a spell, skill, and Fear effect that would affect your mind or stop your movement you may spend a Void point to make a contested Willpower/Spellcraft roll. You add your Earth times three to the total of your roll. If you are successful the spell, skill, or Fear effect fails. In addition, add three times your Air ring to your TN to be hit, replacing the benefit from Rank 3. ((Simply put, when Iuchiban came to the Burning Sands and found the Book of the Dead he had some help from a very powerful Senpet Sahir. The two worked together for a time to perfect the method of making a Khadi. Neither trusted each other to go through the process first however, as they knew well that the first one to go through the process would

end up the slave of the other. So the Sahir bolted and did the process a bit later. He's known as the First Khadi because the Burning Sands doesn't know about Iuchiban. The reason I made this change is because I didn't feel comfortable with the idea that Iuchiban went to the Burning Sands, found out about the book, learned the Senpet language, broke into possibly the most secure place in the world, read the book, learned the ceremony, and enacted it all without any inside assistance. If the idea of another Khadi at around the same time as Iuchiban makes you uncomfortable, there are plenty of other terrifying things to choose to be the thing hidden in the Western Wastes, like a Rakshasa.))

Joth Nightstalker (Warrior)


The Nightstalkers are perhaps one of the most feared things in the Great Void. Every RaShari storyteller has at least one story that deals with them, and even the Assassins are wary when their name is uttered. The Nightstalkers rarely take a part in battles, preferring instead to ambush unwary travelers, slit their throats, steal their goods, and disappear back into the night. Rumors abound that the school was first started by the Old Man of the Mountain, but there is nothing to suggest that is actually true. Benefit: +1 Reflexes Integrity: 1.0 Skills: Athletics, Swordsmanship, Brawling, Knives, Stealth (Ambush), any weapon skill, any one skill. Outfit: Any three weapons, clothes and books, set of dark clothing and black paint, 10 copper. Techniques Rank 1: Unmoved as the Desert Viper The Nightstalker must close with their target quickly and silently. You roll and keep a number of additional dice equal to your school rank on all Stealth rolls. The Full Defense posture does not interfere with your movement. Rank 2: Strike in Silence The Joth learn from an early age not to give their targets a chance to strike back, and that basic tenant is advanced upon in the first rank. When attacking a foe that is unaware of your presence using the Full Attack posture, you gain an additional attack during the first round. You may add twice your Fire ring to your TN to be hit when you are not wearing armor. Rank 3: The Inherent Weakness Learning their targets weaknesses before they strike is important for the Nightstalker. For a number of rounds equal to your School Rank, you may examine a character. For every round that you examine the character, you gain a free raise against them on your first round in combat against them as until end of scene. Using the Stealth skill for sneaking no longer interferes with your movement. Rank 4: Speed of the Desert Viper Speed and precise movement are the essence of surviving as a Nightstalker. You may make an additional attack per round. When attacking an opponent, you ignore carapace and the bonus to their TN to be hit from armor equal to your School Rank.

Rank 5: The Turn of the Moon Even the greatest first strike is not enough, and so a Nightstalker must have a way of surviving continual combat. The Nightstalker may apply their full defense bonus to a number of enemies equal to twice their school rank. If you spend a void point you may only be attacked once this turn.

Nomadic Preacher
One tie that holds the nomadic tribes together is their worship of their ancestors, which in turn means the Preachers tie the nomadic tribes together. The Nomadic Preachers serve their people in many ways, from foretelling the future or as advisors to the leaders to healers or as a keeper of the history of the tribe. Nomadic Preachers often play a quieter roll in nomadic life, but it is a vitally important roll that ties their tribe to their past. Benefit: +1 Void Integrity: 2.5 Skills: Divination (Omens), Horsemanship, Spellcraft, Theology, Meditation, any two skills Outfit: One weapon, desert robes and boots, riding horse, traveling pack, 5 copper. Technique The Nomadic Preacher may learn spells from the Five Disciplines as a Qabal Summoner, but do not use Hakhims Seal. Instead the Nomadic Preachers pray to their ancestors in the other realms, who in turn bring their blessings to the Preacher. You receive a free raise for the Discipline of Celestials. The Nomadic Preacher begins with the first spells in Divination and Fortunes, and two other spells of their choice. The Nomadic Preachers connection to their Ancestors is so strong that they can call upon them to commune with them. You may make a Meditation/Void roll at a TN of 15 to call upon an Ancestor. This process usually takes one hour. Raises may be called to reduce this time by ten minutes per raise, to a minimum of 10 minutes. The Ancestor called upon will be the same Rank as you; you may make two additional raises to increase this by one. You may only raise in this manner once and to a maximum of Rank 6. ((Once again I am struck by the wordy and complicated bug. I hope that makes sense. Also, Divination and Fortunes spells will hopefully be coming out soon with an LBS errata.))

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