Ra'Shari

Post Reply
User avatar
Jewel
Posts: 1325
Joined: Mon Apr 19, 2021 9:27 pm

Ra'Shari

Post by Jewel » Wed Apr 21, 2021 1:28 am

Ra'Shari Knife-Fighter (Warrior)

Despite the best efforts of the more diplomatic members of the Great Caravan, the Ra'Shari are not welcome everywhere they go. It became clear early in their wanderings that the Ra'Shari would need to be able to protect themselves. A brilliant nomad named Stevo discovered that the same economy of motion practiced by dancing could be employed by agile warriors seeking to avoid their opponent's weapons.

Benefit: +1 Agility
Integrity: 3.5
Skills: Sincerity (Deceit), Defense, Divination, Knives, Perform: Dance, Tahaddi, Any one skill
Outfit: Knife, staff, clothes, cloak, shoes, Traveling Pack, 5 copper

Techniques

Rank 1: The Endless Dance
You gain a bonus to your Armor TN equal to your Perform (Dance) Skill when not in heavy armor or similarly encumbered (GM’s discretion). You gain a +1k0 bonus on Initiative Rolls.

Rank 2: Flashing Talons
You may throw knives accurately (without TN penalty) up to 60’. You gain a +1k0 bonus to Damage Rolls with bladed weapons.

Rank 3: Through the Cracks
If fighting unarmed or wielding only knives, the Extra Attack maneuver only costs 3 Raises. You gain a further +1k0 bonus to Initiative Rolls (+2k0 in total).

Rank 4: Two Knives, Two Wounds
Making attacks with a knife or an unarmed strike is a Simple Action for you.

Rank 5: Strike to Slay
When attacking with a knife or unarmed strike, you may spend a Void Point to add +1K1 to the Damage Roll. You gain a further +1k0 bonus to Initiative Rolls (+3k0 in total).
GM • City of Stories

User avatar
Jewel
Posts: 1325
Joined: Mon Apr 19, 2021 9:27 pm

Re: Ra'Shari

Post by Jewel » Wed Apr 21, 2021 1:29 am

Ra'Shari Trader (Diplomat)

Commerce is life to the Ra'Shari, since their nomadic lifestyle makes trading a good way to make money in the burning sands. The Great Caravan of Commerce has mastered the art of the traveling salesman, bringing to people what they need and what they want. While the techniques of the Ra'Shari Trader existed long before the splitting of the Great Caravans, they have been perfected since.

Benefit: +1 Intelligence
Integrity: 2.5
Skills: Commerce, Courtier, Temptation (Bribery), Etiquette, Lore: Underworld, Any two skills
Outfit: Staff, clothes, cloak, shoes, cart, scales, Traveling Pack, 10 copper

Techniques

Rank 1: Opening Offer
You gain a +1k0 bonus to Sincerity, Temptation and Commerce Rolls. You may make a Contested Temptation (Bribery)/Awareness against an opponent’s Etiquette/ Awareness in order to determine a single material item the subject wants . When buying from another Ra’Shari Caravan, you only need pay 75% of the normal price.

Rank 2: Acquiring the Goods
You gain a +1k0 bonus on all Courtier, Etiquette and Lore: Underworld Rolls.

Rank 3: Making the Deal
You receive a further +1k0 bonus to Sincerity, Temptation and Commerce Rolls (+2k0 in total). If you satisfy an NPC’s material wants, you may halve the XP cost of purchasing them as an Ally (GM’s discretion).

Rank 4: Expediency is Important
You gain a further +1k0 bonus to all Courtier Etiquette, and Lore Underworld Rolls (+2k0 in total). When waiting for goods to be shipped to you, you only wait 75% of the time.

Rank 5: The Perfect Supplier
You receive a further +1k0 bonus to Sincerity, Temptation and Commerce Rolls (+3k0 in total). If you spend 20 minutes in conversation with someone and succeed at a Contested Temptation (Seduction) Roll vs. the Target’s Awareness / Courtier, you may learn all of the Target’s material desires. If you know a target’s material desires you can make a Contested Commerce/Awareness Roll against their Etiquette/Willpower to convince them that you can satisfy their material wants at a reasonable price and promise to deliver those goods at a specified time. If you do so you may gain them as an Ally at no cost until the promised goods arrive at the specified time (assuming the goods arrive at all). The GM is the arbiter of what constitutes a reasonable delivery time. Misuse of this technique has given the Rashari the reputation that they have today, wise traders would do well to leave friends behind rather than disappointed enemies.
GM • City of Stories

User avatar
Jewel
Posts: 1325
Joined: Mon Apr 19, 2021 9:27 pm

Re: Ra'Shari

Post by Jewel » Wed Apr 21, 2021 1:31 am

Ra'Shari Diviner (Sahir)

A long time ago, the Ra'Shari were the chosen people of Vishnu, and called upon the tripartite blessings of Provider, Preserver and Pervader. Today however this connection is long gone. Ra'Shari magic still comes in three parts, but their new aspects reflect their long duty in the Burning Sands.

Benefit: +1 Perception
Integrity: 3.5
Skills: Sincerity (Deceit), Divination, Medicine (Herbalism), Any one Perform skill, Spellcraft, Lore: Theology, Any one skill
Outfit: Knife, staff, clothes, cloak, shoes, Traveling Pack, 5 copper

Technique: The Whispers of the Song - You learn six Cokaloi, plus three additional Cokaloi at each additional level. You may add your divination skill to the result of all Lore skill Rolls.
GM • City of Stories

User avatar
Jewel
Posts: 1325
Joined: Mon Apr 19, 2021 9:27 pm

Re: Ra'Shari

Post by Jewel » Wed Apr 21, 2021 1:35 am

Ra'shari Charm Maker (Sahir)

It's often hard to tell whether or not the charms and protections the Ra'shari sell actually work. The cynical assume that it's nothing more than tricks and chicanery. However, scattered amongst the four caravans are a few Diviners with the knowledge to imbue a talisman with the magics particular to the Caravans. These Diviners are very careful about revealing such powerful magic however.

Technique Rank: 3
Replaces: Ra'shari Diviner 3
Requirements: Two Craft or Artisan Skills at 3

Technique: Talisman of Memory
You may create a talisman by making a successful artisan or craft roll with a TN equal to 10 plus 5x the spell's Master Level. Creating the talisman takes a number of days equal to the spell's mastery level. Characters must spend a minimum of 4 hours each day crafting the Charm. At the end of this period, the charm maker must make a successful roll for the cokalos they are imbuing into the charm. Each talisman only stores one cokalos and must be keyed to a specific user at creation and will only last for a season. This charm will work one time and may be activated as a simple action. A character already under a magical effect will cancel out any such effects if they activate this charm, a charm may not be used to 'stack' bonuses. Such powerful items can be stressful on the caster, and a character making charms may only have up to two times their School Rank made at any time.

You may only create charms from cokaloi that the caster already knows and may not create talismans from spells above Mastery Level 3.
GM • City of Stories

Post Reply