Mekham/Unaligned

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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:24 am

Sages Guild (Diplomat)

The Sages are the Lore masters of Medinaat Al-Salaam. There are few things that they do not have knowledge of and they jealously guard their secrets from those who are not members. Even among members, information is a hassle to get out of another as paranoia can run rampant among their ranks. Still, any information that can be found is always of use.

Technique Rank: 5
Requirements: Two Lore skills at 6, Must have the Forbidden Knowledge advantage.

Technique: You gain a +1k0 bonus on any non-combat roll that is related to a Lore skill that you possess. This ability stacks. GM is final arbiter of what Lore skill may be related to a roll.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:24 am

Shadow (Ninja)

The Shadow are a little known organization of thieves that hides deep in the underbelly of society. They are difficult to find, and even harder to get in contact with unless they have an interest in speaking to you. The Shadow serves in any number of different functions, from information gathering, to assassination, to simple burglary. There are few things that the Shadow does not have its fingers into, and it is impossible to say where one might appear next.

Technique Rank: 5
Requirements: Stealth 6, you must sneak in and out of a highly secured location without being noticed.

Technique: If you fail a Stealth skill roll or are spotted while attempting a Stealth skill roll, you may spend a Void point to re-roll. You must keep this new roll.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:25 am

Sworddancer Guild (Warrior)

The Sworddancers are some of the greatest weapon wielders of all time. Each member has proven his skill with a blade and is able to make it dance across a battlefield, inspiring both awe and terror in his opponents. The Sworddancers have existed as a group for centuries and have a very small population, considering the stringent requirements to join.

Technique Rank: 5
Requirements: A Weapon skill at 6, Perform: Dance 5

Technique: The number of raises you may call on an attack or Perform: Dance roll are not limited in any way. In addition, you gain a +4k0 bonus to your attack roll so long as you call a raise for a maneuver.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:27 am

Caravan Guard (Warrior)

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.

Benefit: +1 Strength
Integrity: 5.5
Skills: Defense, Commerce, Swordsmanship, Archery, Investigation (Notice), one Weapon skill, any one skill.
Outfit: Longsword, standard bow, 20 arrows, one weapon, Light Armor, clothes, traveling pack, 5 copper

Techniques
Rank 1: Falcon’s Eyes
The Caravan Guard must always be on the lookout for danger. You gain a +1k0 bonus to all Perception based rolls and attack rolls.

Rank 2: Gorilla’s Strength
The Caravan Guard must be prepared to crush trouble as soon as it arrives. Your Strength is considered to be two ranks higher when determining damage for Spears and Polearms.

Rank 3: Owl’s 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 as long as you are outside a city and within the Burning Sands. Your Strength is considered to be one rank higher when determining damage for Swords.

Rank 4: Fox’s Swiftness
Caravan Guard’s must be capable of attacking repeatedly so they can finish an enemy quickly and move on to the next. You may make attacks as a simple action with any weapon for which your Strength is increased when determining damage.

Rank 5: Jinn’s 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 add +2k1 to your damage roll. In addition, Your Strength is considered to be two ranks higher when determining damage for Heavy Weapons.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:28 am

Dervish (Monk)

The Dervish are a unique order of monks within the city who devote themselves to the teachings of Mekhem in a somewhat strange way. While many monks within the city are more grounded in the world, the Dervish order has a uniquely mystic tradition dating back to the eighth century when they were founded. Their goal is to seek truth in oneself and purify the body and soul for their inevitable meeting with the Divine.

Devotion: Mekhem
Benefit: +1 Agility
Integrity: 5.5
Skills: Etiquette, Lore: Theology, Meditation (Void Recovery), Perform: Dance 2, Sincerity, Athletics
Outfit: Staff or short clubs, coarse and plain Traveling Clothing, copy of Saying of Mekhem, traveling pack, and 4 pool

Technique: Meditations on the Self
The Dervish order has perfected a dance meant to center themselves, and even those around them can feel the purification of the process. A number of times per day equal to your School Rank you may make a Perform: Dance/Void roll at TN 20. This dance takes five minutes to complete. If you succeed at this roll you regain two Void Points. In addition, a number of people who witnessed this performance up to twice your School Rank may gain one Void point. You begin the game with three kiho.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:29 am

Qahtan Riders (Warrior)

The Qahtan Riders are trained to be light on their horses, to the point that many Qahtan chose to ride without saddles, claiming that a saddle only slows the horse down. The results are hard to argue with as the Qahtan have some of the fastest and most sure-footed horses and riders in the Burning Sands.

Benefit: +1 Reflexes
Skills: Athletics, Defense, Horsemanship, Animal Handling, Tahaddi, Archery, any one skill
Integrity: 3.5
Outfit: Partial or Light Armor, Sturdy desert clothing, Riding Horse, Horsebow and 20 arrows, sikin, Traveling Pack, 1 Copper

Technique: The Great East Wind
The Great East Wind brings life as it speeds across the desert sands, so to do the Qahtan Riders move across the sand. Your Water ring is considered to be one rank higher for determining your movement, when mounted your horse is considered to have an additional rank of Swift. In addition, you gain a bonus to your ArmorTN equal to your Horsemanship skill while mounted and half that, round down, while on foot.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:31 am

Mutayr Stoic (Warrior)

The Mutayr are trained in some of the harshest conditions possible to ensure that only the toughest riders survive the program. The Mutayr train for endurance both in horse and in rider and it is claimed that no nomad tribe is as capable of withstanding the heat of Lady Shilah as well as them.

Benefit: +1 Stamina
Skills: Investigation, Defense, Horsemanship, Hunting 2 (Survival), Archery, any one skill
Integrity: 2.5
Outfit: Partial or Light Armor, Sturdy desert clothing, Riding Horse, Horsebow and 20 arrows, sikin, Traveling Pack, 1 Copper

Technique: The Anvil’s Master
The Anvil is perhaps the harshest and most unforgiving portion of the entire Burning Sands. It is said that it was here that Shilah focused her anger, and the Mutayr seek to survive the next Day of Wrath by surviving that place. Your TNs to resist the Dazed, Fatigued, and Stunned Conditional Effects and effects of Environmental Hazards are reduced by 5. In addition you gain a Reduction of 2.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:32 am

Joth Nightstalker (Warrior)

The Joth are a tribe of expert raiders and nighttime ambushers, second only to the Moto, growing rich off the plunder of those caravans that they fall upon.

Technique Rank: 2
Requirements: Stealth 3, Horsemanship 1

Technique: Strike in Silence - The Joth Nightstalker is adept at coming up right next to their foe before they even realize they are there. You may use the Stealth skill while Mounted. In addition, you gain a +2k0 bonus to all Stealth rolls under the cover of night.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:33 am

Farsi Bowman (Warrior)

The Farsi are perhaps some of the most renowned horse archers in the world, their strong bows able to strike the wings off a fly some say. Were the Farsi ever united, it is said, they would conquer the world.

Technique Rank: 2
Requirements: Archery 3, Horsemanship 1

Technique: The Farsian Shot - The Farsian shot is the signature of their people, and many say that a Farsi is at his most dangerous when he is running away from you. You gain a +2k0 bonus to ranged attack rolls. This becomes a +2k1 bonus if you are mounted and your mount has made a simple move action this round.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:34 am

Tirkak Guardian (Warrior)

Little is known of the Tirkak other than that they make their home in the Western Wastes and have a penchant for magical matters. The Guardians are a rather elite group of fighters though, who focus their efforts on overcoming magical opposition.

Technique Rank: 2
Requirements: Spellcraft 3

Technique: Stand against the Magi - The Guardians have learned that in order to properly fight the magical foes, they must be able to defend themselves from magic. Whenever you are the target of a spell, you may increase or decrease the TN of the spell by 5. Additionally, you gain a +1k0 bonus on attack rolls while mounted.
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