"al qadim cs Descriptors" By robblu (https://pastebin.com/u/robblu) URL: https://pastebin.com/1DmyDm1r Created on: Saturday 18th of June 2016 11:56:55 PM CDT Retrieved on: Saturday 31 of October 2020 03:34:40 AM UTC Street Rat Born and raised on the streets of Huzuz (or one of the other great cities), you know your way around them like the back of your hand. Where to go for food, drink, other commodities... You know the guard patrol routes, maybe even have a guard or two sympathetic to your plight - whether that makes them noble or foolish is another matter. You've probably got at least one guardsman who'll try to arrest you on sight for petty theft. +2 Speed (or +1 Intellect, +1 Speed) Skill: Light-fingered. Any tasks involving legerdemain have their difficulty decreased by 1 step. Skill: Free Running. The streets are your playground and assault course. Call it free running, parkour, or just getting around. Movement-related tasks in urban environments (or similar - swinging on the rigging of a ship is not that different to the washing lines of Huzuz) have their difficulty decreased by 1 step. Inability: Once a street-rat, always a street rat. No matter how much money you make, the noble classes are never going to treat you as one of their own - unless you're disguised to the hilt. All interpersonal tasks with people of a higher social standing are increased by 1 step. Connection to Starting Adventure You've got to hide me! You persuaded one of the other PCs that the guards are after you in error and they'll kill you if they catch you. Caught trying to pick the pockets of a PC, they're still deciding what to do with you. The other PCs have bought your services as one who knows the area One of the other PCs has something you want. Up to you what it is and what lengths you'll go to to get it. GM Intrusions Guards! Guards! If it's getting too quiet, drop a pack of the Sultan's guards on the Street Rat's tail. Just too tempting... Old habits die hard and you can't help but help yourself to that juicy morsel on the market stall... Urban Ah, there's nothing like the city. The busy streets, the bazaars, libraries, palaces, diverse and sundry diversions... Who would want to live anywhere else! Maybe you were born and raised in one of Zakhara's great cities, maybe you visited on pilgrimage from the deserts and never left. Either way, the city truly is your home. If adventuring in your home city, you're considered trained in tasks requiring local knowledge - which areas to avoid by day or night, where you're as likely to get your throat cut as you are to find a bargain, where you can get the best coffee and pastries for breakfast. If adventuring in another city, don't panic! This is your natural habitat! You know a merchant selling the finest rugs on that street there, your barber told you of his sister's cousin who'll cut your hair and tell you a tale under the shade of the temple walls. For each day spent in the city, you get +1 to all rolls you and the GM agree to - after 3 days, you're trained. Inability Fish out of water - put you in the desert and you're missing home comforts instantly! Any tasks related to survival, camping, pretty much anything outdoors-y are going to be 1 step more difficult for you. +2 Intellect Initial Link to Starting Adventure 1, Your brother-in-law has a shop in the next town and needs supplies bringing to him. You've recruited the rest of the party to protect you on your journey. Caravan-ho! 2, One of the PCs asked you for directions and you insisted on showing them the way yourself. 3, You're convinced one of the PCs has stolen something from you but you can't quite figure out what it was. 4, A noted storyteller took you to one side after his last performance and described one of the other PCs to you in great detail, saying that when you saw them you should offer your help in their next venture. GM Intrusion Oh, that is just exquisite! Distracted by a particularly beautiful piece of architecture, a new sculpture, you take the opportunity to educate the rest of the group on the style, the architect, his other works... All while whoever you were pursuing gets away. And it's down this street... No, that street... Er. Lost. Doesn't happen often but you've been so focussed on the task in hand that you now have no idea where you are! Mechanical Born from the creative fires of an artisan's workshop, given life by a beautiful combination of clockwork and sorcery, a being of brass and gears forged to carry out your master's bidding. But that changed. You became aware, more than a mere mechanical thing. Maybe you awoke when your creator died, maybe you were always awake and just biding your time. You may be finished to the highest standards, the pinnacle of beauty and refinement, decorated with precious metals, gemstones, clothed in silks and satins, a porcelain mask the face you present to the world. You may be unfinished, hiding your gears and mechanisms behind masks and loose clothing. The chess-playing mechanical Turk, the clockwork guardsmen of the City of Zuk, the Infinite Sage. One day your name will be spoken of in the same awe and wonder. Were you designed to guard? to challenge? to entertain? to inform? +2 to any 1 pool depending on the role you were constructed for. A Mechanical Askar might have +2 Might representing armour, strength of construction, power in it's arms to deliver a blow; a Mechanical Sa'luk +2 to Speed, nimble fingers for playing instruments (or picking pockets), light feet; a Mechanical Sha'ir +2 Intellect for recalling ancient lore documented on microscopically etched brass discs buried in it's torso... Skill - You are trained to do one task and do it extremely well, be that swordfighting, singing, reciting poetry... Skill - Trained to resist mental attacks. Your mind just doesn't work the way people think. Inability - You're a machine, not a person. The difficulty of any tasks involving interpersonal interactions is increased by one step. Inability - While you're designed to do one thing, and do it well, you're not designed to do everything. You suffer a -1 penalty to rolls not related to your area of training. Initial Link to Starting Adventure 1, One of the other PCs was the first person you saw after waking. Whether this was as they stole you from your creator or you were being exhibited at court is up to you. 2, There are still aspects of your original programming inside you. Something compels you to help these people. 3, This is new and exciting and you want to be a part of it! Experience everything the world has to offer! 4, You're on loan from the Sultan to one of the PCs. GM Intrusions Mechanical failure - something jams, breaks, comes undone. Difficulty for everything is increased by one step until you can get yourself repaired. *Look! It's another of So'ong's mechanical marvels! Someone in the bazaar recognises you - and you may not be the only one of your kind! Previous Post