One Sheet : Ramanites

In a nutshell

The Plateau of Rama stands to the east of, and far above, the Crimson Sands. Its people are relatively isolated and have a fearsome repuation in the desert lands -- as necromancers and worshippers of death. This reputation is mainly misconstrued, although it's fair to say that Goraan Zuur, Necromancer King of Timora, fits the popular stereotype more than most Ramanites. Ramanites appear a bit like Egyptians -- with a marriage of African and Arabic heritage.

Communities

All Ramanites appearing in the Crimson Sands are outcasts or wanderers. None have a community they can call home.

Cultural Abilities

[Craft] Anatomy (R) : Detailled knowledge of human anatomy. Useful in preparing the dead, performing surgery, etc.
[Craft] Bladework (I) : The use of a blade for precise cutting -- useful both for surgery and for combat. Woot!
[Priestly] Cerements (R) : The preparation of the dead for burial in accordance with Ramanite tradition.
[Priestly] The Black Speech (R) : Special, see below.

Cultural Secrets

The Black Speech : Ramanites have access to a number of Secrets concerning The Black Speech, which has been described above. These Secrets are:

  • Secret of the Black Speech - The character knows the language of The Black Speech and may use it to influence the minds of others. This Secret allows the character to take advances in the 'The Black Speech' Ability, which is a Priestly ability, listed above. At this level, the Black Speech may affect up to half a dozen targets at once. All must be within earshot (and able to hear - deaf people and those who fill their ears with wax are unaffected). Targets will be aware that they are being influenced by the words they hear but will be helpless to resist (unless they make their rolls, of course...). The effects of the speech wear off within an hour.
    Cost: 1 Reason per contest used.
  • Secret of the Subtle Voice - Characters with this ability cause those they successfully influence to forget that they ever heard the Black Speech. Their minds become clouded and they rationalize the actions they were influenced to take to the best of their ability to do so.
    Cost: 1 Reason.
    Perquisite: Secret of the Black Speech
  • Secret of the Opiate Eye - The speaker may alter the sensory perceptions of the listeners, changing what they perceive.
    Cost: 1 Reason per sense.
    Perquisite: Secret of the Black Speech
  • Secret of Swaying the Horde - The speaker may amplify his voice, and his power, to affect greater numbers of listeners:
        - up to25 targets costs 2 Reason
        - up to 100 targets costs 5 Reason
        - all targets costs 9 Reason
    Perquisite: Secret of the Black Speech
  • Secret of the Lingering Whisper - With this Secret, the effects of the Black Speech can be made to persist for greater periods.
        - effects that last till sunrise/sundown cost 1 Reason
        - effects that last a week cost 3 Reason
        - effects that last a month cost 6 Reason
        - effects that last half a year cost 10 Reason

Ramanite Necromancy: Ramanites may also take Secrets pertaining to the art of Necromancy. The rules for this are as per the rules for Qek Necromancy in the TSOY setting document.

Appropriate Qek Secrets are:

  • Secret of the Necromancer (as Secret of the Walozi)
  • Ritual of Spectral Form
  • Ritual of Binding
  • Ritual of Severance
  • Ritual of Zamani Control
  • Ritual of Vessel Preparation

Cultural Keys

Key of the Death Hunter:
As the Qek cultural key.

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