One Sheet : Timorans
In a nutshell
The descendants of the survivors of lost Tan Silat. The Timorans are caucasian and appear similar
to southern Mediterranean peoples; like Spaniards, Portugese and Greeks. They are principally
dark-eyed and dark haired. Their culture is built from relics and scraps, with some mourning the
glory that has been lost and others turning their back on traditions that failed. Most are merely
concerned with survival.
Communities
The Silent City, North Point, Iron Gate, The Yellow City, Bazaar,
Teng'la, Mountain Foot, The Vale of Brinn.
Cultural Abilities
[Artistic] Appraisal (R) : Figure out the true worth of artworks and artefacts. Keeps you
from buying a pig in a poke.
[Craft] Forgotten Lore (R) : Knowledge of the lost secrets and legends of Tan Silat.
[Craft] Use Artifact (R) : The ability to use the mysterious constructs and items salvaged
from the ruins of the Lost Kingdom.
[Outdoor] Mining (V) : Extracting ore from the rock, the ability to survive underground,
and to survive the prospector's lifestyle.
[Fighting] Infantry (V) : A fighting style dependent on troops, tactics and manouvres.
Includes training with spear, short-sword and shield.
Cultural Secrets
Devices are the flotsam and jetsam of lost Tan Silat. The old kingdom was home
to artificers of great and enduring skill and many amazing inventions were wrought by
their hands. Even in these lost times ancient works of wonder persist, buried by the sands
or housed in forgotten mausloea of that which was. The Secret of [Device] is a generalized
Secret that can represent ownership of any of hundreds of possible artifacts from the before
time.
First we will present some generalized rules for Devices, then some examples.
In general, Devices borrow from the rules for Three
Corner Magic presented in the Near setting for TSOY. A Device is really just a Spell with some
additional limitations attached to it. As such, creating a Device is just like creating a Spell
in terms of figuring the cost, with an additional discount on their pool cost based on the size and
wieldiness of the Device in question:
| Device Size |
Examples |
Modifier |
| Pocket sized |
A ring, a gem, a small orb |
0 |
| Hand sized |
A staff, a weapon, a musical instrument |
-1 |
| Bulky |
A cauldron, a grandfather clock |
-2 |
| Huge |
Anything that requires camels or mules to haul it |
-3 |
Note that if a Device can be covered by The Secret of Imbuement then you should just go
with that.
Some example devices:
- A lodestone This small stone allows one always to know which way is north and to find
one's way effortlessly in the trackless wastes of the Crimson Sands.
- An aquifier Humming slowly overnight, this "steam-powered kettle" will gather enough
water to support a party of six and their camels. However, it needs a minimum initial supply
of water to start the steam pressure or else it is useless.
- A wand The wand shoots a silvery ray which makes objects it strikes totally transparent
for the next hour.
- More
- examples
- Here
Secrets of the Hundred Gods
This "secret" is really a placeholder for the many gifts that the Hundred Gods bring. Once
per day you may spend 1 Vigor and make a Pray ability check. The resultant success level
indicates the number of Prayer dice given you by the God in question to be used as Bonus
Dice on activities sanctioned by that God.
Note that each of the Hundred Gods has a separate sphere of
influence and is thus a separate Secret to learn.
Secret of the Old Religion.
The character still follows the worship of Brimodan. Once per day, they may make devotions to
him, spend a point of Reason and make a Prayer roll. The Success Level on the roll forms a pool
of Prayer Dice which may be used before the next sundown as Bonus Dice on any Reason or Instinct
based roll.
Secret of the Lost Bloodline.
The character taking this Secret (who must be a Timoran) is descended from the Old Bloodline
of the Kings of Tan Silat. This Secret adds a bonus die to all Social rolls involving those still
loyal to the lost kingdom, and with many who oppose the Necromancer King. Additionally, a bonus
die is added to all attempts to use Tan Silatan technology. However, this is not without
cost: Goran Zuur has reason to hate and fear the old bloodline and his lieutenants are always on
the lookout for such people for there are rich rewards to be paid for their capture. Worse still,
the Old Bloodline is marked by a very distinctive feature: sharp, silvery-blue eyes which are
unmistakeable amongst the otherwise-dusky peoples of the Crimson Sands.
Cultural Keys
Key of the Slave to Darkness
The character is either beholden to or under the eerie control of the Necromancer King. while
this obviously sucks for the character, for the player it can be a lot of fun to play someone
who is partially under the control of another. And, hey, this Key lets you milk it for
points so why the hell not? Go, author stance!
- Gain 1 XP whenever you act in the service of Goran Zuur.
- Gain 2 XP whenever you endagner yourself or violate your principles in the service of
Goran Zuur.
- Gain 5 XP whenever you are successful in some major task which furthers the interests
of Goran Zuur.
- Buyoff: Break the control or otherwise loose yourself from whatever hold Goran
Zuur has over you.
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