[ Pobierz całość w formacie PDF ]
THE HOLY ORDER OF DOOMRIDERS
by Andrew Snow
Writer:
Andrew Snow
Editor:
Chris Davis
Proof Reader:
Donald Kiesling
Art:
John Lonhenbaugh
Layout
: Chris Davis
Darwin’s World Creator:
Dominic Covey
“I’ve hunted a lot of raiders in my life. Everything
from punk kids causing trouble in some beat up truck
they found, to armies of vicious madmen. Of the
latter I only fear one bunch, The Doomriders. These
men think they are the recipients of a divine quest
to destroy all life on twisted earth. Even the dreaded
Ravagers are cowards in comparison to a Doomrider.
They can’t be reasoned with, and they don’t fear
death for one simple reason, because after they
exterminate all intelligent life on Twisted Earth they
too must die, and it’s been my experience that those
with the least to lose are often the hardest to kill.”
What is Darwin’s World?
Darwin’s World is a d20 role-playing game set in the
wild inhospitable world of mankind’s ruin, decades
after a series of devastating wars that brought the hu-
man race to the brink of extinction. In a world where
radiation altered the very course of nature, mankind
ceased to exist in its current form. Mutations and
genetic variations are the edge separating a species
from life and death.
- Reck, Bounty Hunter
HISTORY OF THE DOOMRIDERS
DarwinRPG.com
Darwin’s World is heavily supported by its
oficial web site, www.DarwinRPG.com. At
DarwinRPG.com you will ind many resources such
as maps, gazetteers, character sheets, as well as
products only sold via the web.
It’s hard to trace the history of any raider gang; their
leadership tends to change hands through the barrel
of a gun, each new leader trying to wipe away the
memory of the one before them. The Doomriders
are different in that respect while many scribes are
ignorant of the facts surrounding their genesis. The
Doomriders themselves tell the story to every new
recruit making sure that future Doomriders will
know how their “holy order” was born. Though the
speciics have been twisted and changed throughout
the years of oral tradition the history of the
Doomriders goes something like this.
A long time ago (all the stories are hazy on the
actual time involved) a cloaked igure emerged from
the east and made his way to every settlement that
he could proclaiming that the world was tainted and
needed to be cleansed of the sickness that soiled it.
It went without saying that this pilgrim, who called
himself the Doomsayer, wasn’t popular and on
numerous occasions locals tried to forcibly remove
him from their communities only to be greeted with
more force. The Doomsayer would easily slay those
that tried to sway him from his cause. These displays
of power drew people to the Doomsayer’s side. He
and his disciples continued to draw more and more
followers until they all vanished into the Deserts of
Nowhere.
What follows really depends on who’s telling
the story. Though the most common variation has
the Doomsayer leading his people to a secluded
“monastery” where he began to impart his power to
his followers. Those that followed him only to gain
a fraction of his power began to ind themselves
following the Doomsayer out of true loyalty. Stories
have the Doomsayer subjecting his followers, the
Doomriders, to all manner of tests and tortures
The ‘d20 System’ and the ‘d20 System’ logo are
Trademarks owned by Wizards of the Coast and
are used according to the terms of the d20 System
License version 1.0a. A copy of this License can be
found at www.wizards.com. Portions of this work are
derived from the d20 System Reference Document.
Dungeons & Dragons(R) and Wizards of the
Coast(R) are Registered Trademarks of Wizards of
the Coast, and are used with Permission.
1
to forge them into the harbingers of the world’s
“cleansing”. Here all the history lessons end, as every
storyteller describes how the Doomsayer traveled
into the wastes alone never to return. The Doomriders
now wait for the day that the Doomsayer returns,
they believe that on that day they will depart from
their monastery and roll unopposed over all the
life of Twisted Earth and realize the Doomsayer’s
vision. The myths continue to say that after all other
life is “cleansed” the Doomsayer will honor all the
remaining Doomriders by slaying them all in an
amazing display of his power.
“ORGANIZATION”
Now calling any Raider gang, even the Doomriders,
an organization would be a stretch. Even though there
are various different levels of respects among the
Doomriders. On the lowest rung are the janissaries,
those men kidnapped from communities attacked
by the Doomriders. Janissaries undergo severe
brainwashing by the Doomriders, the exact process
is unknown and it’s likely that most people are better
off not knowing what the Doomriders do to swell
their own ranks. Janissaries are the most expendable
members of the “order” in major attacks they’re sent
out irst to weaken fortiied targets and to waste the
ammunition of defenders, all the while armed with
black powder weapons and beaten leather armor. By
and large most members of the Doomriders are what
are called Monks, the monk is what one normally
thinks of when they picture a Doomrider, a dangerous
raider both heavily armed and vicious. Whenever
possible monks like to use various vehicles, driving
toward their foes with near suicidal intensity. Above
and beyond the monks are the dreaded Zealots,
those men who do not just follow the teachings of
the Doomsayer, but they draw power through the
teachings of their departed master. Zealots are the
undisputed masters of the Doomriders. Monks follow
the Zealots not out of any formal distinction but out
of simple awe wanting to bask in the glow of the
Zealots’ “divine” murderous rampages.
sadistic mad man called Sedik, a tall man whose body
is covered in both tattoos and scars, in equal number.
He’ll often ride on the back of a truck being driven by
one of his followers and gun down his foes with his
prized pulse laser rile, and cutting down anyone who
gets close to him with bright red axe. The sight of
Sedik leading a horde of Doomriders and screaming
like an animal has been known to chill the blood of
even the most powerful warrior. Sedik tends to draw
the stereotypical Doomriders, men bent on nothing
but destruction but having no grasp of subtly.
The other “overlord” is a mysterious mutant who
calls himself Grell. Where Sedik’s tactics are often
what provoke terror in his foes the mere appearance
of Grell is terrifying. Grell is tall and slender with
skin like the darkest night with eyes the color of gold.
He and his followers prefer some degree of subtly
when they strike a settlement. They’ll often sneak
up to the walls of a settlement in the dead of night
and place explosives all over the walls and bring
the settlement’s defenses down before rushing in
and slaughtering the populace. Grell is much more
ambitious than Sedik as well, he wants to be the irst
person to command the Doomriders by himself since
the Doomsayer. He’s waiting for the right moment to
make his move however, as Sedik, despite his faults,
commands far more respect amongst the “order”.
LEADERSHIP
Since the disappearance of the Doomsayer there
has been no single master of the Doomriders. There
are always two or three zealots leading large groups
monks and as such they have more respect amongst
the entire “order”. These factions usually form some
kind of peace amongst themselves. They learned
long ago that ighting each other doesn’t further their
“holy” goals, and when things become too tense, and
they do quite often, the various factions attack several
settlements or caravans separately and vent their
frustration on innocent people.
Currently there are two “overlords” amongst the
Doomriders. The irst, and far more popular, is a
2
DOOMRIDER OVERLORDS
Sedik, Overlord of the Doomriders (CR 16)
11th Level Raider/5th level Doomrider Zealot,
Radical 2nd Gen Mutant Male
HD: 3d10+8d12+5d12+48 (148hp); Init: +2 (Dex);
Spd 20ft, AC: 19 (+5 Armor, +2 Dex, +2 Chains and
Chaps), 21 w/ Shield; Atk +24/+19/+14/+9 Melee
(1d8+7/x3 Titanium Axe) or +19/+19/+19/+14/+9/+4
ranged ( 2d10/x2 Pulse Laser Rile); SQ Chains and
Chaps +2, Boarding Party, Slaver, Blood Thirsty Cry,
Divine Fury 3/day, Take No Prisoners; AL CE; SV
Fort: +14, Ref +6, Will +8; Str 19, 23 w/ Power Fist,,
Dex 14, Con 16, Int 11, Wis 13, Cha 16
Skills and Feats
: Knowledge: Vehicle Operation
+14, Intimidate +17, Spot +11; “Feel” for Weapon
(Titanium Fire Axe), Weapon Focus: Axe, Improved
Hit Dice, Exotic Weapon Proiciency: Pulse Laser
Rile, Marauder, Power Attack, Cleave, Rip a Clip,
Room Broom, and Leadership (Bonus: Weapon
Specialization: Titanium Fire Axe).
Mutations and Defects
: Dermal Spike Growth,
Defects: Alopecia, and Aberrant Deformity (A
third Eye on the palm of his left hand).
Possessions
: Ballistic Nylon Armor,
Power Backpack, Titanium Fire Axe,
Pulse Laser Rile, Power Fist, Power
Beltpack, Large Steel Shield, Pickup w/
Super charge, Armor, and Armor Spikes.
Leadership:
(Score 19) Cohort (Thinker 5/ Mech
8, 2nd Gen Ritual Preservationist Male, CE), 40 First
Level Followers, 4 Second Level Followers, 2 Third
Level Followers, 1 Fourth Level Follower, 1 Fifth
Level Follower.
Languages:
Unislang
Grell, Overlord of the Doomriders (CR 17)
4th Level Scav/7th Level Raider/5th Level
Doomrider Zealot, Radical 3
rd
Gen Mutant Male
HD: 4d8+7d10+5d10+32 (116hp); Init: +7 (Dex,
Improved Initiative); Spd 50ft; AC: 24 (+12 Armor,
+1 Dex, +1 Chains and Chaps); Atk +21/+16/+11,
1d8+5 melee (19-20/x2 Warp-Field Sword) or +18/
+13/+8, (2d6+6/x2 Hi Powered +6 Gauss Pistol MK
2); SQ Nature Sense, Sneak Attack +1d6, Chains and
Chaps +1, Boarding Party, Slaver, Radiation Sense,
Divine Fury 3/day, Take No Prisoners; AL CE; SV
Fort +13, Ref +10, Will +8; Str 17, Dex 17, Con 14,
Int 17, Wis 13, Cha 10.
Skills and Feats
: Bluff +7, Gather Information
+7, Hide +4, Intimidate +20, Jump +8, Knowledge:
Vehicle Operation +23, Move Silently +4, Search
+10, Spot +18, Wilderness Lore +8; “Feel” for
Weapon: Warp-Field Sword, Weapon Focus: Warp-
Field Sword, Marauder, Improved Initiative, Dodge,
Power Attack, Room Broom, Rip-a-Clip. (Bonus:
Weapon Specialization: Warp-Field Sword)
Mutations and Defects
: Nocturnal, Light Distortion
Field, Prehensile Tail, Super Sensitive Sight, Extreme
Resilience, Accelerated White Blood Cell Activity,
Energy Altering Cell Structure. Bizarre Pigmentation
(White Hair), Bizarre Pigmentation (Jet black
Skin), Photo Sensitivity, Under Developed Organ
(Intestines, x2 Food needed Each Day), Negative
Chemical Reaction, Adrenalin Deiciency, Cerebral
Susceptibility.
Possessions
: Scout Armor, 10 Plutonium Chips,
Warp-Field Sword, 5 Mini Fusions Shells, Hi
Powered (+6) Gauss Pistol MK 2, Power Backpack,
Biomechanical Targeter, Web Belt, 3 Satchel Charge
C, 10 Fragmentation Grenades, Sun Goggles.
Languages
: Unislang, Trade, Ancient, Computer
3
THE DOOMRIDER ZEALOT
Level Attack Fort Ref Will Special
1 +1 +2 +0 +2 “Divine” Fury 1/day
2 +2 +3 +0 +3 Weapon Specialization
3 +3 +3 +1 +3 “Divine” Fury 2/day
4 +4 +4 +1 +4 Take No Prisoners
5 +5 +4 +1 +4 “Divine” Fury 2/day
THE DOOMRIDER ZEALOT
Hit Dice:
1d10
To live between the Deserts of Nowhere and the
Forbidden lands is to live life looking over your
shoulder. One can never be sure what fate holds for
them, the raider gangs that rule the area make any
kind of peaceful existence a dream. Of all the raider
gangs of the area none are more feared than the
Doomriders. The Doomriders show no mercy and
attack with unrestrained savagery.
While the rank and ile Doomriders are often
more than most communities can handle they
pale in comparison to the Zealots. The Zealots are
those Doomriders who are not just dedicated to the
savagery they commit they see killing as a spiritual
act and as such engage in it with a dedication that has
been known shock raiders from other gangs. Other
Doomriders do not share that shock; instead they
place the Zealots on pedestals and will often go out
of their way to ight beside the zealot trying to match
their limitless savagery. As such most people in a
position of power within the Doomriders are Zealots
of the highest order.
Zealots take the concept of a warrior-monk to
the next level dedicating themselves not just to the
modern and advanced arms that a Raider needs to
maintain the edge in the wastelands but they’re also
practiced in the use of more primitive weapons that
they delight in using to slaughter their helpless foes.
CLASS SKILLS:
The Doomrider Zealot’s class skills (and the key
ability for each skill) are Craft (mechanics) (Int),
Intimidate (Cha), Jump (Str), Knowledge (Vehicle
Operation) (Int), Spot (Wis)
Skill Points at each level: 2 + Intelligence Modiier
CLASS FEATURES:
All of the following are class features of the
Doomrider Zealot.
Weapon and Armor Proiciency:
A Doomrider
Zealot is proicient in all simple, and martial
weapons, and all light and medium armors.
“Divine” Fury:
The Zealot’s dedication to
destruction is a great source of power to them. So
much so that they can willing slip into a killing haze
during which they gain +2 Strength and +2 Dexterity
and +10 to base speed, and can take an extra attack
every round at their base attack bonus -2. This fury
lasts for 5 + 1 round per class level. While in the
throes of fury the Zealot cannot take any non-combat
related action. Every odd level in the Doomrider
Zealot Prestige Class allows the Zealot to slip into the
fury one extra time per day.
Weapon Specialization:
upon achieving 2nd level
the Zealot gains Weapon Specialization with the
weapon he has taken the “Feel” for weapon feat for.
Should the zealot use another weapon of that type he
ceases to gain the +2 damage bonus conferred by this
feat.
Take No Prisoners:
The Doomriders are infamous
for their merciless treatment of people whom others
would consider “helpless”. Upon reaching 4th level
the Doomrider Zealot can perform a coup-de grace as
a standard action.
REQUIREMENTS
:
To qualify to become a Doomrider Zealot, a character
must fulill the following criteria:
Alignment:
Chaotic Evil
Background:
Radicals Only
Attack Bonus:
+6
Skills:
Knowledge: Vehicle Operation (6 Ranks),
Intimidate (9 Ranks)
Feats:
“Feel” for Weapon (any Melee Weapon),
Weapon Focus (The same weapon taken for the
previous requirement), and Marauder.
4
[ Pobierz całość w formacie PDF ]
  • zanotowane.pl
  • doc.pisz.pl
  • pdf.pisz.pl
  • losegirl.htw.pl