Starfox | Home | Campaigns | Al-Qadim | EarthdawnDesert RiderDesert Riders represent the classic Arabian warriors: well-trained, mounted fighters sweeping out of the barren wastes. They are the romantic heroes of a nomadic people, living their lives and fighting their wars from the saddle. Desert Riders are primarily horsemen, but some are more adept at riding camels. At higher circles, some begin to ride fantastic beasts like rocs of griffins, though this is rare. Role: Opinions on the nature of Desert Riders vary according to whom you ask. To the nomadic tribes, Desert Riders are heroes, exemplifying the traditions of the desert: bravery, honesty, and freedom. To the small towns that are sometimes targets of raids, the riders are little more than wandering thieves and haughty looters, who sweep into civilised lands for raids, then "turn tail" and disappear into the desert to avoid pursuit. Both opinions are partly right. There are indeed good and lawful Desert Riders who exemplify the positive values of the desert. And there are evil men and women who live up to the villainy portrayed the townsfolk. But the true nature of the group lies somewhere between those two poles. In turn, Desert Riders tend to view city-dwellers as impoverished cousins, unaware that the greatest riches are those of the soul, not knowing that such rewards can only be found in the freedom of the desert. Good Desert Riders tend to demonstrate the inherent superiority of their life (which accounts for the haughty attitude perceived by the townsfolk). Evil Desert Riders see the towns and villages as mere supply houses for needed material. The Desert Riders are not bound to land and property, save for their most important possessions, their mounts. A Desert Rider only grudgingly parts with his or her steed more than a day, and then only if it is left with others who might appreciate its quality - that is, other Desert Riders, or individuals who both appreciate the value of the steed and who can he trusted to take care of it until the owner returns. Desert Riders do sell their mounts on occasion, especially horses that have grown old. Even then, buyers are often chosen carefully. Equipment: Desert Riders may wear any type of armour, but the restrictions of their native terrain usually forbid them to wear anything heavier than chain mail. A shield is also common, along with sword and spear. The lance is not an Arabic weapon. Each Desert Rider begins the campaign already owning a horse or camel. Provided a rider can pay the difference in price, he or she may "trade up" to a war horse. Important Attributes: Willpower, Toughness, and Charisma Restrictions: Desert Riders are humans, elves, jann, goblins and orks. In fact, entire tribes of desert warriors are elves or orks. Goblin wolf riders form tribes in forest and hill country. Dwarves are not Desert Riders; as a rule, they do not adjust well to life in the saddle. Ogres are by far to heavy, while t'skrang need water to stay healthy. Karma Ritual: To perform his Karma ritual, a Desert Rider plants a target in the ground, then rides his mount to a distance of several minutes away. When he reaches the proper distance, the Desert Rider blindfolds himself, and directs his mount to return to the target. Using only his almost psychic connection with his mount and whatever empathic talents he possesses, the Desert Rider urges his mount to charge the target as soon as he closes to about 100 yards. Still blindfolded, the Desert Rider strikes the target to end the ritual. Artisan Skills: Embroidery, Leather Working, Tattooing, Play Instrument, Sing. FIRST CIRCLETalents
SECOND CIRCLETalents
THIRD CIRCLETalents
FOURTH CIRCLEKarma: The Desert Rider may spend a Karma Point on any action taken by his mount, except Damage Tests. Talents
FIFTH CIRCLEPhysical Defence: Increase the Desert Rider's Physical Defence by 1. Talents
SIXTH CIRCLEKarma: The Desert Rider may spend a Karma Point on a Recovery Test. Talents
SEVENTH CIRCLESpell Defence: Increase the Desert Rider's Spell Defence by 1. Talents
EIGHTH CIRCLESocial Defence: Increase the Desert Rider's Social Defence by 1. Talents
NINTH CIRCLEPhysical Defence: Increase the Desert Rider's Physical Defence by 2. Talents
TENTH CIRCLEKarma: The Desert Rider may store up to 25 of his Karma Points with his mount. He may use this Karma normally whenever he is in contact with his mount. If the mount dies while carrying stored Karma Points, these points are lost. Karma: The Desert Rider may spend a Karma Point on any action using Dexterity only. Talents
ELEVENTH CIRCLEPhysical Defence: Increase the Desert Rider's Physical Defence by 2. Talents
TWELFTH CIRCLESpell Defence: Increase the Desert Rider's Spell Defence by 2. Talents
THIRTEENTH CIRCLEResurrect Mount: For the permanent cost of 2 points of damage, the Desert Rider may resurrect his mount. The mount must have been dead for 3 or fewer days, and the Desert Rider must physically possess the body of the mount in order for this ability to work. Talents
FOURTEENTH CIRCLEKarma: Increase the Desert Rider's Maximum Karma Points by 25. Physical Defence: Increase the Desert Rider's Physical Defence by 1. Social Defence: Increase the Desert Rider's Social Defence by 1. Talents
FIFTEENTH CIRCLEPhysical Defence: Increase the Desert Rider's Physical Defence by 1. Spell Defence: Increase the Desert Rider's Spell Defence by 2. Talents
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