MARCO TEÓRICO
F. Enfoque Neo Institucionalista
Level Base
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Class Features
The following features pertain to the Sister of the Desert advanced class.
Bonus Feats: The Sister of the Desert gets a bonus feat at 3rd, 6th, and 9th level. The feat must be selected from the following list, and the character must meet the prerequisites to select it: Archaic Weapons Proficiency, Armor Proficiency (light), Alertness, Animal Affinity, Combat Expertise, Combat Reflexes, Combat Throw, Confident, Deceptive, Defensive Martial Arts, Dodge, Elusive Target, Exotic Melee Weapon Proficiency, Heroic Surge, Improved Combat Throw, Iron Will, Mobility, Spring Attack, Trustworthy, Unbalance Opponent.
Natural Healing: Sisters are expert at using herbs and natural methods to treat their injured comrades.
Once per day, a Sister may cure 1d8 + 1 points per character level of damage. This is in addition to any other healing the injured character takes due to treatment and rest. Using this ability requires 1 hour of undisturbed care.
Go For The “Eyes”: A Sister knows how best to injure her male predator. By using 1 action point, a Sister can turn a successful attack into an automatic critical to any male opponent. This only applies to melee attacks.
Leave No One Behind: Sisters never leave a comrade behind to be captured
or suffer a horrible fate. The Sister and all allies within 30 feet are immune the massive damage checks and continue to fight when below 0 hit point until they reach –10, whereupon they die. In addition, they are immune to all forms of fear as long as the Sister remains within 30 feet. If the Sister is killed, the effect stops.
Persuade: A Sister learns to use her uniqueness to convince a single target to regard her as a trusted friend. If the target is currently being threatened or attacked by the Sister or her allies, this ability won’t work.
The target makes a Will saving throw to avoid being persuaded by the Sister’s words and actions. The DC is 10 + Sister’s class level + Sister’s Charisma modifier.
This ability doesn’t enable the Sister to control the target, but the target perceives the Sister’s words and actions in the most favorable way. The Sister can try to give the target orders, but he or she must win an opposed Charisma
check to convince the target to perform any actions he wouldn’t normally undertake. The target never obeys suicidal or obviously harmful orders, and any act by the Sister or her allies that threatens the target breaks the mood and clears the target’s head. Otherwise, a target remains won over for 1 minute per Sister level.
After the duration expires, the GM determines the reaction and attitude of the target based on what the Sister compelled the target to do.
This is same as the Personality’s Winning Smile ability in the d20 Modern core rulebook.
Fascinate: A Sister, being of the rare female gender, fascinates those who first see her. On the first round of any meeting, the sister can attempt to fascinate a single target. The target must be a sentient human or mutant (character races only) and must fail a Will save (The DC is 10 + Sister’s class level + Sister’s Charisma modifier) for the attempt to succeed.
A fascinated target does nothing but watch the sister, standing still and not acting in any way—even in the middle of battle. A fascinated target can be struck as if stunned (with a +2 bonus to the attack roll), but thereafter it recovers and may act normally. In any event, the fascinate ability only works for a number of rounds equal to the Sister’s class level + the Sister’s Charisma modifier. Using this ability is a free action.
Male Fear: The Sister gains the ability to inspire fear and awe in male opponents. All male opponents with fewer HD or levels than the Sister must make a Will save (DC 10 + 1⁄2 Sister’s character level + Sister’s Charisma modifier) or become frightened.
Those who save are still shaken. Those males with more HD or levels than the Sister’s must also make a save, but are only shaken on a failed save and
unaffected with a successful save. The range of the effect is 30 feet, and it lasts for a number of rounds
equal to 2d6 + the Sister’s Charisma modifier.
Those who have been in the Sister’s fearsome presence, whether or not they
made a successful save, cannot be affected by another use of this ability
for a full day.
Inspire Rebellion: The Sister can inspire a thirst for freedom in those
who are enslaved. Using 1 action point, the Sister can convince slaves
near her (they must be able to see her) to rise up against their masters with total disregard for their own safety. The maximum total HD of slaves a sister can inspire
is equal to 3 times her character level.
However, GMs should consider the circumstances and the chance that the
rebellion could inspire a more massive revolt.
36 37 SURVIVALIST
The marketplace was bustling as the two men concluded their business. Though he detested
relinquishing the handful of warm corium nuggets into the outstretched hand of the stranger, the merchant knew it was money well spent. Looking up from the thick, calloused palm, he took in the face of the man who stood before him and nodded in final agreement.
They had made a deal.
The survivalist, wearing slit goggles to protect him from the sun and sand, seemed perfectly suited for the job of leading the merchant’s caravan across the desert. He wore little that would encumber him, as if his mind and body were the only supplies essential to survival deep in the wilderness. The nakedness of his body, his deep tan, and his muscular form all showed clearly that, though they now stood in a bustling market, he was a true native of the wilds.
The merchant looked alarmed. “Aren’t you bringing any survival gear?”
The survivalist just stared back through those eerie slits, his grim face conveying no emotion. He counted out the coins before turning and picking up a long-barreled rifle and slinging it over one shoulder.
“This is all I need…”
The Survivalist is a sort of wilderness scout who lives mostly in the wastelands. A self-sufficient hunter, he is most comfortable when caring for himself among the dunes or crags, where the food and water is just plentiful enough to feed him—and no one else. With his intimate knowledge of the wilderness, however, merchants who wish to convey their goods across the desolate landscape often seek him out as a guide or tracker. His greatest strength, however, comes from his mastery of a given weapon, for in the wide-open spaces of the wasteland, the ability to kill a marauding beast from afar is the most valuable asset he could possess.
Requirements
To qualify to become a Survivalist, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Survival 6 ranks, Navigate 6 ranks.
Feats: Track.
Class Information
The following information pertains to the Survivalist advanced class.
Hit Dice: 1d10.
Action Points: 6 + one-half of the character’s level, rounded down.
Class Skills: The Survivalist class skills are: Handle Animal (Cha), Jump (Str), Knowledge (earth and life sciences, mutant lore) (Int), Listen (Wis), Navigate (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Treat Injury (Wis).
Skill Points at Each Level: 5 + Int modifier.
Class Features
The following features pertain to the Survivalist advanced class.
Bonus Feats: A Survivalist receives a bonus feat at 3rd, 6th, and 9th level. The feat must be selected from the following list, and the character must meet the prerequisites to select it: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Dead Aim, Double Tap, Exotic Firearms Proficiency, Far Shot, Guide, Personal Firearms Proficiency, Precise Shot, Point Blank Shot, Radiation Sense, Shot on the Run, Skip Shot, Rip a Clip, Run, Quick Draw, Stealthy.
Called Shot: The Survivalist gains the extraordinary ability to strike precisely with any ranged weapon, adding +1d6 damage to his normal damage roll. When making a called shot, the Survivalist must spend a move-equivalent action aiming before the actual shot is taken. A called shot only works against living creatures with discernable anatomies. At 5th and 10th level, the Survivalist’s extra damage increases by +1d6.
Way of the Land: This ability is gained at 2nd and 8th level and can also be taken instead of a bonus feat. The Survivalist chooses either an overall +2 to
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Survival and Navigation checks or +8 to Survival and Navigate in a specific geographical region. The +2 bonus can be taken multiple times and stacks with itself or with the +8 regional bonus. The +8 regional bonus applies to a different region each time it is taken.
Examples of specific regions in Darwin’s World include the Big Rocks, Deadlands, Great Rift Valley, or other area described in the Darwin’s World gazetteer.
Hunter: The Survivalist is a skilled hunter, whether hunting animals or humanoids. The Survivalist can take 10 when hiding and moving silently, even if stress and distractions would normally prevent him from doing so.
Superior Camouflage: The Survivalist is an expert at hiding in natural terrain. Using camouflage techniques, the Survivalist can maximize the
concealment benefits of his terrain, even if none exists.
This increases the concealment bonus on Hide checks by 1. For example, a Survivalist hiding in an area that provides half concealment (no bonus) would gain three-quarters (+5). Normally, half concealment is required to hide, but a Survivalist can attempt to hide in any natural terrain.
that they were not leaping upon a witless victim but a dummy laid to lure them, and instead of a solitary foe, they faced a gathering of mutant ghouls who had also been curiously drawn to the bonfire...
Almost a quarter of a mile away, the young woman watched with satisfaction as her delicate hand moved to pet the calm white mare standing at her side. Their ruse had worked, and now those vile predators would get what they deserved at the hands of creatures far less forgiving than she.
“Well, sister,” she said quietly into her horse’s ear,
“you were right. I’ll never doubt your nose again.”
The woman had lived seventeen long years alone among the desert sands, and thanks to her brave friend’s sense of smell, and gods willing, she would live to see seventeen more.
In the wasteland, surviving on one’s own is almost impossible. Rampant environmental dangers, mutant creatures thriving among the ruins, and the odd marauding raider gang make life a treacherous prospect indeed. There are those, however, who adapt to the dangers surrounding them by making friends.
But in many cases, your “friend” will only turn out to be a thief and traitor, robbing you blind when you put your guard down or killing you while you sleep.
The Symbiote is a rare breed of Scav, loner, or vagabond who has come up with another solution—to make friends with someone who won’t cheat her.
The Symbiote is a character that has an unusual bond with an animal—a dog, wolf, wildcat, horse, or other creature—that has become her companion, compatriot, and friend. Together they share the burden of finding food, water, and shelter, watching each other’s backs and keeping each other safe on long, cold desert nights.
Due to their unusual bond, Symbiotes often become withdrawn from others of their kind, preferring the company of their companion to other sentient beings.
As such, they soon earn reputations as hermits, “wild men,” and ferals.
SYMBIOTE
The two hunters, painted up like savages with war paint and terrible piercings, advanced towards the campfire. Like moths to a flame they came, moving with all the stealth of clumsy children towards their quarry, whom they had followed for more than a day.
They could vaguely see her now—a lone feral female, they hoped—the back of her head, with its long silvery hair, resting against the log she used as a pillow.
Unable to control themselves any longer, the men made their move, leaping over the rocks to ambush her, their faces grinning with malevolent intent.
Suddenly, however, they stopped, realizing with alarm