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Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 5730
Dar Ben, "Slasher", Pit Fighter (Played by Old Warrior)


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Dar Ben "Slasher"
Reason for Leaving: Well, You Know What They Say..
Pit Fighter


Played by Old Warrior
Battle Level 1 (Bruiser)

Biography: Nothing except the reason for leaving... so I don't have to think too much -- alergies are getting me today emoticon. -- There was a huge scandal, and various rumours cast a cloud over his parentage, eating habits, night time activities and a variety of other personality traits. Of course none of them were strictly true, but where there's smoke there's fire. He decided it was better to leave before anybody got too curious.


Wounds 14
Move 4
Weapon Skill 3
Ballistic Skill 6+
Strength 3 (-1 this adventure, or until he drinks a healing potion)
Damage Dice 1
Toughness 3 (4 on 6 to hit by monster)
Initiative 3
Attacks 1 (3 with Fist Spike)
Luck 1/1
Willpower 4
Escape Pinning 5+
Gold 476 (owe 5,000 gold to former master -- paid 0 so far)
Experience 0
Extra Training Points 0

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Conditions:


Skills:

Reaction Skill At the beginning of every monster event -- no matter how it is triggered (immediately after the monsters are placed and before any ambush or other special abilities they may have), roll 1D6. On 1, the Pit Fighter does nothing for an entire turn while reminiscing of former fights. On 2, 3 or 4, the Pit Fighter acts as normal. But, on a 5 or 6, the Pit Fighter remembers a special move and gets an immediate full turn just like during the Warrior Phase.

Note: Old Warrior does require any needed rolls for fear or terror (and etc.) just like would be needed in the normal Warrior Phase. Also, Old Warrior usually will handle the dice rolls for the Reaction Skill, but please let him know if he seems to have forgotten.


Equipment:

Heal-Itt (1x) on Pit Fighter, restores 1D6 wounds, but runs out on a roll of 1 for wounds healed. On any other warriors -- same, but runs out on a 1 or 2 roll for healing.

Combat Gauntlets - Once per adventure he gets +1 on all his to hit rolls for melee attacks (for one turn). Not used yet in second adventure.


Weapons:

Fist Spike (Default) +2 attacks, but it does not do a death-blow. Also, it enables the Pit Fighter to step into the space of the monster he has just slain (no movement cost) to continue his attacks.

Parrying Blade - (treasure) Once per turn, can roll D6: 1-3 = no effect, 4-6 attack is parried and has no effect. Sell value = 400 gold.


Armour:

Pit Armour (1x) + 1T (Protects only his body on a 6 to hit by mosnters.)


Treasures:




CANNOT USE:

Light Armour (treasure)(BD) 350 gold +2 T



Notes:

Alehouse Events: . If these results have been had, then roll on the alternate Alehouse tables.

Rule mods for this game: Only 1D6 Heal-Itt Potions may ever be found by the Pit Fighter in a settlement -- in order to prevent the temptation of storing up a very improbable number of them. I think I will make the Heal-Itt Potions cost 150 gold each instead of only 50. This should add better balance to the game I think, because usually any single-use healing potion that can heal 1D6 Wounds costs about 100 gold. 50 extra gold for a potion that can usually heal an average of 3 to 4 times that amount seems very reasonable.


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Last edited by OldWarrior, 5/Oct/2008, 10:39 am


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