Leviathan Hunter by David Joria based on the warrior by David Rauscher joriafam@sprintmail.com Having hunted and killed every type of sea creature known to man, this seaman tries to find a challenge in the dark caverns of the Old World. Armed with his trusty harpoon, he readies himself to kill anything and everything that gets in his way to fortune. Wounds: 1D6+ 8 Move: 4 Weapon Skill: 4 Ballistic Skill: 5+ Strength: 4 Toughness: 3(4) Initiative: 4 Attacks: 1 Weapon: Harpoon (for damage see Special Rules), Sword. Armor: Shield, giving him +1 Toughness. Pinning: Breaks from Pinning on 6+ Special Rules: The harpoon the hunter is armed with is much like the spear. In Hand to Hand combat, though, it causes damage just like a sword. The Hunter can attack through ranks, though. If thrown like a missile, it hits on 4+. If it hit and causes wounds, roll a D6. If the dice score is lower than the amount of wounds caused, and the Monster is still alive, the Monster is Hooked. While hooked, all attacks against the Monster get +1 to hit, and all Warriors pinned by the hooked Monster get +1 when breaking pinning. If the Hunter has Hooked a Monster he may pull it next to him, if their is an empty square adjacent to the Hunter. All Monsters and Warriors in-between the Monster and the unoccupied are said to be pushed aside momentarily, and stay in their same place. At the beginning of next Warrior’s phase, if the Monster is still hooked, the Hunter can make an automatic attack, regardless of who is leader or initiative. Every Monster Phase while a Monster is hooked roll a D6 and add the Monster’s Strength. If the Total is eight or higher, the monster is no longer hooked. If the Hunter fails to hit the Monster, he loses the harpoon until all the Monsters in the room are killed. If a Monster becomes unhooked, The Hunter regains the Harpoon next Warrior’s Phase. Enemy’s WS 1 2 3 4 5 6 7 8 9 10 To Hit Foe 2 3 3 4 4 4 4 4 5 5 HUNTER ADVANCED PROFILES Battle Wounds: 2D6+8 Wpn./Bal. Skill: 4/5+ Luck: 1 Level Strength/Dice: 4/1 Toughness: 3 Willpower: 3 2 Initiative: 4 Attacks: 1 Pinning: 6+ Skill: 1 Gold: 2,000 Enemy’s WS 1 2 3 4 5 6 7 8 9 10 To Hit Foe 2 3 3 4 4 4 4 4 5 5 Battle Wounds: 3D6+8 Wpn./Bal. Skill: 4/4+ Luck: 1 Level Strength/Dice: 4/1 Toughness: 4 Willpower: 3 3 Initiative: 4 Attacks: 2 Pinning: 6+ Skills: 2 Gold: 4,000 Enemy’s WS 1 2 3 4 5 6 7 8 9 10 To Hit Foe 2 3 3 4 4 4 4 4 5 5 Battle Wounds: 4D6+8 Wpn./Bal. Skill: 5/4+ Luck: 2 Level Strength/Dice: 4/1 Toughness: 4 Willpower: 3 4 Initiative: 4 Attacks: 2 Pinning: 6+ Skills: 3 Gold: 8,000 Enemy’s WS 1 2 3 4 5 6 7 8 9 10 To Hit Foe 2 2 3 3 4 4 4 4 4 4 Battle Wounds: 4D6+8 Wpn./Bal. Skill: 5/4+ Luck: 2 Level Strength/Dice: 4/2 Toughness: 4 Willpower: 4 5 Initiative: 5 Attacks: 3 Pinning: 5+ Skills: 4 Gold: 12,000 Enemy’s WS 1 2 3 4 5 6 7 8 9 10 To Hit Foe 2 2 3 3 4 4 4 4 4 4 Battle Wounds: 5D6+8 Wpn./Bal. Skill: 5/3+ Luck: 2 Level Strength/Dice: 4/2 Toughness: 4 Willpower: 4 6 Initiative: 5 Attacks: 3 Pinning: 5+ Skills: 4 Gold: 18,000 Enemy’s WS 1 2 3 4 5 6 7 8 9 10 To Hit Foes 2 2 3 3 4 4 4 4 4 4 Battle Wounds: 6D6+8 Wpn./Bal. Skill: 6/3+ Luck: 3 Level Strength/Dice: 4/2 Toughness: 4 Willpower: 4 7 Initiative: 5 Attacks: 3 Pinning: 5+ Skills: 5 Gold: 24,000 Enemy’s WS 1 2 3 4 5 6 7 8 9 10 To Hit Foes 2 2 3 3 3 4 4 4 4 4 Battle Wounds: 6D6+8 Wpn./Bal. Skill: 6/3+ Luck: 3 Level Strength/Dice: 4/2 Toughness: 4 Willpower: 4 8 Initiative: 6 Attacks: 4 Pinning: 5+ Skills: 6 Gold: 32,000 Enemy’s WS 1 2 3 4 5 6 7 8 9 10 To Hit Foes 2 2 3 3 3 4 4 4 4 4 Battle Wounds: 7D6+8 Wpn./Bal. Skill: 6/2+ Luck: 3 Level Strength/Dice: 4/3 Toughness: 4 Willpower: 4 9 Initiative: 6 Attacks: 4 Pinning: 5+ Skills: 6 Gold: 45,000 Enemy’s WS 1 2 3 4 5 6 7 8 9 10 To Hit Foes 2 2 3 3 3 4 4 4 4 4 Battle Wounds: 8D6+6 Wpn./Bal. Skill: 6/2+ Luck: 3 Level Strength/Dice: 4/3 Toughness: 4 Willpower: 4 10 Initiative: 6 Attacks: 4 Pinning: 5+ Skills: 7 Gold: 50,000 Enemy’s WS 1 2 3 4 5 6 7 8 9 10 To Hit Foes 2 2 3 3 3 4 4 4 4 4 Special Locations The Port The Port follows all the other rules for special locations as in the book. Who Can Visit The Port? Anyone can visit the Port, but as the Leviathan Hunter is the only one who can buy anything, there is no point. Payment and Hunter Goods While a Hunter is at the Port he may buy any of the following items if they are in stock. Cost each Equipment (Buy) Stock 1D6 Pieces of Hard Tack 30 Each 2 Hunter Net 300 6 Skiff 400 6 Conk Shell 300 8 Sea Serpent Cloak 1,400 12 Bone Charm 850 10 Hard Tack This cracker-like substance is often carried on long sea voyages in hope that a seaman would be so dumb or so drunk that they’d pass it off as somthing edible. It is vulgar as a food but it is cheap and doesn’t spoil as quickly as bread. If the Leviathan Hunter is conscience, and he can eat a piece of hard tack. If he does, he recovers 2 wounds. If the Hunter is conscience, any other Warrior may eat some hard tack. However, they are so unused to it that they only recover 1 wound per piece. At the end of the adventure the Hard Tack only goes bad on 4+. At the end of the following adventure the Hard Tack goes bad regardless of the dice roll. If you plan to buy the Hard Tack, you must buy the number of pieces to the D6 (see Time wasting ). Hunter’s Net The Net is often used to ensnare and capture large sea monsters, but a resourceful hunter can use it in the dark tunnels and dungeons. When using the net, the Hunter gets +1 Initiative. Roll to hit as normal. If he hits, the Monster is netted. The Net attack causes no damage to the Monster. The Hunter may immediately attack, and the Hunter and all Warriors adjacent to the Monster get +2 to hit it. Also, the Monster may do nothing in the Monsters phase. If the Monster is not killed it frees itself at the end of the Monsters Phase. The Hunter may not use the Net attack and the Harpoon attack in the same turn, regardless of the Hunter’s attacks. Skiff This tiny little boat can carry the Warrior’s and their treasures up or down rivers, streams, and canals. This can take half of the weeks off a journey, if the river permits. To see if the river permits, roll a D6. On 4+, the river runs to the settlement and half of the weeks of the trip are ignored. If it fails, the trip takes just as long. If you plan to use the Skiff, you do not get any modifiers for weeks from Mules, Horses, and such regardless of whether the river permits or not. The Skiff increases expenses buy 2 gold per day, and when leaving a settlement, the skiff is stolen on a roll of 1. Conk Shell This large shell can be blown like a trumpet to produce a loud, beautiful call. Some sailors say the conk shell blast has magical properties, and what better place to test it than when the Hunter may need it most. Only a Hunter may carry it. The Shell may be blown once per adventure, any time during the Warrior’s Phase. Roll a D6: 1 The Blast has no magical effect, and the loud call attracts more Monsters to investigate. Draw another Event Card/ Roll on the Monster’s Table. 2-5 The Shell’s Blast Echoes about the dungeon at untold decibels as Monster’s clasp their ears in agony. All Monster’s may not move this next Monsters Phase, nor fir missile weapons. They will fight in HtH as normal. 6 The Blast has an uncanny effect as the most ferocious off Monsters cower in fear. For all Monsters that don’t cause Fear or Terror, roll a D6 and add the Monster’s Toughness. If the total is 8 or more, they fight as normal. If it is under 8, they will flee and be discarded. If the Monster causes Fear, it causes -1D6 Fear. If it causes Terror, it has -1D3 Terror. Sea Serpent Cloak This cloak made from a Serpent’s hide is tough but surprisingly light. It can be worn along with any other piece of armor except Furs and Plate Armor (Hunters can’t wear Plate Armor). The Cloak itself gives +3 Toughness, but with any other armor it causes -1 to hit and -2 Initiative. This does not include any Modifiers from any other piece of armor. Only a Hunter may wear it. Bone Charm If the Hunter gets the Whale Bone Charm, the Hunter gets +D3 Luck Tokens. When the extra luck tokens run out, the Wizard (if there is one) may try to recharge it. If their isn’t one, you may try to recharge it but at -1 the results. Roll a D6. On the roll of 5 or 6, the Charm is recharged, and may get another D3 Luck tokens. On the roll of 2 to 4, the Charm has failed to be recharged and it is useless, and may not be recharged again. On the roll of 1, the Charm explodes causing 1D6 wounds with no modifiers on the Hunter. More Special Rules Though the Hunters most often deny it, they are very simalar to Barbarians. They have the same tastes and physical attributes. Therefore the Hunter can buy the same items as the Barbarian, and has the same modifiers for Alehouses. They are similar in both mind and body, so they get the same modifiers for more advanced tests. Leviathan Hunter Skill The Hunter has the following skills available to him as he goes up his Battle-levels. To determine which specific skill he learns when given the opportunity roll 2D6. 2 / Charge If the Hunter moves next to a Monster and attacks, he gets +2 Strength for every move he made towards the Monster. May not use with double-handed weapons. Use once per turn. 3 / Shot of Grace The Hunter may re-roll any rolls to hit on missile attacks, including his harpoon attack. Use once per turn. 4 / Fury Roll a D6. The Hunter gets +the D6 Attacks. Roll a second D6, and subtract the original dice by the second dice. If the quotient is a negative number, the Hunter gets -the attacks the quotient. If it is a positive number, he gets + the quotient on rolls to hit. (Example; The Hunter gets a 3 on his roll of attacks. On the second dice he/she rolls a 5. The Hunter gets +3 attacks, but gets -2 on all rolls to hit. If the second dice was a 2 instead, the Hunter gets +3 Attacks and +1 on rolls to hit.) Use this ability once per dungeon. 5 / Ignore Blows The Hunter may try to ward off as many blows as attacks he has. Roll a D6 for each attack he is trying to ignore. If the dice roll is equal or higher than the fixed roll than the attack is ignored. If you roll under the Hunter must take the blow as usual. Level 2-4....................6+ Level 5-8....................5+ Level 9-10..................4+ 6 / Duckback This skill allows your Warrior to add +1 to his roll to escape from pinning. 7 / Endure This ability allows your warrior to stand upright and active even when he reaches 0 wounds. As soon as a blow takes him him to 0 wounds or less, roll a D6. If the score is 1, 2, 3, or 4 your Warrior is knocked unconscious as normal. If the score is a 5 or 6 your Warrior is placed on 1 Wound. 8 / Fatal Blow Your Warrior may forfeit all but one attack. This attack automatically hits. It causes not normal damage but 2 X the Warrior’s Battle Level + The Warrior’s Strength. Use once per dungeon. 9 / Run This skill allows your Warrior to attempt to increase his speed. Roll 1D6. On the score of 5 or 6 the Hunter’s movement is doubled and he may not be pinned this turn. Use this skill once per turn. 10 / Glance This affect allows your Warrior to try to switch the blow from himself to an another opponent. Roll 1D6. On the roll of 6 one oncoming attack is taken not by himself but to another target next to the Warrior and the Monster striking the blow. This may not be used with magic or missile attacks. Use once per turn. 11 / Fisherman A Warrior may use this skill only in a settlement. The Hunter spends an entire day doing nothing but fishing. The Hunter then gets 1D6 Provisions for free. All the normal rules apply for the provisions. May be used only once per settlement. 12 / Shove This skill allows your Warrior to attempt to shove a Monster out of his way. Roll 1D6 and add your Warrior’s Strength. If the total is less than or equal to the Monster’s Strength it is too big to move and your Warrior fails. If the total is greater than the Monster’s Strength it is pushed back into any one of the three squares behind it that is unoccupied (your choice). Having pushed his foe back, your Warrior moves into the square that was occupied by the Monster and may now make his normal attacks.