Background Classes: Pit Scrappers come from nearly all backgrounds; with a sponsor and strong body, even the lowest of commoners can take to the arena. For the most part most Pit Scrapper are Rowdies simply because they already have many of the skills they need to fight up close and personal. Mad Scientist are also very common, since many are driven by the need to prove their scientific skill to the masses, and if that means gutting someone in the ring, so be it. Huckster, Braves, Shaman, and Blessed almost never become Pit Scrappers since augmentation interfere with their natural abilities and in case of Braves and Shaman totally against the laws of nature. If they do become Pit Scrappers, it is likely not out of free will. Relations: Like ancient gladiators a true Pit Scrapper is regarded with awe and respect by fans that enjoy the sport and hatred by those whom disapprove of it. Pit Scrappers enjoy adventuring since it can lead to better arenas and more worthy opponents. It is common for a Pit Scrapper to travel with a Mad Scientist, since this person can be their sponsor or supplier and thus their best friend. The Pit Scrapper tolerates most people and classes, as long they have no problem with his unusually life style choice, though they have no problem fighting even a friend for the right amount of money. |
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Pit Scrapper Class Table
Level | Attack | Fort | Ref | Will | Class Features |
1 | +1 | +1 | 0 | 0 | Augmentation Credit, Madness |
2 | +2 | +1 | 0 | 0 | Pit Feat |
3 | +3 | +2 | +1 | +1 | Augmentation Credit +$250 |
4 | +4 | +2 | +1 | +1 | Pit Feat |
5 | +5 | +3 | +1 | +1 | Augmentation Credit+ $500 |
6 | +6 | +3 | +2 | +2 | Pit Feat |
7 | +7 | +4 | +2 | +2 | Augmentation Credit +$1000 |
8 | +8 | +4 | +2 | +2 | Extreme Toughness |
9 | +9 | +5 | +3 | +3 | Augmentation Credit +$2000 |
10 | +10 | +5 | +3 | +3 | Partial Automaton |
Class
Skills, Points per level: Intelligence bonus +2 Climb, Craft(weapons smith, armour smith), Gambling, Gather information, Intimidation, Jump, Knowledge (Local, Lore: Pit Sports), Performance (pit sports), Science Knowledge (augmentations), Tinkering. |
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Weapons and Armor Proficiency: Any simple weapon or firearm. Also, automatically proficient in any weapon or armour physically attached to their body in the form of an augmentation. Thus, just wearing armour still requires a proficiency, but augmentation armour does not. | ||||||||||||||||||||||
Class
Features Madness, level 1+: Each time the Pit Scrapepr gains a new level, they must make a Willpower save DC 10+ their current Pit Scrapper level or they suffer a dementia from the mad scientist table. This is from constant exposure to ghost rock and mad science itself, only a very few Pit Scrappers ever escape mental defects in their "old" age. Augmentation
Credit, levels 1, 3, 5, 7, and 9: Add $1d4
x 100 credit for 5 or more ranks in these skills: Gather
information, Lore: Pit Sports, and Science (Augments). (Thus
with 5 ranks in each of these skills you gain a total
bonus of 3d4x100).
Pit
Feat, level 2 , 4 and 6: You make
take one of the following feats without needing the
normal prerequisites: Extreme Toughness, level 8: When rolling for your hit dice for this level (and this level alone) you may roll an additional 1d10 hit points. You also gain +1 to your Constitution score as well. Partial Automaton, level 10: At this level you body is so intergrated with augments and implants that you now gain a Damage Reduction equal to your Constitution score + 5 against all attacks, including magical ones, and effects designed to harm or help creatures (such as soul blast, cure light wounds or magic missiles), this damage reduction is also effective against all weapons and explosives. Spells designed to harm or help objects ignore this damage reduction (such as rusting grasp, mend). If no damage is listed for spells that harm or repair objects (such as mending and make whole) use a base of 1d8 damage per level of the spell (half for level zero spells). They are also considered metal or ferrous for the purpose of spells. Pit Scrappers can not truely be animated, though these types of spells can be considered mind-influencing for game play (animate object could be considered to be equal to the Geas/Quest spell for it's duration). Pit
Scrappers can never be ploymorphed, for bad or good. Critical attacks can still affect you, but first must get through your damage reduction, no matter how good the attack Your are also immune to all normal and magical posions and immune to normal diseases (ghost fever is not natural or normal). However, unlike a real construct or automanton you can still be affected by mind influencing effects (illusions, phantasms, and fear), paralysis, sleep, and death effects. You can still suffer fatigue, starve, drown, freeze to death, suffer massive damage (after damage reduction) or other environmental effects. Pit Scrappers can still suffer damage from abiliy and energy drain attacks. |