ARMOR CLASS: Variable
MOVE: 28”
HIT POINTS: 122
NO. OF ATTACKS: Variable
DAMAGE/ATTACK: Weapon +7
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 50%
ALIGNMENT: Lawful-neutral
STRENGTH: 18 (91%)
INTELLIGENCE: 11
WISDOM: 13
DEXTERITY: 18 (00%)
CONSTITUTION: 18 (58%)
CHARISMA: 16
HIT BONUS: Variable
PSIONIC ABILITY: Nil
Weapons:
Sol of All Weapons is a well-muscled yet
slender man about
six feet tall with medium-long blond hair,
blue eyes, and a short
scant beard. He wears dark pantaloons
clinched at waist and
knee, a loose white jacket reaching to
his hips and elbows and
left hanging open at the front, elastic
sneakers, and a heavy gold
bracelet clasped on his left wrist. He
pushes a small, onewheeled
cart containing his six weapons.
Sol comes from post-cataclysmic
America. The heart of
Sol’s world is the battle circle — a 15-foot
ring of finely-barbered
turf. A boy becomes a man by learning
to master one of the six
weapons; sword, staff, morning star, club,
daggers, or single
sticks. Sol in the only man to ever master
all six weapons. Serious
fights in the battle circle are for fealty.
The loser swears allegiance
to the winner. If the loser already has
warriors sworn to
his service they also swear allegiance
to the winner. In such way
are tribes formed.
Sol is not only an incredible natural athlete
who has developed
his skill by defeating the best fighters
of his world, he
has also been trained in the scientific
arts of fighting by technical
experts. (He has a monk’s fighting skills
without the thiefly
abilities or clerical skills.) Sol is
ambidextrous and can fight with
both hands at once if using daggers or
single sticks.
Sol united the North American tribes and
became master of
a nomad empire. He was fighting a rear-guard
action in China
against hopeless odds when he was teleported
to a new universe.
His magical resistance is due to his being
born in a nonmagical
universe.
Sol was undaunted by suddenly arriving
in a strange universe.
He is setting out to conquer this new
world by the
methods he knows best, by defeating its
best warriors and thus
gaining their fealty. When encountered,
he will mark out a battle
circle (if possible) and challenge the
best fighter in the party
(regardless of the person’s alignment).
If there is no single
character who stands a chance against
him, Sol will fight two at
once.
If his challenge is accepted, the combatants
fight until one
in unconscious. Treat as a normal fight
except that as wounds
are not struck to kill: when a character
reaches zero hit points
there is a 75% chance he has been knocked
unconscious, (1-10
turns), and a 25% chance he was killed
accidentally. When a
character regains consciousness he regains
50% of the hit
points lost during the fight. If Sol is
defeated in the circle he will
serve the character or characters who
defeated him. He expects
the same service if a player character
loses.
If no one will accept Sol’s challenge,
his reaction to the
party is rolled at -2. He has learned
about magic and considers it
unmanly. If Sol sees any magic-user attempting
a spell he will
immediately attack the party, preferably
the magic-user throwing
the spell. When fighting outside the battle-circle,
Sol will
attack to kill as there is no honor in
the combat.
REFERENCE: Battle Circle (paperback,
published by Avon
Books). Battle Circle is a collection
of three previously published
novels: Sos the Rope, Var the
Stick, and Neq the Sword,
all by Piers Anthony.
by Lawrence Schick & Tom Moldvay
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