BARBARIAN
By: MB with changes by J.D. Frazer
Attack Dice |
3 |
Defend Dice |
2 |
Body Points |
8 |
Mind Points |
2 |
Movement Dice |
2D6 |
Feat of Strength |
18 |
Feat of Dexterity |
9 |
Weapon Category |
D |
Armor Category |
E |
Starting Weapon |
Broadsword |
Starting Armor |
None |
Starting Equipment |
None |
DEATH BLOW: You have the ability to put all of your skill into an attack. Roll a D6. On a 5+, you may add two (and only two) dice to your attack dice to increase the number of dice rolled in an attack. Doing so, however, renders you effectively defenseless, and any attacks that are made against you until your next turn may not be defended against.
BERSERK: You have the blood of berserkers in you. During combat you may declare that you are going berserk, which grants you two additional attack dice. This effect remains in place until you cannot see at least one enemy. While you are berserk, you must move towards any enemies you see and engage them in combat. You may go berserk once per adventure. The DEATH BLOW may not be used while you are berserk.
BOUNTY HUNTER
By: J.D. Frazer with revisions by LordChaosX
Attack Dice |
3 |
Defend Dice |
2 |
Body Points |
7 |
Mind Points |
3 |
Movement Dice |
2D6 |
Feat of Strength |
15 |
Feat of Dexterity |
12 |
Weapon Category |
C, Gun |
Armor Category |
C |
Starting Weapon |
Broadsword |
Starting Armor |
None |
Starting Equipment |
None |
BOUNTY PAID: You are paid a bounty for each monster or character you kill. The value of the bounty is equal to the Body Point value of the monster or character that you kill. You must escape the dungeon to collect your bounties.
TRACKING: You have the ability to track others. You are always the last character to move during a turn. Additionally, instead of rolling movement dice, you may move up to the same number of spaces as any monster that moved last turn. You must make the decision to track instead of rolling before you roll.
DWARF
By: MB with changes by J.D. Frazer and Jonathan Long
Attack Dice |
2 |
Defend Dice |
2 |
Body Points |
7 |
Mind Points |
3 |
Movement Dice |
2D6 |
Feat of Strength |
17 |
Feat of Dexterity |
7 |
Weapon Category |
D |
Armor Category |
E |
Starting Weapon |
Handaxe |
Starting Armor |
None |
Starting Equipment |
None |
TENACIOUS: Typical of your race, you exhibit an extraordinary degree of tenacity in the face of overwhelming odds. If you suffer damage that would normally kill you, your Body Points are set to one. This may be done only once per Quest.
DISARM TRAPS: Your advanced knowledge of mechanics gives you the five in six chance to disarm traps without the use of a tool kit.
ELF
By: MB with changes by J.D. Frazer and Jonathan Long
Attack Dice |
2 |
Defend Dice |
2 |
Body Points |
6 |
Mind Points |
4 |
Movement Dice |
2D6 |
Feat of Strength |
14 |
Feat of Dexterity |
14 |
Weapon Category |
C |
Armor Category |
C |
Starting Weapon |
Shortsword |
Starting Armor |
None |
Starting Equipment |
None |
LEGENDARY AIM: You are the finest archer in all the land. While using a bow of any kind, you may add one attack die.
MAGIC: You are a creature of light and have a natural magical gift. You may cast 3 Elf Spells or Elemental Spells.
IMPERIAL NOBLE
By: LordChaosX
Attack Dice |
1 |
Defend Dice |
2 |
Body Points |
6 |
Mind Points |
3 |
Movement Dice |
2D6 |
Feat of Strength |
15 |
Feat of Dexterity |
13 |
Weapon Category |
C, Gun |
Armor Category |
D |
Starting Weapon |
Rapier |
Starting Armor |
None |
Starting Equipment |
None |
DUELLIST: Having extensively trained with the Rapier, you possess an attack unlike any other. When you attack, if a skull is rolled the monster defends as normal. Whether damage is dealt or not roll another attack die. If a skull is rolled again, repeat the process. Only when a skull isn't rolled do you stop. With this attack it is possible for the Noble to hit a monster 1, 5, or even 20 times.
PARRY: You have trained since childhood to be a master swordsman, making it possible for you to have a chance to parry a blow with swords. While using a Rapier or Sabre, roll a D6. On a 5+ the attack is blocked and you suffer no damage. While using any other sword, an attack is parried only on a roll of 6.
KNIGHT
By: J.D. Frazer with revisions by LordChaosX (originally Royal Guardsman)
Attack Dice |
3 |
Defend Dice |
3 |
Body Points |
6 |
Mind Points |
3 |
Movement Dice |
2D6 |
Feat of Strength |
15 |
Feat of Dexterity |
11 |
Weapon Category |
C |
Armor Category |
E |
Starting Weapon |
Broadsword |
Starting Armor |
Shield |
Starting Equipment |
None |
EMPEROR'S SERVICE: When serving the Emperor, you are not able to accept any rewards offered by the Emperor, your service to him is enough. Serving under the Emperor has also allowed you to purchase your equipment at a reduced cost. Whenever you purchase a weapon or armor, roll a D6. Items purchased this way cannot be traded, loaned, or purchased for others. Roll a D6. Results 1-Item's price is doubled. 2 or 3-Item is normal price. 4-10% off price. 5-25% off price. 6-50% off price.
SWORN ENEMY: When you swore fealty to the Emperor, you also swore to destroy a certain breed of monsters in the Emperor's name. When you start this character, choose a monster type (orcs, undead, chaos) to be your sworn enemy. Whenever you fight a sworn enemy, you roll an additional attack die.
OGRE
By: LordChaosX
Attack Dice |
3 |
Defend Dice |
3 |
Body Points |
9 |
Mind Points |
2 |
Movement Dice |
2D6-2 (with minimum of one) |
Feat of Strength |
19 |
Feat of Dexterity |
6 |
Weapon Category |
E |
Armor Category |
E |
Starting Weapon |
Handaxe |
Starting Armor |
None |
Starting Equipment |
None |
AWKWARD BODY: Your body is considerably different than the other Heroes, which gives you a few perks and drawbacks. Your size slows you, forcing you to always move last. It also causes you to have your armor custom made, doubling its price. But you also have mighty strength, which adds one attack die to whatever weapon you use except for ranged weapons, your hands are to large to operate them.
GRAPPLE: Tossing aside your weapon you reach out and grab your enemy in a mighty bear hug. With this attack, you may grab a monster and squeeze it until it dies. On this and each of the following turns the monster takes 2 dice of damage. While caught in this hug, neither the Ogre nor the monster may take any actions. This continues until the Ogre or the monster dies.
PALADIN
By: J.D. Frazer with revisions by LordChaosX (originally Crusader)
Attack Dice |
3 |
Defend Dice |
2 |
Body Points |
7 |
Mind Points |
4 |
Movement Dice |
2D6 |
Feat of Strength |
16 |
Feat of Dexterity |
11 |
Weapon Category |
C |
Armor Category |
E |
Starting Weapon |
Broadsword |
Starting Armor |
None |
Starting Equipment |
Holy Symbol |
SPELLS: Your devotion to the Church of Light and focus of fighting the minions of evil has bestowed your god's blessing. You may cast 3 spells from the Priest Spells (up to a maximum of 9).
HEALING HANDS: Your touch can heal the wounded. Up to 3 times per Quest, you may restore 1D4 Body Points to any Hero (including yourself).
RANGER
By: LordChaosX
Attack Dice |
2 |
Defend Dice |
2 |
Body Points |
7 |
Mind Points |
3 |
Movement Dice |
2D6 |
Feat of Strength |
14 |
Feat of Dexterity |
14 |
Weapon Category |
C |
Armor Category |
C |
Starting Weapon |
Handaxe |
Starting Armor |
None |
Starting Equipment |
Holy Symbol |
SPELLS: Your focus on protecting and preserving nature has bestowed your god's blessing. You may cast 3 spells from the Nature Spells (up to a maximum of 9).
AMBIDEXTRIOUS: You are skilled in handling and attacking with two weapons at once. While wearing leather armor or furs, you may use two one-handed weapons and attack with them both on one or two targets. Any other armor worn cancels this skill.
ROUGE ORC
By: Karnov
Attack Dice |
2 |
Defend Dice |
2 |
Body Points |
5 |
Mind Points |
3 |
Movement Dice |
2D6 |
Feat of Strength |
12 |
Feat of Dexterity |
13 |
Weapon Category |
C |
Armor Category |
D |
Starting Weapon |
Shortsword |
Starting Armor |
None |
Starting Equipment |
None |
PERSUASION: Being a fellow orc you may have the ability to persuade 1d4 more orcs present to join your cause for the rest of this quest. Roll a red die for each orc you wish to persuade if the die's number is higher than the orc's current mind points, it joins your side.
PASS BY MONSTER: Because you look like any other orc, you have the ability to pass through any monster space with a successful feat of dexterity. Also no other orc or goblin will attack you unless you attack them first.