Race: Human. Class: Cleric. Equipment: Club, Padded Armour.
- You are a level one Magician and get three random Talisman spells.
- You are able to use your attacking action to heal 5BP and/or MP (five in total) of your own or a directly adjacent target per Adventure, healing any amount at a time and are also able to heal between Adventures but you're then using up your quota for the next Adventure.
- You are unwilling to wield bladed weapons and most ranged weapons and are only able to use weapons that specifically state that they can be used by the Paladin and you're are unable to use any type of shield or helmet or wear Heavy Armour.
- You are able to use your attacking action to Turn Undead once per Adventure, causing any Undead monsters in the same room or corridor to loose 1BP on the roll of a skull and 3MP or 3BP if the target doesn't have any MP on a black shield (roll separately for each).
- You are able to heal an extra 5BP and/or MP (ten in total) per Adventure.
- Roll a combat dice at the start of your turn if you've lost any BP or MP, on a white shield you heal 1MP and on a black shield you heal 1BP.
High Priest
Race: Human. Class: High Priest. Equipment: Sword.
- You are a level three Magician and get nine random Talisman spells.
- You are able to use your attacking action to Turn Undead once per Adventure, causing any Undead monsters in the same room or corridor to loose 1BP on the roll of a skull and 3MP or 3BP if the target doesn't have any MP on a black shield (roll separately for each).
- Your natural Magical Aura gives you a basic defence of two combat dice.
- You are unwilling to wield bladed weapons and most ranged weapons and are only able to use weapons that specifically state that they can be used by the Paladin except that you can't use two handed melee weapons and you're are only able to wear armour that the Wizard can wear.
- You are able to Turn Chaos instead of Undead once per Adventure using the same rules.
- You are able to Turn Undead once per Adventure and Turn Chaos once per Adventure.
- You are able to Turn Undead and/or Chaos but not at the same time three times per Adventure.
Voodoo Priest
Race: Human. Class: Voodoo Priest. Equipment: Dagger.
- You are a level four Magician and get four of each of the Chaos Sorcerer spell tokens (the target defends on skulls and no effect on Undead).
- You are are only able to use equipment that the Wizard is able to use.
- Choose one of the three Chaos Sorcerer spells that can be used to cast any of the three.
- Choose one of the three Chaos Sorcerer spells that can be cast by discarding another spell instead.
- You have three Fate points in each Adventure that allow you to reroll any amount of dice of a single roll or force the evil wizard player to do the same if the roll is for something that's directly targeting you.
Gladiator
Race: Human. Class: Gladiator. Equipment: Short Sword, Shield.
- You are able to give up your attacking action to guard if no enemy is adjacent to you, allowing you a free melee attack out of turn as soon as an enemy is in reach.
- You can make an out of turn attack once during the GM turn against an adjacent enemy that moves to a non-adjacent square if they were within reach before they moved, which you can use to make a melee attack or throw a weapon.
- You are unwilling to use any ranged weapons but your still able to throw weapons that can normally be thrown.
- You can reroll black shields once when making a melee attack or defending a physical attack.
- You can reroll white instead of black shields once when making a melee attack.
- You can reroll any amount of dice once when making a melee attack or defending a physical attack.
Amazon
Race: Human. Class: Amazon. Equipment: Three Knives, Spear, Dagger, Shield.
- You attack with an extra combat dice when you throw a weapon.
- You are able to give up your attacking action to guard if no enemy is adjacent to you, allowing you a free melee attack out of turn as soon as an enemy is in reach.
- You get a free melee attack out of turn against an adjacent enemy that moves to a non-adjacent square if they were within reach before they moved.
- You attack with another extra combat dice when you throw a weapon.
- You are able to use your free attack on an enemy that moves away to throw a weapon that can normally be thrown instead of making a melee attack.