by torilen » June 25th, 2010, 3:07 pm
Okay - so, I know some of these have been done before, and some I'm guessing are getting to be
overdone. Oh well - here is my take on some additional character options. Been working on these for
a while - and while I haven't been able to play-test them (since I have no group with which to play), I
do believe they are well balanced for the game and should work out well. let me know what you think.
**OH and please realize, with these characters and any others I may place up later - I am going on the
assumption (as with the original game system) that the heroes are, in fact, heroes and follow the side
of good and law. No evilness here.
Alchemist
AD = 1
DD = 2
Body = 5
Mind = 5
Starting Weapon: Dagger
Starting Armor: None
**Same Shop Restrictions as Wizard
Abilities:
1 - Find Ingredients - once per room, the
Alchemist can attempt to find
ingredients for mixing potions -
Roll 1 combat die - if a 1 or 2 is
rolled, one ingredient has been
found
2 - Gathering Ingredients - the Alchemist
must find 1 ingredient for every
100 gold in the price of the
potion desired
3 - Mixing Ingredients - between quests,
the Alchemist may attempt to mix
any ingredients he has found - he
must roll a number of combat dice
equal to his current Mind Points,
and must roll a skull on at least
3 dice - this roll must be done
twice to determine success
Druid
AD = 1
DD = 2
Body = 4
Mind = 6
Starting Weapon: Staff
Starting Armor: None
**Same Shop Restrictions as Wizard
**Can only use wooden weapons and armor
Abilities:
1 - 2 Spell Groups (chosen from original four groups only)
2 - Animal Communication - A druid is able to speak to any
non-hostile animal
3 - Animal Calming - If an animal is hostile and wishes to
attack, the Druid may attempt to calm the creature -
Roll a number of combat dice equal to current Mind
Points - if at least 3 skulls are rolled, the Druid
is able to calm the animal, and it will no longer
wish to attack
Halfling
AD = 1
DD = 3
Body = 5
Mind = 5
Starting Weapon: Sling
Starting Armor: None
**Small Stature, as indicated by the
extra Defense Die
Halflings may search for treasure, traps, and
secret doors, even while monsters are in sight
Necromancer
AD = 1
DD = 2
Body = 4
Mind = 6
Starting Weapon: Dagger
Starting Armor: None
**Same Shop Restrictions as Wizard
Abilities:
1 - 2 Spell Groups (or entire Necromancer Group)
2 - Raise Dead - The Necromancer may attempt to raise
as an undead any creature he personally kills -
Roll a number of combat dice equal to current
Mind Points - if at least 3 skulls are rolled,
the dead creature is raised as an undead that is
under the control of the Necromancer - He may
control that creature for a number of turns equal
to his current Mind Points plus the roll of 1 red
die - He may only control one undead at one time
To determine what type of undead is created, roll
1 red die:
2-5 = Skeleton
1,6 = Zombie
Paladin
AD = 3
DD = 2
Body = 6
Mind = 4
Starting Weapon: Broad Sword
Starting Armor: None
Abilities:
Holy Auras - each of the following auras can be used once
per quest:
- Healing Aura - 10ft radius of healing for any hero within
the radius
- Bane of undead Aura - 15ft radius causes 1 Body Point of
damage to ALL undead within the radius
- Protection from Magic Aura - 10ft radius protects all heroes
within the radius from any magical spell for a number
of turns equal to paladin's current mind points plus
the roll of 1 red die - this aura moves with the
paladin