***UPDATE*** All final heroes are listed here for convenience. Enjoy.
The ASSASSIN Ver.1
Body:
Mind:
Attack:
Defend:
Move:
Starting Weapon: Dagger
Starting Armor: None
Restrictions: Can only use daggers and short swords. Due to his sneaky nature he can only wear light armor.
***Abilities***
1. POISON - If you roll any

during your attack roll the target receives one auto-wound. This is applied before any defense dice are rolled. (Undead are immune to this effect)
2. AGILITY - Can move-attack-move.
-Dagger will have a 17% chance of rolling a
-Short sword will have a 28% chance of rolling a
-Broad or Long sword will have a 35% of rolling a

NOTE: This version doesn't allow the use of a broad or long sword. Try it out but I think it may be too much.
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Also wanted to add Carl Forhan's Rogue from Vindicator Magazine back in the day
The ROGUE
Body
Mind
Attack
Defense
Move
Starting Weapon: Shortsword and a dagger (Can carry 4 daggers)
Starting Armor: None
Starting Items: Toolkit
Restrictions: Can only wear light armor and a helmet. Can not use two-handed weapons.
***Abilities***
1. Roll an extra 3 attack dice against monsters that have not acted yet.
2. May throw a dagger once per battle that automatically hits unless the target can roll a

on 1 die regardless of how much defense it has. Dagger is lost after thrown.
3. With a toolkit you disarm traps on anything other than a

.
4. Can spend an extra movement point to move through monsters.
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The ASSASSIN Ver.2 (Sotiris and Gold Bearer)
Body
Mind
Attack
Defense
Move

(Can move/attack/move)
Starting Weapon: Dagger
Starting Armor: None
Restrictions: Can only use a dagger. Due to his sneaky nature he can only wear light armor.
***Abilities***
1. LETHALITY - If you roll a

on your attack roll it counts as
2. ASSASSINATE - If you do any damage to a target it is automatically slain.
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The ROGUE (Francisthe3rd)
Body
Mind
Attack
Defense
Move
Starting weapon: Shortsword
Starting Armor: None
Restrictions: Can not wear heavy armor or use two-handed melee weapons.
***Abilities***
1. QUICK REFLEXES - You do not spring hidden traps or hazards unless a

is rolled on one die.
2. OPPORTUNIST - When attacking a monster that is adjacent to another hero all

rolled are counted as

.
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The THIEF
Body
Mind
Attack
Defense
Move
Starting Weapon: Dagger
Starting Armor: None
Starting Items: Toolkit
Restrictions: Can only wear light armor but no helmet. Can only use weapons that roll a maximum of

(Dagger, Shortsword, Sling, Short Bow, rapier)
***Abilities***
1. HIDE IN SHADOWS - If no monsters can see you at the start of your turn, you may spend an action to Hide in Shadows. While 'hidden' only free actions are allowed. If you decide to move then you must roll a dice at the end of your movement for each monster that can 'see' you at that point. If a

is rolled (17%) you are discovered, otherwise you remain undetected. While 'hidden' you can also search for treasures. Roll the dice again for any monsters in view. As long as no

are rolled then you are successful. If you attack an adjacent monster from the shadows, it rolls no defense. Afterwards, regardless of outcome, you are detected. If you want the chance of detection to be greater (33%) than allow the thief to be detected if he rolls a

. Either way the more monsters there are in a room the higher the chance you will be detected since you have to roll for each monster.
2. FILCH - When drawing treasure cards you may draw 2 and discard one. You may do this in the presence of enemies if you are in stealth.
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The ASSASSIN Ver.3 (The most simple and straight forward)
Body
Mind
Attack
Defense
Move
Starting Weapon: Dagger
Starting Armor: None
Restrictions: Can only wear light armor and use one-handed weapons.
***Abilities***
1. CRITICAL STRIKE - If you roll all skulls the hits are doubled.
-Dagger will have a 50% of rolling a

resulting in
-Short Sword will have a 25% chance of rolling

resulting in
-Broad/Long Sword will have a 13% chance of rolling

resulting in
2. SHADOW WALK - Can move through monsters but it costs an extra movement point.