Wizard=
Endless Fire of Wrath spells.
Monk=
3Att- Halberd, 2square reach.
Only Helmet & Gamberson.
Thief=
4Att- BackStab. 2Att- Thrown Daggers.
No Plate Mail or Battle Axe.
Elf=
3Att x 2Att Bow (two shots).
No Plate Mail or Battle Axe.
ARMOR: Non "Metal" armor gives half a DefendDie ie roll 1 on a 1d6 to defend.
Wooden Buckler=
, Shield=
.
Leather Cap=
Helmet=
Gamberson=
Chain Mail=
, Plate=
.
TOOLKIT: Dwarf/Thief - Don't roll a
With ToolKit - Dont roll a
.
All other Heros- Dont roll a
.
With TooKit - Dont roll a
.
MAGIC:All magic are automatic hits!
Monsters roll Defense, but Heros use MindPoints. Both need a single
to resist most spells.
Example - Hero's "Ball of Flame" does TWO automatic hits & the enemy needs a
with Defense to minimize the damage by
1pt.
EW casts "Command" & the Barbarian rolls MPoints to resist & needs a single
now or on a future turn to resist.
EW casts "Lightning Bolt" & all Heros roll MPoints & ONE
reduces the damage by
1pt .
Coming up with separate spells for the living & Undead would suck, but if you use the monsters Defense, it's close to the MindPoints value they should have when it comes to defending against magic anyway.
Some spells like Genie still use CombatDice otherwise its to powerful.
SEARCHING:Roll
MindPoints to discover one more thing.
Assume Hero's search for Traps with their normal first action, but by rolling Two
's all three (Traps, SDoors, Treasure) are discovered at once!
Hell, you might even get a bonus for rolling three
's or more!
"PUSH BACK" ENEMY:
Roll a
when attacking to move an enemy back, left or right one square out of your way or trade places with him. Monsters resists this with extra
s after defending against damage.
LISTENING:Roll
's with MindPoints to hear/discern
ONE of the weakest monsters behind a door (
)
TWO 's reveals one of the weakest
& one of the next strongest
etc,etc.
But never tells you how many of each are in there & never shows the Boss or furniture.
MOVEMENT:Roll a 10 & MAM.
Roll a 11 gain said benefits or the ability to reroll a single Attack Die.
Roll a 12 & gain said benefits or reroll Attack.
WEAPONS RACK:Roll 1D6. This weapon belongs to the nearest town & you return it at the end of the quest.
1 = Halbard 3Att. 2square reach.
2 = Recurve Long Bow 2Att X 3 shots.
3 = Claymore 4Att diagonal.
4,5,6 = Dagger.
SUPRISE:
Roll a single CombatDie when you see a monster/s around a corner or when entering a room, hopefully your armor isn't to noisy & gain plus +1Att for your first swing because the closest monster to you has his back turned.
Plate armor-
Gain plus +1Att.
Metal armor -
Gain plus +1Att.
Leather/cloth-
&
plus +1Att. Wizard, Monk.
Leather/cloth-
&
plus +1Att Hobbit, +2Att Thief.
HAND2HAND(Brawl):
Each BodyPoint can take
four damage before the BPoint is lost. When all BPoints are lost, you are unconscious till the end of quest or unless a spell or potion helps you.
Gargoyle/ Chaos Warrior = Roll
4CD.
Barbarian,
Dwarf/ Fimir, Mummy = Roll
3CD.
Elf/ Orc, Zombie = Roll
2CD.
Wizard/ Skeleton, Goblin = Roll
1CD.
STAMINA/FOCUS points are disposable Body & Mind tokens (Red Stamina, Yellow Focus) that you use throughout a quest, basically wherever & are retroactive. They are refilled with potions/ magic or certain "in town" activities.
STAMINA(body)points can be used for:
1# Reroll your melee Attack or Defense.
2# Move Attack Move (MAM).
3# Gain +4 to movement.
4# Trade or reload a weapon instantly.
FOCUS(mind) points can be used for:
1# Reroll to Disarm Trap/resist magic.
2# Dont roll a
to dodge Hazards, Traps.
3# You feign & enemy rerolls
HIS attack.
4# Gain Plus +2Att to a missile weapon.
ALCHEMISTS BENCH: Make Potion, Roll 1D6
1,2= Health.
3,4= Focus.
5,6= Stamina.
Roll MindPoints & each
rolled decides the doses of the potion. Wizard&Elf both get a try.
SORCERERS TABLE:Roll a 1D6.
1= Random Chaos Spell.
2,3= Random Scroll.
4,5,6= Magic Dagger.
ENCHANT ITEM:
Roll MindPoints. Each
increases any hero's weapon or Armor by plus +1
once per room. Item reverts back to normal at end of quest. Wizard & Elf both get a try.
BOWS/CROSSBOWS:Bow: 2Att x two shots.
Crossbow: 3Att.
SWITCHING WEAPONS:Minis -1 Att when trading out any weapon.
EXTRA SPELLS: These spells are meant to be equal in power to the originals. Trying too at least.
FIRE OF WRATH 1Original.
FIRE OF WRATH 2Two monsters are hit. Both get to reroll one DefendDie.
FIRE OF WRATH 3Three monsters are hit. All can reroll two DefendDice once.
BALL OF FLAME 1Origional.
BALL OF FLAME 2Wall of Fire:
Four squares in a line burst into flames doing 1Dam each. Each enemy Defends normal.
BALL OF FLAME 3Fire Elemental:
Move 3, 1pt of damage to adjacent enemies.
COURAGE 1One Hero gains +2Att for one room.
COURAGE 2Give two Hero's a +1ATT for one room.
COURAGE 3Dispel Magic:
On your turn roll your MindPoints vs enemies. The one with the most BlackSheilds wins.
PASS THROUGH ROCK 2See & attack through a wall with spells & missiles for two rounds. Maybe three, not sure.
PASS THROUGH ROCK 3Discern ALL monsters (not Bosses)of one (or two) unopened near by rooms.
ROCK SKIN 2Give two Hero's a +1Def for one room.
ROCK SKIN 3Turn into a statue that can't be hurt indefinitely if you want.
HEAL 1Original.
HEAL 2Regain 4 Stamina.
HEAL 3Regain 4 Focus.