Lindsey Dubb's New Characters


These are New Characters Lindsey Dubb has created to expand the game:

Alchemist
  • Strength 2, Craft 4
  • Alignment: Neutral
  • Start: City
Special Abilities
  • You start with one Spell.
  • At any time, you may discard any Object (or Magic Object) in your inventory and take 1 Gold.
  • At any time, you may discard any Magic Object in your possession and take a Spell.
  • You may discard any Enemy you are keeping as experience and take a Spell.
  • 5: You may discard any Spell (except Mental Block) and roll one die:
    1-3: gain nothing
    4-5: gain 1 (new) Spell
    6: gain 1 Craft
  • If you have the Alchemist Follower, add 1 to your Craft.

Explorer
  • Strength 3, Craft 3
  • Alignment: Ruins
  • Start: Good
Special Abilities
  • When you land on a space that contains no cards or other Characters, and that space requires you to draw Adventure Cards, you may draw and encounter one more card than is required.

Gambler
  • Strength 2, Craft 4
  • Alignment: Neutral
  • Start: Tavern
Special Abilities
  • Whenever you roll on a table listed on a card (other than the Crown of Command) or on any board location in the Dungeon, Outer, or Middle Regions, you may choose not to accept the result and roll again. You may only do this once per turn.
  • You may take the Grifter and Gambler Strangers as Followers. Each adds one to your Craft.

Golem
  • Strength 6, No Craft
  • Alignment: Neutral
  • Start: Graveyard
Special Abilities
  • You may never make a roll based on Craft. If such a roll is required, you must ignore that requirement. You must thus evade any Enemy or Character that wishes to attack you in Psychic Combat.
  • You may never gain Craft or have Spells. You may not use weapons or Magic Objects other than a Talisman.
  • You may not pass through the Mines.
  • You may ignore all Spells except Command. When you fight another Player in combat, they may not use any weapons or Magic Objects.
  • If you reach the Demon Lord, you must fight him in normal Combat. For this purpose only, the Demon Lord has a Strength of 12.
  • You are immune to the Siren.

Healer
  • Strength 2, Craft 4
  • Alignment: Good
  • Start: Chapel
Special Abilities
  • You start with 1 Spell.
  • Your starting quota of Lives is 5, not 4.
  • If one of your Followers is killed, you may keep them if you roll a 4 or greater on one die.
  • Whenever you roll for movement, use a six-sided die and halve the result (round up). If you roll a natural 1 for movement, you heal a Life. If you are allowed to roll multiple dice, only the first die rolled counts for this purpose.
  • When encountering other Characters, you may heal one or two Lives for them. You may do this as a part of a trade.
  • You do not need to pay the Medic.

High Priest
  • +2 Craft
  • Alignment: Any
  • Start: Altar
Special Abilities
  • You retain all Craft, Strength, Lives, Followers, Abilities, etc. from you previous Character.
  • Instead of attacking a Character, you may convert them to the alignment of your choice.
  • When praying at the Temple, roll 1 die and add five to the result.
  • You automatically defeat Spirits in Psychic Combat.

Illusionist
  • Strength 2, Craft 4
  • Alignment: Neutral
  • Start: City
Special Abilities
  • You start the game with a Spell.
  • Whenever you fight a Combat or Psychic Combat, after dice are rolled, you may switch your die roll with that of your opponent. You may only do this if both of you rolled dice.
  • When you attack another Character, you may choose to make the Combat Psychic.

Imp
  • Strength 2, Craft 4
  • Alignment: Evil
  • Start: Ruins
Special Abilities
  • You begin the game with a Spell.
  • When you encounter another Character, you may teleport them. Move that Character to any other space in the Region, which they must then encounter. You may not use this ability in the Inner Region.
  • Instead of encountering an Enemy or Stranger, you may teleport them to any space in the same Region that is not occupied by a Player.
  • You cannot be moved against your will (as by the Treasure Chamber or Misdirection) unless in the Inner Region.
  • You are immune to the Siren.

Magician
  • Strength 3, Craft 3
  • Alignment: Neutral
  • Start: Village
Special Abilities
  • You begin the game with one Spell.
  • Whenever you draw one or more Spells, including at the start of the game, you may draw an additional Spell from the deck.
  • Instead of your normal turn, you may change one point of your Strength into Craft or vice versa. You may never reduce either statistic below 3.
  • You may take the Magician Stranger as a Follower. As your Follower, he adds 1 to your Strength and Craft.

Porter
  • Strength 5, Craft 2
  • Alignment: Neutral
  • Start: Tavern
Special Abilities
  • You may carry 8 Objects instead of the usual 4.
  • You do not need to pay Porters in order to take them as Followers. Each of your Porter Followers adds one to your Strength.

Rider
  • Strength 3, Craft 3
  • Alignment: Neutral
  • Start: Village
Special Abilities
  • You begin the game with a Horse.
  • You may add 1 to your Strength for each Horse you possess. If the Gamekeeper is your Follower, you may add 1 to your Craft.
  • When using a Horse, you may add up to 2 to your roll for movement.
  • When using a Horse and Cart, you may roll two dice and use either one.
  • Your Mules may carry any number of Objects.
  • When using a Warhorse, you add your Craft (not half of your Craft) to your Strength.
  • The Horse Thief event does not affect your Animals.
  • Animals do not count as objects when determining how much you may carry.

Seer
  • Strength 1, Craft 6
  • Alignment: Good
  • Start: Village
Special Abilities
  • You begin the game with one Spell.
  • If you have no Spells at the start of your turn, you may draw one.
  • You may add 1 to your roll after rolling at the Mystic, Enchantress, Magic Mirror, Wise Sage, Fairy Circle, library, Wishing Well, Oracle, Witch, Wizard's Tower and the Mages' Guild.
  • You may view the top card of the Spell deck at any time.

Shapeshifter
  • Strength 2, Craft 2
  • Alignment: Neutral
  • Start: Ruins
Special Abilities
  • Whenever you roll for movement, use a six-sided die and halve the result (round up). If you roll a natural 1 for movement, you must change your form. Draw a Character card. You now have that Character's Abilities, base Strength, and base Craft. You keep you alignment, starting space, Shapeshifter abilities, and any gained Strength, Craft, Lives, Spells, experience, Objects, Gold, and Followers.
  • You are immune to the Siren.

Storyteller
  • Strength 2, Craft 4
  • Alignment: Good
  • Start: Tavern
Special Abilities
  • Instead of attacking a Character, you may choose to trade stories with them. You must then give them either one Gold or one of your cards you are keeping as experience. You may then take any one of their experience cards or Bags of Gold.
  • When you visit the Castle, you may tell the King a story: discard any one of your experience cards and take that card's Strength or Craft in Gold.
  • You may add one to your roll at the Tavern.

Tax Collector
  • Strength 2, Craft 4
  • Alignment: Evil
  • Start: City
Special Abilities
  • Whenever any other Character pays Gold for an Object or Spell, half of that Gold is placed upside-down on their space. When you land on that space, you may take the Gold -- no other player may do so.
  • Instead of attacking a Character, you may take 1 Gold from them. If they have no Gold, you may take a (randomly chosen) Object.
  • When the Taxation event is drawn, you may take half (round down) of the Gold paid. You do not have to pay taxes.
  • You begin the game with 3 Gold.

Unicorn
  • Strength 4, Craft 4
  • Alignment: Good
  • Start: Forest
Special Abilities
  • You start with one Spell.
  • You are not affected by the Siren or Poison.
  • You are immune to all curses and diseases. The Hex spell may not be played on your possessions without your permission. You may discard Spells, Objects, and Followers that may not normally be discarded.
  • You may take the Maiden and Unicorn Followers from any character you encounter.
  • You may not use any weapons or Armor.
  • You may not use the Horse or Warhorse.

Werewolf
  • Strength 4, Craft 2
  • Alignment: Evil
  • Start: Forest
Special Abilities
  • If you roll a 3 for movement (or a 5 or 6 in the Dungeon), your Strength is doubled and your Craft halved (round down) until the beginning of your next turn. If you are allowed to roll multiple dice, only the first die rolled counts for this purpose. The modifications do not affect Strength and Craft from Objects and Followers.
  • You may take Wolves as Followers. They add their Strength to your total in Combat. If you lose a Combat, they are discarded.
  • Your starting quota of Lives is 5, not 4.
  • You may ignore the Werewolf's Den.
  • You are immune to the Siren.

Witch King
  • No Strength, Craft 6
  • Alignment: Evil
  • Start: Graveyard
Special Abilities
  • You must ignore all references to Strength. If such a roll is required, you must ignore that requirement. You must thus evade any Enemy or Character that wishes to attack you in Combat.
  • You may never gain Strength.
  • You may attack other Characters in Psychic Combat.
  • You begin the game with a Spell. If you have no Spells at the start of your turn, you may draw one.
  • You may hold only two Objects.
  • You may not pass through the Crypt or over the Sentinel's bridge.
  • If you reach the Dragon King, you must fight him in Psychic Combat. For this purpose only, the Dragon King has a Craft of 12.
  • You are immune to the Siren.


If you have any ideas for new cards or modifies to those already existent, feel free to send me an e-mail


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