Mister X's New Characters


These are New Characters Mister X has created to expand the game:

Avatar
  • Alignment: Good
  • Start: Forest
Special Abilities
  • Each turn, for your movement, you may choose to roll two dices to determine how many spaces you can move.
  • Whenever you are in combat with an Enemy, you can decide to add your Craft to your Strength but you won't be able to use any Object or Follower.
  • When Praying you can add 1 to the die roll.
  • During the game you always have TWO Spells.
  • You don't have to pay the Sorcerer for his services (when he gives you one Spell).

Brigand
  • Alignment: Good
  • Start: Chapel
Special Abilities
  • Whenever you cast a Spell, except the Command Spell, you must roll a die: 1,2) Nothing happens.
    3,4) Spell has normal effect.
    5,6) As above and you may keep the Spell.
  • During the game you may never lose any Strength or Craft point due to Adventure Cards, Spells, Magic Objects, Players or Places.
  • You may ride the Dragons. They won't attack you and you may take them as Followers (one per time). Every time you move, you must roll a die: on a roll of 2-6 you will travel everywhere in the Outer or Middle Region. If you roll 1 the Dragon will abandon you and you lose 1 Life.
  • You may attempt to convert any monster you encounter rolling under its Strength. It will remain with you as a Follower adding its Strength to yours in Combat. You may only have one such a Follower per time.
  • When you move you can roll 2 dices and choose which one you prefer.

Cleric
  • Alignment: Good
  • Start: Chapel
Special Abilities
  • Whenever you draw Spell cards, you may draw one more than necessary and then discard that you do not want.
  • Whenever you roll a 6 for your movement, you may teleport to any space of the Region you are in instead of moving.
  • You may evade Enemies when in the Woods.
  • After rolling the die when praying, you may add 1 to your score.
  • When praying you may ignore the result of your first die roll and roll again. You must accept the result of this second die roll.

Gambler
  • Alignment: Neutral
  • Start: City
Special Abilities
  • Each turn, for your movement, you may choose to roll two dices to determine how many spaces you can move.
  • You may steal one Object or Bag of Gold from any Player you land on.
  • Whenever you defeat another Character in Combat or Psychic Combat, you may force the character to lose 1 Strength or 1 Craft instead of 1 Life. Note that you cannot take a Character's score below its starting level by any means, nor take any point gained from Followers or Objects.
  • You always know what the top Adventure Card in the pile is. You may look at it whenever you wish.
  • If a Spell is cast on you roll a die:
    1) Rebound to the caster.
    2) Spell has no effect.
    3) Like 2 and you can take the Spell.
    4-5) Spell has normal effect.
    6) Spell has normal effect and you lose 1 Life.

Half Elf
  • Alignment: Good
  • Start: Woods
Special Abilities
  • During the game, you always have at least one Spell. Whenever you use your last remaining Spell, immediately draw another.
  • You have the power to make a Secret Strike when you attack (but not when you are attacked by) any Player or any Enemy that is already faced up when you land on it. Combat takes place as normal except that you deduct your Craft from your opponent's Strength.
  • When praying, you may ignore the result of your first die roll and roll again. You must accept the result of this second die roll.
  • You may steal one Object or Bag of Gold from any Player you land on.
  • As you are a good swimmer you can always water walk the Storm River.

Hellblazer
  • Alignment: Good
  • Start: Village
Special Abilities
  • Each turn, for your movement, you may choose not to roll the die and move of just one space.
  • Instead of attacking a Player that you land on, you may destroy one of his Spells. You cannot look at the Spells beforehand, but must take one at random.
  • Whenever another Player places a Spell on the discard pile, you may, if your Craft allows, pick it up and keep it for yourself.
  • You don't have to pay the Mercenary for his services.
  • You have the power to make a Secret Strike when you attack (but not when you are attacked by) any Player or any Enemy that is already faced up when you land on it. Combat takes place as normal except you deduct your Craft from your opponent's Strength.

High Elf
  • Alignment: Good
  • Start: Forest
Special Abilities
  • Whenever you defeat a Player in Psychic Combat, if you choose to take one of his Lives, you may add it to yours.
  • Whenever you roll a 6 for movement, you may choose to teleport to any space of the Region you are in instead of moving.
  • Whenever you are involved in Combat, you may attempt a Killer Blow. In that case, neither you nor your opponent roll as normal. Instead, you roll a die and if the result is 5 or 6 you win, if you roll 1-4 you lose.
  • When you have more than 1 Spell, you may keep a Spell card after playing it, if you wish, and discard another Spell card in its place.
  • You may steal one Object whenever you are at the Market. Roll a die to determine what you have stolen: 1) Sword.
    2) Helmet.
    3) Water Bottle.
    4) Shield.
    5) Mule.
    6) Raft.

Huntress
  • Alignment: Neutral
  • Start: Forest
Special Abilities
  • When you attack another Player you can use your Karate skill confronting your Strength against your foe's total Craft.
  • You may change alignment at will.
  • Through your meditation you can add up to 2 to your die rolls but only if they don't affect a Spell or a Combat directly.
  • During the game you may never cast any Spell and you are not affected by any except the Magical Storm and the Command Spell. You are healed free at the Chapel, Castle, City as usual.
  • When moving you can roll 2 dices and choose which one you prefer.

Ladyhawke
  • Alignment: Neutral
  • Start: Chapel
Special Abilities
  • You can choose to interact with the Adventure Card(s) on the discard pile instead of the new ones as you are instructed to do by the place you are in.
  • Whenever you have to draw Adventure Cards, you may draw one Card more than necessary and then discard 1 of your choice that you do not wish to encounter.
  • Whenever another Player places a Spell on the discard pile, you may, if your Craft allows, pick it up for yourself.
  • Whenever you defeat another Character in Combat or Psychic Combat, you may force that Character to lose 1 Strength or 1 Craft instead of 1 Life but not below his starting quota.
  • You may specify the direction of your movement and add 1 to the die rolled if you decide to move in that direction.

Menslayer
  • Alignment: Neutral
  • Start: Graveyard
Special Abilities
  • Whenever another Player draws a Spell, if your Craft allows, you can draw one for yourself.
  • Whenever you are in Combat with another Player you may choose to make the Combat Psychic, roll 2 dices and use the better.
  • You may add 1 to your die roll to the Temple, Warlock, Witch, Mystic and Enchantress.
  • You may drain 1 Strength or 1 Craft from any of your Followers during your turn but none of them won't survive the experience so they'll vanish to the discard pile.
  • You may add up to 2 to your die roll for the movement.

Milady
  • Alignment: Good
  • Start: Forest
Special Abilities
  • Each turn, for your movement, you may choose not to roll the die and move just one space.
  • You may evade Enemies when in the Woods, Forest, Cursed Glade and Oasis.
  • Whenever another Player places a Spell on the discard pile, you may, if your Craft allows, pick it up for yourself.
  • You are immune to the Raiders and any kind of thief, nothing can be stolen from you.
  • You automatically charm with your beauty every human or demi human Follower of a Player on whom you land on. You kindly allow him to join to your party one per encounter.

Necromanceress
  • Alignment: Evil
  • Start: Graveyard
Special Abilities
  • Whenever you are involved in Combat with an Animal or a Dragon you may add 1 to your die roll.
  • Instead of attacking you may try to enchant any Player you land on. Roll a die: on 6 for Good, 5 or 6 for Neutral, 4, 5 or 6 for Evil you will grab him (her) one of his (her) Objects.
  • During the game you may never lose any Strength or Craft point due to Adventure Cards, Spells, Magic Objects, Players or Places.
  • At the start of your turn, discarding 2 Spells (which absolutely have no effect) you may open the Pandora's Box. Take 1 die of Adventure Cards plus three and distribute them to any Player who isn't already in the Inner Region or in another Place. You may not, though, place 2 cards of the same type on the same Player.
  • You may add up to 2 to your die roll for the movement.

Prophet
  • Alignment: Good
  • Start: City
Special Abilities
  • You may add up to TWO to your die roll for movement.
  • Whenever you defeat a Player in Psichic Combat, if you choose to take one of his Lives, you may add it to yours.
  • Whenever another Player places a Spell on the discard pile, you may, if your Craft allows, pick it up for yourself.
  • You always foresee which the top Adventure Card in the pile is. You may look at it whenever you wish.
  • You automatically train your Followers to be able to fight with you, adding 1 to your Strenght in Combat for each such Follower. You cannot train the Hag, Poltergeist or any Follower who already adds, or can add, to your Stregth or who can fight in your place. If you use any in Combat with another Player and you lose, that Player can declare any one of the trained Followers who took part in the Combat killed (discard) as well as taking their normal rewards.

Revenant
  • Alignment: Evil
  • Start: Graveyard
Special Abilities
  • Each turn, for your movement, you may choose to roll two dices to determine how many spaces you can move.
  • Whenever you are instructed to draw cards, you can draw one more than necessary.
  • Whenever another Player draws a Spell, if your Craft allows, you can draw one for yourself.
  • When you attack another Player, but not when you are attacked by, you may choose to make the Combat Psychic.
  • Whenever you draw an Adventure Card, you must suddenly choose to keep it on the board and interact with it or destroy it.


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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