Attack Dice | 1 |
---|---|
Defend Dice | 2 |
Body Points | 5 |
Mind Points | 5 |
Feat of Strength | 11 |
Feat of Dexterity | 11 |
Starting Armor | NONE |
Starting Weapons | Dagger |
Exact Dosage: You have extensive knowledge of potions and magical brews. You know exactly how much of each potion each hero requires for maximum effect. When you or any ally in your party uses a potion, they roll 1D10:
1-4: Exact dosage is full container.
5-8: Exact dosage is 1/2 container. (2 Uses)
9-0: Exact dosage is 1/3 container. (3 Uses)
A potion may only be tested for dosage once.
Alchemy: As an alchemist, you have studied and know how to make magic brews. You also have an action that no other character has. Once per room you may search for components with which to make your potions. At the end each game (or during the game if you encounter an alchemist's bench) you may take the components you bought or found and attempt to make a potion from scratch. To do this, you must have the potion's
recipe.
Attack Dice | 2 |
---|---|
Defend Dice | 2 |
Body Points | 6 |
Mind Points | 4 |
Feat of Strength | 10 |
Feat of Dexterity | 18 |
Starting Armor | NONE |
Starting Weapons | Shortsword |
Miscellenous | Lute |
Musical Voice: You were born with the gift of musical magic. You cast spells by singing them. You may sing 16 manna points of magic (or [1D6 x 4] whichever is higher). See the
Bard Songs.
Acrobat: You have also honed your skills as an entertainer, and you get a +1 defend against projectile weapons and spells, and you are not hindered by furniture in your way (except cupboards, bookcases, and fireplaces). Additionally, when standing on furniture, you get a +1 Attack if using a projectile weapon.
Attack Dice | 1 |
---|---|
Defend Dice | 2 |
Body Points | 4 |
Mind Points | 6 |
Feat of Strength | 6 |
Feat of Dexterity | 6 |
Starting Armor | NONE |
Starting Weapons | Staff |
Magic: You are an ancient wizard who appears to be very young. You have spent your life studying the universe and the essence of time and space. You may cast 40 points of manna (or [(1D6+1D8) X 4] whichever is higher) of the
Temporal Spells.
Fate: As the master of the ways of time and magic, you start each game with 2D4 Fate Points, which you may use in any way you choose.
Attack Dice | 2 |
---|---|
Defend Dice | 2 |
Body Points | 5 |
Mind Points | 5 |
Feat of Strength | 12 |
Feat of Dexterity | 12 |
Starting Armor | NONE |
Starting Weapons | Shortsword |
Magic: You are a mage who has devoted him/herself to one spacific elemental art. You may cast 16 manna points of magic (or [1D6 x 4] whichever is higher) from one
element.
Elemental Reflection: The mage is becoming an elemental creature. He/she gets one extra die in defense to all spells and effects having to do with their element, but takes extra damage from spells of thier opposing element (i.e. a fire mage gets an extra defense from fire spells, but takes extra damage from an icicle spell). The mage also gets one extra combat die when attacking any other elemental. See
the magical colleges for more details.
Attack Dice | 1 |
---|---|
Defend Dice | 3 |
Body Points | 5 |
Mind Points | 7 |
Feat of Strength | 6 |
Feat of Dexterity | 6 |
Starting Armor | Mystic Aura |
Starting Weapons | Staff |
Mystic Aura: You are surrounded by a halo of golden sparkles, the effect of several tiny faeries cloaking your being. Each faerie has within it a spells that it may cast, up to 40 manna points of magic (or [(1D6+1D8) x4] whichever is higher) of
Faerie Magic. These same Faeries form a protective cloak of Majik around your being, upping your defend by 1, as well as giving you 1D6 more defense to psychological spells.
Premonition: Your affiliation with the Faerie has given you the ability to see into the future. Once per game, you may have the contents of any room disclosed without activating any of the monsters within.
Attack Dice | 2 |
---|---|
Defend Dice | 2 |
Body Points | 5 |
Mind Points | 5 |
Feat of Strength | 12 |
Feat of Dexterity | 12 |
Starting Armor | NONE |
Starting Weapons | Shortsword |
Chronomancy: You are a light fighter with a little skill in Cosmic/Time Magic. You may cast 16 Manna Points of magic (or [1D6 x 4] whichever is higher) from the
Temporal Spells.
Stop Blade: Once per quest you may enchant one bladed weapon with the "Stop Time" spell, and the enchantment lasts for 2D6 rounds. If you make a successful attack with this weapon (and the target loses at least 1 Body Point), the victim is "stopped" for 4 turns. The spell can be resisted by rolling 1D6 for each of the victim's Mind Points, and if at least one 6 is rolled, the spell is broken.
Attack Dice | 1 |
---|---|
Defend Dice | 2 |
Body Points | 4 |
Mind Points | 7 |
Feat of Strength | 6 |
Feat of Dexterity | 6 |
Starting Armor | NONE |
Starting Weapons | Staff |
Magical Tome: Your leatherbound tome of magic holds great power. The tome is capable of holding many spells, which may be cast at any time. The tome holds 40 points of manna (or [(1D6+1D8 X 4] whichever is higher) of the
Elemental Spells.
Magical Sight: Your endless devotion to the magical arts has transformed you into a creature not entirely human. You automatically detect magic users, doors, artifacts, or other magic bearing items upon entrance into any spacific corridor or room.
*(1) This character was originally created by Karnov, and I overhauled it.
*(2) While this character is mine, I felt I needed to give credit to Karnov, from whom the magic and the idea came.
*(3) I have introduced a Manna system for the magic, see the
spells for clarification. I have also altered the Seer by upping the Human defend. See the Elven Seer for clarification.
*(4) The Time Mage was shamelessly ripped off Karnov's page.
*(5) The changes to the wizard are that 1) I changed the magic system to a manna system (see the spells for clarification), and I changed the magical sight to be not that the Wizard sees secret doors, but that he sees anything
magical.
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