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GUARDIAN Stats
Bio-Forms (pick one)
1st: Constitution
Dwarf: CON +1, CHA +1
2nd: Strength
Hill Folk: STR +1, Basic Work +3
Gear
Special Item
Ring of Might: +1 STR Common Shield: +2 Armor Berserk Ring: +3 Ultimate Effort
Shield Gloves Add your CON STAT to your ARMOR
Weapon Kit: +2 Weapon Effort
How to Play
Starting Weapons
You rush to the front to fight head-on, acting as a wall between your team and the enemy. With a high Constitution you can regain a lot of health.
Halberd: Near, Giant, Reach, Siege
Milestone Path: Guardian Milestones, Path of Iron
Siege Spear: Near, Giant, Reach, Piercing, Good against Horses Great Sword: Near, Huge, Chopping, Heavy
BLADE Stats
Bio-Forms (pick one)
1st: Strength
Human: INT +1, Weapon Damage +1
2nd: Constitution
Hill Folk: STR +1, Basic Work +3
Gear Weapon Kit: +2 Weapon Effort Rope & Hook: +3 DEX when climbing Common Armor: +1 Armor
How to Play
Starting Weapons
A master of weapons and death. You think last and strike first. You may be a big strong barbarian, or a knight of nobility.
Spear: Near, Simple, Long, Durable, Thrown
Milestone Path: Blade Milestones, Path of Iron
Axe: Useful, Durable, Thrown Long Sword: Deadly, Large, Sharp
Special Item Weapon Gem Improve one weapon, deal an extra +3 Effort with it
SHADOW Stats
Bio-Forms (pick one)
1st: Dexterity
Elf Kind: DEX +1, INT +1
2nd: Constitution
Human: INT +1, Weapon Damage +1
Gear
Special Item
Greedy Gloves: Roll twice for 2x loot Weapon Kit: +2 Weapon Effort Trapper Gear: Snares, Tackle, Tent
Thief’s Hood Stealth rolls are always EASY
Pouch of Coin: 50 Coin
How to Play
Starting Weapons
Unseen, unheard. The last words that should come out of your enemy’s mouth are “...did you just hear something?”. Make sure you are in a safe place by the end of the turn, place traps and gather loot.
Dagger: Concealed, Fast, Piercing, Thrown
Milestone Path: Shadow Milestones, Path of Smoke
Sling: Far, Invisible, Free, Merciful Crossbow: Far, Expensive, Rapid Fire, Military
ARCHER Stats
Bio-Forms (pick one)
1st: Dexterity
Elf Kind: DEX +1, INT +1
2nd: Intelligence
Human: INT +1, Weapon Damage +1
Gear
Special Item
20 Magic Ammo: Roll Magic Effort
Speed Quiver If a ranged Attack roll is modified 13 or higher, fire again. This chain reaction has NO LIMIT as long as the roll is made
Common Armor: +1 Armor Rope & Hook: +3 DEX when climbing
How to Play
Starting Weapons
Keep back, look for the high ground. You are a dead-eye shot that can chain multiple attacks. Pick off far away enemies before they get chance to get up close.
Longbow: Far, Immense Range, Piercing, Large
Milestone Path: Archer Milestones, Path of the Hawk
Dagger: Concealed, Fast, Piercing, Thrown
PRIEST Stats
Bio-Forms (pick one)
1st: Wisdom
Small Folk: WIS +1, Magic Effect +1
2nd: Constitution
Elf Kind: DEX +1, INT +1
Gear
Special Item
Amulet of Secrets: +1 INT Meditation Beads: +1 WIS Supplies: Food, Fire Starter, 3 Flares
How to Play
Starting Weapons
You have seen the world, having a connection to living things. You can use this power to restore life. Keep yourself safe during battle, so you can help others.
Staff: Light, Simple, Useful, Everywhere
Milestone Path: Priest Milestones, Path of Oak
Healing Touch (WIS) Touch an ally with WIS, heal with Magical EFFORT
SCOUT Stats
Bio-Forms (pick one)
1st: Dexterity
Elf Kind: DEX +1, INT +1
2nd: Wisdom
Human: INT +1, Weapon Damage +1
Gear Amulet of Secrets: +1 INT Spyglass: +3 WIS Rope & Hook: +3 DEX when climbing
How to Play
Starting Weapons
Go ahead of your group and investigate for clues, find new routes or enemies that others have not seen. With your Winged Boots you can move double the distance than everyone else.
Short Sword: Fast, Light, Sturdy
Milestone Path: Scout Milestones, Path of the Hawk
Short Bow: Far, Small, Light, Short Range
Special Item Winged Boots Move, perform any non-Attack action, and Move again
MAGE Stats
Bio-Forms (pick one)
1st: Intelligence
Human: INT +1, Weapon Damage +1
2nd: Constitution
Small Folk: WIS +1, Magic Effect +1
Gear
Special Item
Fire Stone: +1 Magic Effort Spell Book: Magic Effort Explodes Supplies: Food, Fire Starter, 3 Flares Pouch of Coin: 50 Coin
How to Play
Starting Weapons
Twist the world to your will. You can use powerful magical items to attack and defend against your foes. Just remember you also have a Dagger if it comes to it.
Dagger: Concealed, Fast, Piercing, Thrown
Milestone Path: Mage Milestones, Path of Amber
Staff: Light, Simple, Useful, Everywhere
Arcane Missile (INT) Attempt on a target in sight
COMMANDER Stats
Bio-Forms (pick one)
1st: Charisma
Dwarf: CON +1, CHA +1
2nd: Strength
Human: INT +1, Weapon Damage +1
Gear Masterful Coats: +1 CHA Weapon Kit: +2 Weapon Effort Common Armor: +1 Armor
How to Play
Starting Weapons
A natural leader, whose tongue is as powerful as your sword. Just your presence is enough to scare your foes, convince people to follow you or get a better price from a trader. Don’t think the sword is the only way to win.
Great Sword: Near, Huge, Chopping, Heavy
Milestone Path: Commander Milestones, Path of the Hawk
Dagger: Concealed, Fast, Piercing, Thrown
Special Item Amulet of Kings +5 CHA when commanding, intimidating, or persuading
WILDLING Stats
Bio-Forms (pick one)
1st: Strength
Hill Folk: STR +1, Basic Work +3
2nd: Wisdom
Human: INT +1, Weapon Damage +1
Gear
Special Item
Berserk Ring: +3 Ultimate Effort Trapper Gear: Snares, Tackle, Tent Supplies: Food, Fire Starter, 3 Flares Lute
How to Play
Starting Weapons
You may be an uncivilised brute or a gypsy bard, either way you are unpredictable both in and out of battle.
Short Sword: Fast, Light, Sturdy
Milestone Path: Wildling Milestones
Sling: Far, Invisible, Free, Merciful
Hillman’s Belt Always roll ULTIMATE when doing Basic Effort
BARD Stats
Bio-Forms (pick one)
1st: Wisdom
Small Folk: WIS +1, Magic Effect +1
2nd: Charisma
Dwarf: CON +1, CHA +1
How to Play
Gear
You play music from the great verse, drawing power and manipulating others with melody. Stay out of the main battle and inspire your kin with recants of legend.
Antique Brooch: +2 Magic Effort Masterful Coats: +1 CHA Writing Kit: +3 Attempt, language
Bard Milestones Stage Horn: Your music can be heard double NEAR Coat of Colours: Allies can use your INSPIRATION twice Azael’s Mask: Enemies loose inspired stat 1 point/ROUND Golden Doubloons: When an Ally uses a HERO COIN, replenish their INSPIRATION Siphon of Tears: Sacrifice your HP for additional INSPIRATION Spirit Drum: Infernal or Immaterial beings receive double INSPIRATION used against them
Instrument Repair Kit: 3 repairs
Starting Weapons Rapier: Very Fast, Light (Uses DEX)
Special Item Inspirational Song (WIS) Give Magic Effort points to friend or foe as single use + or - to their stats as INSPIRATION. When used again, all previous INSPIRATION allocation is lost, and has to be reapplied. Note: The player must actually sing or play an inspirational song to cast.