In my first translation effort, I have completed all of the Warrior characters. I finished more than I thought I would today, which unfortunately will affect my night rest in a negative way
WarriorsClass: BarbarianSpecializations:BarbarianAttack: 3
Defence: 2
Body: 8
Mind: 2
No advantages or disadvantages.Savage The savage is a warrior who is one with nature. His ritualstic tatoos protects him from enemy magic and strengthens the belief that his Gods are watching over him.
Savage.JPG
Advantages:- Ignores enemy spell effects or magic traps that directly affects him if he rolls 4-6 with a normal die.
- +2 Mind points.
- Moves 2D6+2 squares.
- Rolls 1 extra battle die when attacking with a throwable weapon.
Disadvantages:- May not use armour.
Berserker In his native northern tribe, the berserker learned to work himself into a state of incredible rage, which makes him a deadly opponent.
Berserker.JPG
Advantages:- The berserker may at the end of a turn, up to five times every quest, choose to begin to go berserk. If he does, he must first work up his anger, and may therefore not move during the following turn. At the end of that turn, the berserkergang begins, during which the following applies:
* The berserker recieves two additional body points. They will be lost when the berserkergang ends, which may result in the death of the hero.
* The berserker rolls two extra attack dice, but rolls one less defence die.
* A normal die is rolled at the end of of the second turn after the player chooses to go berserk, and at the end of every following turn. If the result is 1, the berserkergang ends.
Disadvantages:- After a berserkergang has ended the player rolls one less die in attack and defence. Also the player movement is determined by the difference between the results of the movement dice. This applies until a movemnt value of 0 is rolled. During this period, they player may not choose to go berserk.
- May not use shooting weapons.
- May not use weapons that allows diagonal attacks.
Class: KnightSpecializations:KnightAttack: 2
Defence: 3
Body: 7
Mind: 3
No advantages or disadvantages.TemplarThe Templar is the pinnacle of knightly disciplin and has sworn to protect pilgrims and the weak. His focus on seeing his mission completed is implacable.
Templar.JPG
Advantages:- After the Enchanter and Mage has taken their spell groups, the Templar chooses one of the following groups: Air, Earth, Fire, Light, Water, Wilderness. He recieves two random spells from that spell group.
- May use armour that otherwise is only usable by a Mage.
Disadvantages:- May not use shooting weapons.
- May not use situationally dependent pieces of armour.
- Moves 1D6+2 squares.
MercenaryWith the aim of securing his own survival and to earn enough riches to enjoy what life has to offer, the Mercenary fights for whomever is paying his fee.
Mercenary.JPG
Advantages:- May reroll his attack rolls when using a shooting weapon.
- Allways counts skulls and black shields as hits when attacking with a weapon whilst using a shield.
Disadvantages:- -1 mind point.
- May not use armour that affects movement.
- Loses 20% of his gold before the players visits the armoury prior to every quest.
Class: GladiatorSpecializations:GladiatorAttack: 3
Defence: 3
Body: 8
Mind: 2
Has to roll a combat dice to see what can be done each turn.DuelistThe duelist has chosen his path for honour, fame and personal challenge. Every attacking technique and ripost ever developed has been thouroughly studied by the duelist.
Duelist.JPG
Advantages:- May, instead of using a shield,use two weapons at once, given that both weapons can be used with a shield. If this is done, white shields counts as hits rather than skulls when attacking. The Duelist must specify which weapon is the main weapon and which is the side weapon. After the main weapon is used for attack, the Duelist can make a bonus attack with the side weapon, against the same or a different target. Attacks with the side weapon is made with one less battle die.
- If the Duelist suffers an attack from an enemy in a square next to him, and the number of white shields in the defence roll is equal to the number of skulls rolled by the enemy, the Duelist may immideately make an attack against that (and only that) enemy.
Disadvantages:- Has to roll a combat dice to see what can be done each turn.
- May not use armour that affects movement.
- May not use shooting weapons.
Weapon MasterA warrior who has trained to use a specific weapon for his entire life. The Master is without equal with these weapons, and the masters battle movements is like a churning cloud of steel and death.
Advantages:- May immideately after attacking (if the Weapon Master may attack more than once, then all attacks has to be carried out at once) move one square. This bonus move may be performed regardless of if normal movement has been done or not.
- The player has to choose one of the four following weapon types as the Weapon Masters specialization before his first mission:
> Blade Weapons (Sword, Dagger, Stiletto, Knife): - Bonus: Always counts skulls and black shields as hits when attacking.
> Chopping Weapons (Axe): - Bonus: Always counts skulls and black shields as hits when attacking.
> Staff Weapons (Spear, Staff, Pitchfork): - Bonus: May attack enemies up to two squares away, including diagonally if the weapon allows it. Always counts skulls and black shields as hits when attacking.
> Crushing Weapons (Hammer, Club, Flail, Mace) – Bonus: May at any time choose to ignore a weapons advantage of forcing victims to roll fewer defence dice and instead count skulls and white shields as hits when attacking.
Note that the Pole Axe is a cross beween a staff weapon and a chopping weapon, and therefore does not belong to either group.The choice is permanent and will be coupled with the character from the time it is made.
If a weapon which name contains one of the words associated with the chosen weapon group (except the Pole Axe) is used, the groups own bonus(es) apply, as well as the following bonuses:
> If the weapon can be used with a shield, the Master rolls two more battle dice in defence.
> If the weapon can not be used with a shield, the Master rolls one extra battle die in attack.
> If the weapon can not be thrown, can not be used diagonally and is not amour breaking, the Master may reroll all white shields when attacking.
Disadvantages:- Has to roll a combat dice to see what can be done each turn.
- May only use weapons belonging to the chosen group. However, the Master’s basic weapon may always be used, even if it does not belong to any weapon group.
- -1 body point.
- May not use armour.
EDIT: Added some pictures just to separate the text more. The pictures represent more or less the direction I was going for with the Kits...
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