Hero

Almuric

Race
human
Strength (STR)
8
Magic potential (MP)
1/1/2
Resistance (RES)
2
Agility (AGI)
3
Weapons
sword, dagger
Proficiency
+2 sword
Special ability
1 Hellgate

STR: Strength, MP: Magic Potential, RES: Resistance, AGI: Agility

How they play

A solid front-rank swordsman who can also cast a little: with sword +2 and agility 3, Almuric wounds on every swing. Magic potential 1/1/2 gives only one or two spells per adventure, so pick a utility spell such as Heal or Mage Armor rather than a damage spell. Hellgate 1 is a one-in-six chance per attempt, so don't rely on Almuric to break the Gate alone.

  • Sword: wounds 100% of the time, 1.3 wounds per attack. Usable from the front rank.
  • Dagger: wounds 83% of the time, 0.8 wounds per attack. Usable from the front rank.
  • Resists a spell on a 1D6 roll of 1–2 (33% of the time).
  • Knows 2 spells. The dominant sun decides how many they can ready for an adventure: 1 under the red and yellow suns and 2 under the blue sun. Casting costs wounds, and in a fight only the second rank may cast.
  • Hellgate 1: destroys the Gate on a 1D6 roll of 1 or less (17% per attempt), and every failed attempt costs a wound.

Figures use the hero's starting stats and leave out magic items and weapon bonuses. They come straight from the rulebook tables.

Register and play

Citadel of Blood and Labirynt Śmierci

Called Almuryk in Labirynt Śmierci.

Full rules: 4.0 The Starting Sequence· Hero stats table (4.3)

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