Hero
Alric
- Race
- human
- Strength (STR)
- 6
- Magic potential (MP)
- 2/3/4
- Resistance (RES)
- 2
- Agility (AGI)
- 0
- Weapons
- sword, throwing dagger
- Proficiency
- none
- Special ability
- 1 Hellgate
STR: Strength, MP: Magic Potential, RES: Resistance, AGI: Agility
How they play
A caster in a fighter's kit: agility 0 and no proficiency make the sword wound only half the time, so Alric belongs in the second rank. Magic potential 2/3/4 gives up to four spells under the blue sun, and strength 6 pays for the casting. Hellgate 1 is a minor skill.
- Sword: wounds 50% of the time, 0.5 wounds per attack. Usable from the front rank.
- Throwing dagger: wounds 17% of the time, 0.2 wounds per attack. Thrown from the second rank, once per fight.
- Resists a spell on a 1D6 roll of 1–2 (33% of the time).
- Knows 4 spells. The dominant sun decides how many they can ready for an adventure: 2 under the red sun, 3 under the yellow sun and 4 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.
Citadel of Blood and Labirynt Śmierci
Called Alryk in Labirynt Śmierci.
Full rules: 4.0 The Starting Sequence· Hero stats table (4.3)