Hero
Raman Cronkevitch
- Race
- half-kronk
- Strength (STR)
- 9
- Magic potential (MP)
- 0/0/0
- Resistance (RES)
- 3
- Agility (AGI)
- 4
- Weapons
- sword, dagger
- Proficiency
- +1 sword
- Special ability
- 1 Detrap
STR: Strength, MP: Magic Potential, RES: Resistance, AGI: Agility
How they play
A half-Kronk fighter: strength 9, resistance 3 and agility 4 with sword +1 make Raman a dependable front-rank hero. Resistance 3 resists half of all spells, which also helps against the Kronk stench. Traps 1 is a one-in-six chance of disarming a trap, so don't rely on it.
- Sword: wounds 100% of the time, 1.3 wounds per attack. Usable from the front rank.
- Dagger: wounds 100% of the time, 1.0 wounds per attack. Usable from the front rank.
- Resists a spell on a 1D6 roll of 1–3 (50% of the time).
- Not a spellcaster (magic potential 0/0/0).
- Traps 1: disarms a trap on a 1D6 roll of 1 or less (17% of the time).
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 Raman in Labirynt Śmierci.
Full rules: 4.0 The Starting Sequence· Hero stats table (4.3)