Hero
Zurik
- Race
- dwarf
- Strength (STR)
- 8
- Magic potential (MP)
- 3/4/5
- Resistance (RES)
- 2
- Agility (AGI)
- 3
- Weapons
- axe, dagger
- Proficiency
- +2 axe
- Special ability
- 3 Detrap
STR: Strength, MP: Magic Potential, RES: Resistance, AGI: Agility
How they play
A dwarf who casts: up to five spells under the blue sun, strength 8 and axe +2. Traps 3 makes Zurik a trap-breaker with a one-in-two chance per attempt. Choose between the axe in the front rank and spells in the second, since the same character can't do both in a round.
- Axe: 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 5 spells. The dominant sun decides how many they can ready for an adventure: 3 under the red sun, 4 under the yellow sun and 5 under the blue sun. Casting costs wounds, and in a fight only the second rank may cast.
- Traps 3: disarms a trap on a 1D6 roll of 3 or less (50% 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 Zuryk in Labirynt Śmierci.
Full rules: 4.0 The Starting Sequence· Hero stats table (4.3)