All of them start with basic equipment.
IMPORTANT: Note that in this game, whenever I mention that the character gains an extra die, it does not mean they will roll an additional die; rather, it signifies an upgrade (improvement) to the current die they use. In other words, if a character attacks with a D6 and receives a +1D bonus for something (perhaps magic or an ability), it doesn't mean they will roll 2D6. Instead, they will roll 1D8!!! Exceptions will be specified.
1) HUMAN BARBARIAN: (Background: Viking Mercenary for the first adventure at the end of the book)
Attack: D10 (Bastard Sword or Two-Handed Axe)
Defense: D6 (Fur Jerkin)
Vitality: 12
Specials (only 3 because Barbarians lack intellectual-social skills haha):
- Barbarian Shout - Fury (-1D in Defense, +1D in Attack, meaning Attack: D12, Defense: D4; Duration of one fight, and then the barbarian becomes exhausted, receiving -1D in Attack and Defense for 1D4 rounds);
- Enhanced Vitality (12);
- Survival (In forests, deserts, and other places, can make a test with D8 to find food, water, and other things).
2) HALF-ELF WIZARD: (Background, i.e., story: Son of a human father from Terran, which is what our world is called by the elven people, and an elf from Gasnar, a medieval fantasy world created for this game. If you want to know more about this world, read the book UNFINISHED TALES OF GASNAR - THE DARK FOREST, by the same author of this book/game).
Attack: D6 (Staff)
Defense: D4 (Cloak)
Vitality: 8
Mana: 10
Specials:
- Mana Control:
Spells = * Fire Cone (D10, hits everyone in a cone within the range: MXX, where M=Wizard and X=Spell.)
Mana Cost: 3
* Soft Landing (You simply don't die when falling into a hole or off a cliff hehehe!!!) Cost: 2
* Enchant Weapon (The enchanted weapon gains +1D) Cost: 2
* Arcane Shield (+1D in Defense) Cost: 2
- Sense Magic;
- Prestidigitation (Perform small magical tricks). Cost: 0 or 1 (depending on what the wizard wants to do).
3) ELF RANGER - Name: Tarja - Story: Directly from Gasnar. Friend of the druids in the forests around Stonehenge.
ATTACK: D8 (Long Sword) RANGE: D8 (Long Bow)
DEFENSE: D6 (Breastplate)
VITALITY: 10
SPECIALS:
- Listen and Search (D8);
- Track (D8);
- Ambidexterity (Can use two weapons without penalty);
- Keen Vision.
4) HUMAN PALADIN: Aaron Eckhart: Knight of the templar order. Called by the Catholic Church to defeat pagans and destroy demons.
ATTACK: D8 (Long Sword)
DEFENSE: D10 (Chainmail + Shield)
VITALITY: 10
MANA: 10
SPECIALS:
* Mana Control
- Ward Off the Dead (Cost: 3 – D8);
- Healing (Cost: 3 – D8);
5) THIEF: (Simple mercenary from London, formerly a peasant who never liked to respect the laws of lordship and vassalage)
ATTACK: D6 (Short Sword) RANGE: D4 (4 Balanced Daggers for throwing)
DEFENSE: D6 (Leather Corselet)
VITALITY: 8
SPECIALS:
- Pickpocket (D8);
- Sneak Attack (2x the current attack, i.e., 2D6);
- Climb (D8);
- Stealth (D8).
6) MONK: Came from Asia to learn about Western monasteries, is mistreated by Western monks who are actually clerics and do not know martial arts.
Attack: D6 (Enhanced Unarmed Attack)
Defense: D6 (Enhanced Unarmed Defense)
Vitality: 10
Specials:
- Martial Arts (This is a great special, covering various aspects such as enhanced unarmed defense and attack and better use of some weapons. If the monk is using any weapon, he gets a +1 bonus, in the character in question, if he were using a short sword, he would attack with D6+1. In addition, some weapons have extra utilities, such as the staff, when wielded by someone with martial arts, allows for an extra attack per turn, becoming a weapon: D6+1/D6+1);
- Disarm (If the monk says he wants to try to disarm the enemy and gets a result higher in defense than the enemy's attack, the monk can disarm him. This is a great technique, considering that the monk always has an advantage with an unarmed opponent; however, he needs a very good defense to disarm more experienced enemies);
- Counterattack (If the monk warns the master in advance, he can counterattack his enemy. It works as follows: the value that defense exceeds the attack will be the damage that the monk inflicted on his opponent.)
NOTE: Each of these special monk moves can only be used separately. The monk cannot disarm and counterattack in the same turn, at least not initially. If the master wants, he can add the two or more techniques in special upgrades!!! It's optional as a rule!
7) DRUID: One of the defenders of the Stonehenge portals, is in London to make sure that the demons are not really fugitives from the portals protected by his order and thus report them to the clergy.
ATTACK: D6 (Staff)
DEFENSE: D4 (Druidic Mantle and Defense with a weapon)
VITALITY: 8
MANA: 10
SPECIALS: - Mana Control => Spells: * Stone Skin (defense becomes D12 for one fight, cost 3); * Enchant Animals (D8, Cost: 3); * Talk to animals
(Cost: 2); * Paralyzing Vine (D12, Cost: 3).
- Animal Companion (Small animal: Attack: D4, Defense: D4, Vitality: 4 Special: 1 any, e.g., Flight if it's a bat or eagle);
- Walk without leaving traces.
8) BARD: Just a bohemian in the bar! This character is for those who like adrenaline! Because it's rubbish!
ATTACK: D4 (Dagger)
DEFENSE: D4 (Weapon Defense)
VITALITY: 8
MANA: 10
SPECIALS:
- Mana Control => Spells: * Charm People (D8, cost: 3); * Sleep (D8, cost: 3); * Sonic Attack (D6, cost: 3), * Invisibility (Cost: 3).
- Skill with musical instruments (Choose one to start, examples: mandolin, harp, flute... You even start with this instrument and use it as a focus to cast your spells!)
- Bluff (D8).