Health Points: 2d6+2 (10) Offense: 5 (Spear)
Defense: 1 or 3 (Rusty Shield) Move: 8
Special Defence: +2 Def vs piercing and slashing weapons. Immune to poison and mind affecting spells
SKILLS
Humble (3) - Agility, Magic Resistance
Basic (2) - Might, Endurance, Swordplay, Brawl, Marksmanship, Dark Sight, Awareness
Useless (0 ) All other skills
GEAR: Spear and Rusty Shield
Health Points: 4d6+4 (20) Offense: 8 (Sword)
Defense: 4 or 6 (Chain and Shield) Move: 8
Special Defence: +2 Def vs piercing and slashing weapons. Immune to poison and mind affecting spells
SKILLS
Competent (4) Might, Endurance, Swordplay, Brawl, Marksmanship, Magic Resistance
Humble (3) - Agility, Dark Sight, Awareness
Useless (0 ) All other skills
GEAR: Chain Mail, Sword and Shield, d6 Gold Coins
Health Points: 3d6+3 (15) Offense: 5 (Staff)
Defense: 0 or 2 (Tattered Robes) Move: 8
Special Defence: +2 Def vs piercing and slashing weapons. Immune to poison and mind affecting spells
SKILLS
Fair (5) Magic, Magic Resistance
Humble (3) - Agility, Might, Endurance, Swordplay, Brawl, Marksmanship, Awareness, Dark Sight
Useless (0 ) All other skills
GEAR: Tattered Robes, Staff, d6 Gold Coins
SPELLS: Protection from Harm, Mage Flame, Darkness, Flame Fingers
Liches and Death Knights