Dwarfs, elves, knights and necromancers...

The QUERP Player's Companion offers you the rules and guidelines for playing not only the above character types, but also much, much more. With twenty new character types, as well as finally providing the rules for playing as a non-human character, this book contains much to make your character unique.But that's not all! Rules for advanced characters are also given, allowing you full customization over your character. In addition, new equipment is also listed to round out your character.

This is not a stand-alone book. This product requires the QUERP rule book to play.

Extract from the Player'sCompanion:

ILLUSIONIST

Fighting: 1; Magic: 6; Strength: 1; Charisma: 4; Stealth: 5; Knowledge: 4

Starting Health: 11 + 1 dice

Starting Mana: 12

Tricky, cunning, devious and deceitful – all of these words perfectly describe the illusionist. Masters of deceptive magic, illusionists are often seen as lesser magicians who use their arts to beguile others. However, many put their skills to use to entertain others, creating pictures and sounds to delight and amuse.Player character illusionists are usually employed to trick or bluff their way past encounters without having to engage in combat. These skills come in hand particularly when the group is badly wounded and may not survive another fight.

Weapons & Armour: Illusionists can only use daggers or staves. They may not wear any armour or use shields.

Starting Equipment: Dagger, staff, backpack, bedroll, clothing (average), flint and steel, 2 days’ worth of trail rations, waterskin, potion of luck, 10 silver coins.

Special Rules: Illusionists can cast spells from the list below. To do so they must pass a Magic roll against the listed Difficulty of the spell. Every time they attempt to cast a spell they must spend 1 point of Mana, whether the spell works or not.

Author: Shane Garvey
Stock Code: GWP01-03
ISBN: 9780955985560

 

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player's companion