TEAM 3 PLAYSHEET

Team 3 abandons magic all-together for a more simplified, every man for himself approach. 

A single backup character with bandages and high movement is the only chance any member has for help. 

What the team lacks in interactivity it makes up for in raw power, with four fighters in its ranks.

 

Name

Mv

At

Stk

Dm

HP

Sk

Df

Rs

Spell Schools

MP

Abilities

 

Euipment

Fighter

4

3

3

5

29

0

3

3

 

0

Reflexes

2

Sword(2d4)

Aggression is the key to this character.  Reflexes and your Defense are meant to keep the character alive long enough to take down the opponent.  

 

Survivor

5

2

2

2

36

0

4

3

 

0

Reflexes

2

Mace(1d6)

This character is built for the long haul.  With high Hit Points and Defense and the ability Reflexes  the character is likely last through several rounds of attacks

while continually wearing down the opponent.

 

Hand-to-Hand

5

4

3

5

25

0

2

3

 

0

Iron Fist

1

Helm

Another aggressive character this one uses the damage of Iron Fist and the relatively high number of attacks to overcome enemies. 

Think long and hard before picking up a weapon, your fist damage may not range as high but it’s a guaranteed 9 per hit.

 

H-to-H 2

4

2

3

5

31

0

4

3

 

0

Iron Fist

1

 

Midway between survivability and pure aggression, this character uses Iron fist as well.

 

Backup

8

1

0

0

36

0

5

3

 

0

Reach

3

3 Bandages (2d4 heal)

This character provides the only backup for the team.  Bandages can be used to heal other team members until they’re needed use your high movement to collect treasure. 

 

Thief

10

1

0

0

32

0

4

3

 

0

Reach

3

Boots

Never to be left out the treasure hunter serves a vital role.  With an impressively high number of actions augmented by boots this character

should have little trouble outdistancing most competition.  In addition the ability Reach can be at least as useful as an extra action per turn.

 

 

 

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