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| QUERP PLAYER'S COMPANION |
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's Companion:
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.
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