Your character starts with an additional 1000 gold. The next character you create is allowed to start with one of the treasure items you acquire from this character.
10
You may choose two additional abilities from another class as long as they are spell abilities.
3
You start with one less class ability, but four random treasure cards. Draw these treasures before you pick anything else and you are allowed a single veto. You may use an Item or Treasure card consumable or ability instead of moving each turn.
6
Instead of buying items outright, Goblins can roll to attempt to steal an item instead. If they roll higher than the Game Master, they do not have to pay the gold cost for items they are trying to buy. If the attempt to steal fails, the player loses one maximum stamina.
Kobolds always roll two dice and choose which die they want to use, however rolling a one on either die will always cause a Critical Failure. You should always treat anytime you have to roll a die as rolling both.
8
Your character has no stamina costs on his abilities or treasures.
3
Prisms take and deal triple damage on critical hits.
8
Angular Prisms take half damage from Non-Spell Non-Critical Ranged attacks.
4
At the end of your turn all enemies within 3 spaces of you must roll to see if they get sick and puke for 3 damage.
5
Whenever a Mirrored Prism is hit by a Spell, they get a one time use of that Spell.
2
1/2 Porc 1/2 Gnome.
Gnorc's have a natural deterrent from other species, causing them to not want to be around them as much, unless they are a gnome or porc themselves. Gnorc's take half as much damage, and can choose which racial passive they want, from Gnome or Porc, and get the sorcerer ability, Ray of Frost.
-3
1/2 Porc 1/2 Gnome.
Gnorc's have a natural deterrent from other species, causing them to not want to be around them as much, unless they are a gnome or porc themselves. Gnorc's take half as much damage, and can choose which racial passive they want, from Gnome or Porc, and get the sorcerer ability, Ray of Frost.
-3
Two player can team up to be able to play a Two-Headed Ogre. Both players would build characters the same way as you would build a regular character. Both players will have 2 Move, Regular, and Anytime Actions each round. Both players will gain access to each other's Inventory and your Maximum Stamina is Doubled.
30
Your character starts with an additional 2000 gold. The next character you create is allowed to start with one treasure item that you aquire from this character. (If the Game Master would allow it!)
15
Your character starts with an additional 2000 gold. The next character you create is allowed to start with one treasure item that you aquire from this character. (If the Game Master would allow it!)
15
Your character starts with an additional 2000 gold. The next character you create is allowed to start with one of the Treasure Cards that you acquired from this character (If your Game Master will allow it!).
15
Once per combat, you may grant yourself 2 Chaos Actions anytime you like. If an ally is made Unconscious or killed, this ability can be used again.
3
Anytime a Foe is defeated, you may shift up to 3 spaces and then use an Immediate Bonus Action.
7
You may use a Regular or Anytime Action to transform into your Purestone form. In this deep hibernation state, almost all damage is negated and you become near impossible to move. You must use a Regular or Anytime action to change back.
10
You start with one less class ability, but four random treasure cards. You are allowed a single veto to draw a new treasure card.
10
You may start with a third class ability and teach this ability to another Ally to allow them to use it as well.
7
Your character has 2 Anytime Actions. You may use any Treasure Ability your Allies have as if it was your own.
4
You start with 2 additional Treasure Cards and have one extra veto at Character Creation.
8
You may choose two additional Class Abilities from other classes as long as they are Spells.
10