I hope you don't mind that I go without pictures this time. For one thing, there are nine options, for another, this is the category where pictures would be the most useless, so....
Assassin: Probably the most self-explanatory. A thief that runs into the dungeon gets captured and convinced to join the monsters' side. Now being a part of the dungeon itself, her desire for treasure is sated, and she can now use her stealth powers to hunt down and eliminate specific targets in oncoming adventurer parties.... Except Assassin's Creed jokes, maybe she's really into crazy conspiracy theories?
Black Knight: While this former knight has abandoned her ties to her former lord and agreed to serve as the champion of the Dungeon King, she has far from abandoned her honour. Fighting one-on-one duels with adventurers who have been lured away from the rest of their parties would her strong suit. I'd imagine a big part of her conversion would be proving that her current "lord" sees her only as a disposable meat shield.
Blood Mage: There are a few different interpretations of what constitutes "blood magic", but my personal idea borrows heavily from an old CCG called "Legend of the Five Rings". In the spin off tabletop RPG to L5R, blood mages have to draw blood in order to cast their dark magics, but it doesn't matter whose blood it is, so they're as likely to wade into combat with ritual knives as they are to spill their own blood to curse enemies from a distance. I see our Blood Mage as a former conjurer who summons blades a la Wall of Sword or Cloud of Daggers, and uses them to spill blood, to drain mana from the enemies' wounds, to fuel further attacks. Mechanically, I'd imagine she'd be too weak to go toe to toe with a healthy adventurer, but great for finishing off wounded parties on their last legs.
Dreamweaver: An illusionist who has abandoned the adventurer life to join the dungeon, the Dreamweaver fights dirty. Now that she's on the side of the monsters, she combines human*-affecting hallucinogens (that her monster allies are immune to) with her magical trickery, making her illusions more real in the eyes of her unfortunate victims. Combining these skills, she's capable of luring a victim into a peaceful surrender, or send them cascading now into surreal nightmare.
*Or elf, dwarf, whatever
Mindthief: Formerly an enchanter, esper or mentalist, the Mindthief is not only capable of defending herself with ensorcelled animal companions, but turning enemy adventurers against one another, dealing damage but also quickly eroding party loyalty, making it easier for the Dungeon King to manipulate the interlopers to a quick end.
Reaver: I have a strong idea of how the plot would go for this one. Formerly a warrior or barbarian whose uncontrollable rage makes things difficult for her party, she is eventually abandoned by her people when they flee the dungeon. However, the Dungeon King is more than happy to see her supposed "weakness" as a strength, and just load her up with magical weapons and unleash her on enemy parties before using his dungeon magic to teleport her away to a safe place where she can finish her rage without hurting her allies.
Shadow Dancer: A more magical form of thief variant, the Shadow Dancer focuses instead on mobility, using her ability to teleport from shadow to shadow in order to ambush her enemies, hit them hard from surprise, before vanishing again. Probably would join the dungeon for similar reasons as the Assassin.
Skin-Walker: A corrupted druid, the Skin-Walker prefers to spend more time in animal form compared to her human form, and because of that feels distant from humanity even bef0re she abandons her adventurer life for the dungeon. I imagine her situation would be similar to the theoretical Reaver's, but rather than being a detriment to her party, she's just really strange (although sweet and kind natured) and very much a misfit. She just thinks her fellow adventurers' lives are just as valid as anyone else's.
Assassin: Probably the most self-explanatory. A thief that runs into the dungeon gets captured and convinced to join the monsters' side. Now being a part of the dungeon itself, her desire for treasure is sated, and she can now use her stealth powers to hunt down and eliminate specific targets in oncoming adventurer parties.... Except Assassin's Creed jokes, maybe she's really into crazy conspiracy theories?
Black Knight: While this former knight has abandoned her ties to her former lord and agreed to serve as the champion of the Dungeon King, she has far from abandoned her honour. Fighting one-on-one duels with adventurers who have been lured away from the rest of their parties would her strong suit. I'd imagine a big part of her conversion would be proving that her current "lord" sees her only as a disposable meat shield.
Blood Mage: There are a few different interpretations of what constitutes "blood magic", but my personal idea borrows heavily from an old CCG called "Legend of the Five Rings". In the spin off tabletop RPG to L5R, blood mages have to draw blood in order to cast their dark magics, but it doesn't matter whose blood it is, so they're as likely to wade into combat with ritual knives as they are to spill their own blood to curse enemies from a distance. I see our Blood Mage as a former conjurer who summons blades a la Wall of Sword or Cloud of Daggers, and uses them to spill blood, to drain mana from the enemies' wounds, to fuel further attacks. Mechanically, I'd imagine she'd be too weak to go toe to toe with a healthy adventurer, but great for finishing off wounded parties on their last legs.
Dreamweaver: An illusionist who has abandoned the adventurer life to join the dungeon, the Dreamweaver fights dirty. Now that she's on the side of the monsters, she combines human*-affecting hallucinogens (that her monster allies are immune to) with her magical trickery, making her illusions more real in the eyes of her unfortunate victims. Combining these skills, she's capable of luring a victim into a peaceful surrender, or send them cascading now into surreal nightmare.
*Or elf, dwarf, whatever
Mindthief: Formerly an enchanter, esper or mentalist, the Mindthief is not only capable of defending herself with ensorcelled animal companions, but turning enemy adventurers against one another, dealing damage but also quickly eroding party loyalty, making it easier for the Dungeon King to manipulate the interlopers to a quick end.
Reaver: I have a strong idea of how the plot would go for this one. Formerly a warrior or barbarian whose uncontrollable rage makes things difficult for her party, she is eventually abandoned by her people when they flee the dungeon. However, the Dungeon King is more than happy to see her supposed "weakness" as a strength, and just load her up with magical weapons and unleash her on enemy parties before using his dungeon magic to teleport her away to a safe place where she can finish her rage without hurting her allies.
Shadow Dancer: A more magical form of thief variant, the Shadow Dancer focuses instead on mobility, using her ability to teleport from shadow to shadow in order to ambush her enemies, hit them hard from surprise, before vanishing again. Probably would join the dungeon for similar reasons as the Assassin.
Skin-Walker: A corrupted druid, the Skin-Walker prefers to spend more time in animal form compared to her human form, and because of that feels distant from humanity even bef0re she abandons her adventurer life for the dungeon. I imagine her situation would be similar to the theoretical Reaver's, but rather than being a detriment to her party, she's just really strange (although sweet and kind natured) and very much a misfit. She just thinks her fellow adventurers' lives are just as valid as anyone else's.
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