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A page looking at the various Characters of Hero Realms.

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Character Pack Classes

Character Packs are an add-on for the Base game. Instead of starting with the basic starting deck, the Packs are customized. Each Character has its own beginning weapons, abilities, and champions. They still start off with the basic Gold cards though.

     Common Tropes shared by Character Packs 
  • Action Girl: The Female versions of the Characters. They're just as capable as their spear counterparts.
  • An Adventurer Is You: Now with a choice between the various classes.
  • Common Character Classes: The five packs are analogous to these. The Fighter, Thief, and Ranger corresponds with Warrior, Rogue, and well, Ranger. The Cleric is Support, while the Wizard is the Nuker.
  • Gender Flip: The Character cards and life trackers have art for a male version on one side and female on the other. The custom deck cards feature both versions (though not at the same time), so both genders as two separate entities are probably canon.
  • Most Writers Are Human: The Character Packs are all Humans, despite the presence of Orcs, Elves, Ogres, and Vampires in the setting.
  • Starting Equipment: Unlike the standard Dagger and Sword, each Character has their own starter gear.

     Cleric 
A Mace welding warrior-priest, focusing on healing and supporting Champions.
  • Back from the Dead: Can do this with Resurrect, a one time ability able to bring back a Champion from the discard pile.
  • Bling of War: Bright and shiny armor with gold-colored pieces.
  • Carry a Big Stick: As traditional for priests, they carry a Spiked Mace. However, this is their only starting weapon.
  • Church Militant: The Clerics are heavily armored and well armed, and willing to fight. In addition, the deck also has two Follower Champions that can deal damage.
    True faith requires strength of will and strength of arms.
  • Combat Medic: The one class able to provide Health, even to other Players.
  • Crystal Dragon Jesus: Implied, with the power to Bless, armed with a Mace (the weapon of choice for Christian Warrior Priests as they were forbidden to shed blood), and have rosary-esque Prayer Beads. Even the official blog posts refers to the Cleric as a "Shepard".
  • Form-Fitting Wardrobe: The Female Cleric is fully clothed, but she is wearing rather shapely armor for a holy woman. The Male Cleric also is wearing similar armor, but its less noticeable than his distaff counterpart.

     Fighter 
A weapon-carrying warrior, focusing on dealing damage and taking blows.
  • BFS: The Longsword. Both versions of the Character art has it featured, but the sword held by the guy is notably more bulky.
  • Chainmail Bikini: Averted with the Female Fighter. In contrast to the Female Cleric, the Fighter's armor is reasonable and practical with no fanservice.
  • Close-Range Combatant: Downplayed, since Range often isn't important and the Throwing Axe is a Ranged Weapon. But the Fighter's abilities of Shoulder Bash and Crushing Blow shows that the class prefers to get in close and personal.
  • Helmets Are Hardly Heroic: Despite being well armored, neither version of the Fighter wears a helmet. Their art always has them without one.
  • Lightning Bruiser: Has the highest starting Health of the Character Packs, and can deal tons of damage.
  • Luckily, My Shield Will Protect Me: Accompanying the Fighter is the Shield Bearer - able to Guard and take damage.
  • No-Holds-Barred Beatdown: Crushing Blow, a single use ability causing a walloping 8 additional damage.

     Ranger 
Armed with a Bow and Arrow, this is a Hero with a versatile abilities.
  • Blow That Horn: The Horn of Calling, which provides both Gold and reduces the cost of one Champion.
  • Boom, Headshot!: One of their abilities is this, allowing them to take out another Champion.
  • Forest Ranger: Card art portrays the Ranger working in the woods.
  • Long-Range Fighter: Starting with Ranged Weapons and one ability is able to snipe a Champion. But its downplayed - Range doesn't matter most of the time, though the Ranger deals less damage at than the Fighter.
  • The Need for Mead: According to the The Emperor’s Guide to Thandar, Rangers are also often seen "wherever ale is served". In these pubs, they can both find work and hone their abilities.
  • Scarily Competent Tracker: The Class has the simply named Track ability. For some Gold, the player can use it to look at the top three cards of the deck, and decide to either discard or place them back.
    “Overall, it’s best to not worry about being hunted by the Rangers of Thandar. If they want you, they will get you.“

     Thief 
Skilled street criminals who use stealth and cunning. They start off with several more Gold-producing cards and can force players to discard.
  • The Caper: The one use ability Heist. It allows the player to purchase a card from a opponent's discard pile. To avoid being broken, the ability can't be used in the opening turns or on cards without a Cost.
  • Cool Mask: The Character cards have both versions of the Thief wearing one covering their lower half of the face.
  • Five-Finger Discount: The aptly named Pick Pocket ability. It gains Health and causes a foe to discard a card. Ironically, using this ability does cost Gold to use.
  • Fragile Speedster: Played with - the Thief starts out with less Health than most other Heroes, and no starting Guards. But the character still has a slightly higher starting Health than the Basic Deck or the Wizard.
  • In the Hood: The Thief on the Throwing Knives art is wearing a hood with a mask.
  • The Sneaky Guy: Or Gal. The art portrays the hero as working in the shadows.
  • Spy Catsuit: The Female Thief wears a very form fitting, dark leather outfit.

     Wizard 
Spell casters who use knowledge of magic to defeat their foes.
  • Black Mage: Only spells the character knows is offensive.
  • Cats Are Magic / Familiar: The Cat Familiar, which can either damage, provide gold, or heal.
  • Cast from Hit Points: Channel, a card drawing ability that not only cost Gold but also causes Health loss for each use.
  • Kill It with Fire: The deck is stock full of spells and abilities that deal Fire-based damage.
    • Fireballs: Well, a Fireball. A single use ability that not only targets a player but also all of their Champions.
  • Spell Construction: Spell Components, the card art showing a number of vials, bottles, a herb, and a pestle-and-mortar. It provides Gold, and reduces the cost of an Action by one.
  • Squishy Wizard: The character has only a magic Staff as a weapon and only 50 Health. However, the Wizard is on par with the basic starting Health of the base game, so the class isn't that squishy.
  • Wizard Classic: Both versions has the similar trappings: cloak, staff, and wizardry. The male version is the standard bearded old man, while the female version appears much younger.

Boss Decks Classes

Much like the Character Packs, Boss decks are custom starting decks used by a player. They have their own starting cards and size. But these decks are meant to played asymmetrically: one player Boss versus a Party of opponents using standard or Character starter packs.
     Common Tropes shared by Boss Decks 
  • Boss Battle: What these Decks are designed for.
  • Duel Boss: However, there is the option of fighting a Boss with just a single Hero. The standard rules do have the Boss decks adjust the starting deck, health and hand size to make a fairer match.
  • Evil Versus Evil: Can happen when players decide to have Boss decks duke it out with each other.
  • Starting Equipment: Each deck has its own starting actions and items, in addition to unique mechanics.

     Dragon 
A massive flying, fire-breathing Reptile. In addition to its own deck, it has a Treasure Hoard - nine special cards that the Party can steal under certain circumstances.
  • Breath Weapon: The Dragon's Fire action art has the Dragon blasting a blast of fire from its mouth.
  • Dragon Hoard: The starting deck is filled with rubies, gold, diamonds, and even unique money. There's also the Treasure Hoard mechanic.
  • Fictional Currency: The Dragon has more than just general Gold. He has access to Elven Gold, an Imperial Chevron, a Demon Coin, and a Guild Mark, each used by the respective factions. Though these coins provide the same spending power as 1 Gold.
  • Giant Flyer: Is able of flight, despite its massive size.
  • Our Dragons Are Different: The character image and cards are pretty standard for Western Dragons. Although in-universe an villain Dragon is an exception, as Dragons are part of the generally benevolent Empire.
  • Natural Weapon: It's main attacks are using its Claws and Biting.
  • Tail Slap: Dragon's Tail, an action that can deal damage to a Champion and the player. If the player is using a Boss, they get more damage.

     Lich 
An undead humanoid that uses sorcery and reanimated corpses to do its bidding. When the Lich performs a Summoning, it gains a minion from the Grimoire - a side deck of special cards. Another side deck of Soul Jars determine the Lich's current Health.
  • The Corruption: A special Ability used by the Lich. When the Boss has 20 or more cards in their Deck, they begin "corrupting the city" which allows them to deal damage and make a Summoning. If they have 30+ cards in their deck, the Corruption flips over and becomes Control. With the City under his power, the Lich can deal more damage and do two summonings.
  • Evil Is Deathly Cold: The Frozen Touch action, deals damage and forces a defeated party member to discard their whole hand.
  • Evil Overlord: Can become this by purchasing cards from the Market. See The Corruption trope above.
  • Evil Sorcerer: Pretty much a prerequisite for a Lich.
  • Night of the Living Mooks: The Minions are these, called by the Lich. Similar to Champions in that they have a Defense rating and can stay in play. However Minions are not considered Champions proper for the Lich, so the Boss can't count them to activate bonuses requiring that subtype.
    • Dem Bones: Skeleton Hordes, who have a modest Defense and does damage depending on the Party size.
    • Everything's Deader with Zombies: Probably the weakest Minions in the Grimoire. They deal little damage, and can have only a single point of Defense.
    • Flesh Golem: Hinted with the Abomination, a giant humanoid Construct that is covered in stiches.
    • The Medic: The Revenant, who can provide Health or take out an enemy Champ.
    • Our Banshees Are Louder: Another minion, though she looks pretty and human despite the soul piercing cries.
    • Our Ghouls Are Creepier: The simply named Ghoul. Its a standard type - bald, pale, thin with long pointed teeth and claws. Useful as a Guard, and can deal lots of damage, especially if the Lich's Discard pile is filled with Stunned Champions.
    • Stone Wall: Well, Wall of Bones. Does nothing offensive, but it Guards and has a very high defense. There's also the Wall of Fire, a high Defense minion which can deal a little damage to the whole party.
  • Our Liches Are Different: Pretty standard for most Liches, including the use of Soul Jars instead of the standard Health.
  • Soul Jar: Several of which is used by this Boss, each one with a unique ability. To win the Party must destroy them until there are no more in the Soul Jar deck.
  • Spikes of Villainy: The Lich has a spiky crown and armor, completing the evil look.
  • Summoning Ritual: Both Major and Minor Summoning Actions, calling cards from the Grimoire pile.
  • Tome of Eldritch Lore: Represented by the Grimoire deck. The Minon card backs even look like a creepy book cover.
  • The Undead: Both the Lich and its Minions.

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