I like this concept Anderas.
Are you planning to tackle all of the Heroes in the base game? The others available as well?
If so, it might be worth going through the Skill list (
From the Z:BP core rulebook, which start on Page 37 of the linked RB), and coming up with some Z-Cide --> HQ conversions for each Skill. That might help establish a baseline for the character's abilities. Which you kind of did with Baldric as a Spellcaster. Obviously with no leveling in the basic HQ rules, incorporating each Skill on a given character's reference card would not work, but selecting one of them that supports the flavor of the character might work to distinguish them from existing HQ characters.
Silas, for example, is an Elf. Unlike the Elf in HQ, he does not have Magic as an established part of his character traits, however a majority of his Skills directly relate ranged combat. So he could have somewhat typical Elf stats but perhaps give him a short bow at character creation along with perhaps the Point-blank Skill or something--just as a quick idea, I don't know precisely what Point-blank would actually do in HQ as I don't recall ranged weapons having a minimum range in vanilla HQ.
Point being, I really dig the idea of coming up with some stats and abilities for the Z-Cide heroes that would not be over powered but could make for some interesting alternatives to the Vanilla HQ PCs.
Below is a small portion of the most generic but potentially most difficult to convert Skills from the RB. I have not even attempted to write any conversions for these at this point, so their presence here is simply an example of the most basic, but possibly most common, types of Skills in Z-Cide BP. Any effort to convert these skills would require some careful thought on the relative power of various types of actions in each game, as well as equipment characteristics in each game. For example; a Short Sword in HQ is a 2D weapon that hits on a 1-3 (relative) while the same weapon in Z-Cide is a 1D weapon which also hits on a 3 in 6 (4+). In comparison, a Short Bow in HQ is a 2D weapon as well, and with the exact same 3 in 6 chance to hit whereas the Z-Cide Short Bow is a 1D weapon with a 4 in 6 chance to hit (3+). Now in some cases these actually even out a little since you only get 2 actions per turn (one being movement-specific) in HQ, whilst in Z-Cide most characters start with three actions per turn of any sort. Were one of those three actions to be dedicated to moving then effectively a Short Sword in either game would be roughly equivalent--though not all weapons would work out this way and in general spells are more powerful when used in Z-Cide because they are not exhausted as they are in HQ.
Regardless, and again these are only a few of the most basic Skills, the list (without any conversions).
+1 free Combat Action – The Survivor has one extra free
Combat Action. This Action may only be used for Melee,
Ranged or Magic Actions.
+1 free Dog Action – The Survivor has one extra free Action
to use with Dog Companions. This Action may only be used
with Dog Companions.
+1 free Enchantment Action – The Survivor has one extra
free Enchantment Action. This Action may only be used for
Enchantment Actions.
+1 free Magic Action – The Survivor has one extra free Magic
Action. This Action may only be used for Magic Actions.
+1 free Melee Action – The Survivor has one extra free Melee
Action. This Action may only be used for a Melee Action.
+1 free Move Action – The Survivor has one extra free Move
Action. This Action may only be used as a Move Action.
+1 free Ranged Action – The Survivor has one extra free
Ranged Action. This Action may only be used as a Ranged
Action.
+1 free Search Action – The Survivor has one extra free
Search Action. This Action may only be used to Search, and
the Survivor can still only Search once per Turn.
+1 max Range – The Survivor’s Ranged weapons and Combat
spells’ maximum Range is increased by 1.
+1 Zone per Move – The Survivor can move through one
extra Zone each time he performs a Move Action. This Skill
stacks with other effects benefiting Move Actions. Entering
a Zone containing Zombies ends the Survivor’s Move Action.
1 re-roll per Turn – Once per Turn, you can re-roll all the dice
related to the resolution of an Action (or Armor roll) made by
the Survivor. The new result takes the place of the previous
one. This Skill stacks with the effects of Equipment that allow
re-rolls.
2 Zones per Move Action – When the Survivor spends one
Action to Move, he can move one or two Zones instead of
one. Entering a Zone containing Zombies ends the Survivor’s
Move Action.
Ambidextrous – The Survivor treats all Combat spells, Melee
and Ranged weapons as if they had the Dual symbol.
I am curious to see where this could go.
maj!
maj! = Klingon word for "Good". Used in the context of "I approve".
- vay' DaneHbogh yIchargh!