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Several homebrewed Heroes

PostPosted: April 13th, 2009, 1:24 pm
by Vokills
I just found this site, and so far I'm impressed. Here are a few of the Heroes I've cooked up for my game. I haven't had a chance to test all of them in gameplay yet, so it's entirely likely that they're all hideously unbalanced. Then again, they're pretty much designed for my group, and our play style possibly differs from others'. I have a few more I'm working on, mostly spellcasters. Feel free to pick them apart and criticize them, I'd like some pointers.

Note that I don't have photoshop, so I apologize for not having anything prettier than an MS Word document.

Berserker
Attack 2
Defense 2
BP 7
MP 2
Weapon: Shortsword
Armor: None
Berserkers can reduce their Defense by 1 and increase their Attack by 1. Defense can never be below 0.

Dwarf Tunnel Fighter
Attack 2
Defense 4
BP 6
MP 4
Weapon: Shortsword
Armor: Chain armor, Shield
Dwarf Tunnel Fighters start the game with Chain armor and a shield.

Dwarf Troll Slayer
Attack 4
Defense 1
BP 8
MP2
Weapon: Battleaxe
Armor: None (can’t wear Chain armor or heavier, shields, or helms)
Dwarf Troll Slayers reduce the damage they take by 1.

Elf Archer
Attack 3
Defense 2
BP 6
MP 3
Weapon: Bow with 2 quivers
Armor: None (can’t wear Chain armor or heavier; may use helms)
Elf Archers roll an extra movement die.
Elf Archers can stop during their Movement to make an attack with a Bow weapon.

Elf Wardancer
Attack 2
Defense 2
BP 7
MP 3
Weapon: Shortsword
Armor: None
Elf Wardancers may attack enemies diagonal to them, no matter what weapon they are wielding.

Elf Magician
Attack 1
Defense 2
BP 7
MP 3
Weapon: Staff
Armor: None (can’t wear armor)
Elf Magicians choose 3 schools of magic, and may choose from the core 4 elements as well as from the Elf Magic school.

Knight
Attack 2
Defense 3(+1)
BP 7
MP 3
Weapon: Shortsword
Armor: Chainmail
Knights roll an extra Defense Die when defending.

Ranger
Attack 2
Defense 2
BP 6
MP 4
Weapon: Shortsword
Armor: None
Rangers can attack with a weapon in each hand. Doing so requires that a Ranger is carrying a weapon in each hand, and spends a Movement action for the second attack.

Swashbuckler
Attack 3
Defense 2
BP 7
MP 3
Weapon: Longsword
Armor: None
Swashbucklers can move through enemy occupied squares. They can’t end their movement in an enemy’s square.

Thief
Attack 2
Defense 2
BP 5
MP 4
Weapon: Shortsword
Armor: None
Thieves can disarm a trap so long as they don’t roll a Black Shield. They have a set of Thieves’ Tools.
If any ally of yours is flanking a foe you are attacking, you deal an extra point of damage on a successful attack.

Re: Several homebrewed Heroes

PostPosted: April 13th, 2009, 2:44 pm
by drathe
Welcome to the forum! I'm glad you enjoy the site.

New Heroes aren't something I myself am keen on using. Mainly because most of my gaming groups have all been people who have never done any fantasy gaming before, so starting with the basics has always been the only option. However I know a lot of people do use them to spice up their games and I do enjoy reading through everyone's ideas. It's always nice to know what options are out there should I find a group of experienced heroes. I can also find new ideas that I use as unique monsters/villains in quests as well as possible allies for Heroes.

A lot of your Heroes would make great upgrades to the beginning characters later in their questing. Some people could easily use them as a simple advancement set, or job classes. I like the Elf Wardancer, being able to attack diagonally with any weapon.

Don't worry about not having Photoshop or any type of graphics program. Documents are good enough. I doubt anyone coming to the forum would be unfamiliar with a simple stats sheet. I haven't got around to making a Hero Template yet... perhaps I'll do that soon.

Again, several great ideas there. A great way to make a first impression!

Re: Several homebrewed Heroes

PostPosted: April 13th, 2009, 3:11 pm
by Vokills
I totally understand where you're coming from with new players.

I myself prefer more options right out of the gate, though.

I was considering making some advancement rules, and using these Heroes as a basis for some of it, but I haven't found many advancement rules I like, and I can't come up with any I particularly like. Recently I was considering using the Warhammer FRP rules as a basis, since HeroQuest takes a huge chunk of its inspiration from the Warhammer Fantasy games.

Perhaps some of these Heroes could be used for some of those Combat Cards...

I love tinkering with game rules :D

Re: Several homebrewed Heroes

PostPosted: April 13th, 2009, 3:45 pm
by Milk
Vokills wrote:I love tinkering with game rules :D


Tinkering with rules are what rules are for...in my opinion :D


Vokills wrote:Elf Archers can stop during their Movement to make an attack with a Bow weapon.


I'm assuming this means they have the option to move-combat-finish move? That's one thing that's always bothered me with HQ, not having that ability, but then at the same time, I've always embraced it as it makes strategy that much more interesting when you know you can't move anymore once you rush in and fight, at least until yr next turn.
If this is the case with the archer, it can add a whole new level of interesting strategem with one character able to perform a move-fight-move combo that no one else can't.

Re: Several homebrewed Heroes

PostPosted: April 13th, 2009, 4:01 pm
by Vokills
Milk wrote:I'm assuming this means they have the option to move-combat-finish move? That's one thing that's always bothered me with HQ, not having that ability, but then at the same time, I've always embraced it as it makes strategy that much more interesting when you know you can't move anymore once you rush in and fight, at least until yr next turn.
If this is the case with the archer, it can add a whole new level of interesting strategem with one character able to perform a move-fight-move combo that no one else can't.


Basically, yeah. It isn't worded very well. I think I was in a hurry when I typed up that set of abilities, I'm guessing I never got around to clearing them up.

Re: Several homebrewed Heroes

PostPosted: April 13th, 2009, 5:45 pm
by drathe
Vokills wrote:I was considering making some advancement rules, and using these Heroes as a basis for some of it, but I haven't found many advancement rules I like, and I can't come up with any I particularly like. Recently I was considering using the Warhammer FRP rules as a basis, since HeroQuest takes a huge chunk of its inspiration from the Warhammer Fantasy games.


Have you checked out Phoenix' Imperial Academy? It's the best advancement system I've read. It's simple, like HeroQuest. I'm hoping to one day use it if I have an experience group, or if my next group wants to try it. He even has a whole treasure card system to change things around, instead of just adding cards, it changes the balance slightly from time to time to give the Heroes extra reward, or extra peril. Great for making Heroes who have become accustomed to the usual treasure seeking methods to think twice.

There's a topic about it in the forum here.

The up-to-date version can always be found on Phoenix' Resources page.

It's always great fun to bend or change up the rules, but you need to be careful not to change the simplicity that is HeroQuest's greatest attribute. I find a lot of advancement systems out there just go too far in which case, you end up playing a different game altogether.

Re: Several homebrewed Heroes

PostPosted: October 5th, 2010, 11:18 am
by ken
Its not a bad idea having new heroes, but I would suggest limiting them to new quests, I have done this with Sir Ragnar, and my latest, The Saracen. He will fight alongside Sir Ragnar, as he goes into the Walled City to avenge his capture.
The Saracens name can be traced back to the famous desert warriors led by Saladin in the late 12th century. They were renowned for their extreme mobility, and powers of endurance, which when allied to their bountiful enthusiasm, rendered the Saracens invincible. The term Saracen carried the connotation of people living on the fringes of settled society, living off raids on towns and villages.