I've neatened up my main sixteen heroes using the format that Road Warrior used for the wardancer in the PBP melee tournament. They look sooo much better. I've reworded the rules as well to make them clearer. Any comments or suggestions about mistakes, balancing or wording etc are very welcome.
Hero QuestBarbarianYou are a simple minded brawler who believes that directness is the best way to achieve success. Your strength means you're very good at using some of the bigger weapons.
Race: Human. Class: Barbarian. Equipment: Broadsword.
Attack = 3 Defence = 2 Movement = 8 Body Points = 8 Mind Points = 2
Special Rules:
- Your natural toughness gives you a basic defence of two combat dice.
- Your strength allows you to attack with two combat dice when you are attacking with a Club.
- You are able to use a Bastard Sword to attack diagonally and can wield a Great Mace or Great Flail with one hand.
Veteran: Mighty Swing
- You attack with an extra combat dice when you make a melee attack if you don't move during the same turn.
- You are able to wield a Battle Axe with one hand.
Master: Weapon Skill
- You attack with an extra combat dice when you make a melee attack if you move at half rate in that turn.
- You are able to wield a Great Axe with one hand.
Legend: Ferociousness
- Black shields count as skulls when you make a melee attack.
DwarfYou are a tough Dwarven who is an expert at disarming traps and you are faster than most other Dwarves.
Race: Dwarven. Class: Warrior-Thief. Equipment: Axe, Dagger, Helm.
Attack = 2 Defence = 2 Movement = 8 Body Points = 7 Mind Points = 3
Special Rules:
- You can use your attacking action to disarm a trap by standing on a directly adjacent square.
Veteran: Axeman
- Can wield a one handed melee weapon in each hand if at least one is any type of axe and can use them both to attack if you don't move.
- You are able to wield Battle Axes with one hand.
Master: Anti-Magic
- You have the option to attempt to counter any enemy spell cast in the same room or corridor or directed at you by rolling a combat dice, on a skull it's unaffected, a white shield counters it and a black shield either counters it or rebounds it back against the caster if the spell is directed at you and either way the spell is then discarded.
Legend: Toughness
- Black shields count as white shields when defending.
ElfYou are a versatile Elvin who is able cast spells as well as use most equipment but you are slower than most other Elves.
Race: Elvin. Class: Warrior-Mage. Equipment: Sword, Padded Armour.
Attack = 2 Defence = 2 Movement = 8 Body Points = 6 Mind Points = 4
Special Rules:
- You are a level one Magician and choose one spell group after the Wizard has chosen the first set.
Veteran: Enrichment
- Draw a random spell from the Elf deck at the start of an adventure which is used in the normal way.
Master: Enlightenment
- You become a level two Magician and draw an additional two spells from the Elf deck at the start of an adventure for a total of three Elf spells which are used in the normal way.
Legend: Fusion
- You can cast the Fully Merged spell of your chosen element once per Adventure without discarding any spells providing you still have at least one spell of that element.
WizardYou are a powerful Magician who has fate on your side to make up for your physical frailty.
Race: Human. Class: Wizard. Equipment: Wand (Club).
Attack = 1 Defence = 2 Movement = 8 Body Points = 4 Mind Points = 6
Special Rules:
- You are a level three Magician and choose three spell groups, choosing one spell group before the Elf chooses and two after the Sorcerer has chosen.
- Your natural Magical Aura gives you a basic defence of two combat dice.
- You have two Fate points in each Adventure that allow you to change the outcome of dice rolls. [Works the same as in Advanced Heroquest.]
- Being a high level Magician, you are limited on the equipment you can use and are only able to use items that specifically state that they can be used by the Wizard.
Veteran: Summoning
- You can summon the Elemental of the first spell set that you choose by giving up all other actions and using and discarding all three spells of that element.
Master: Wizardry
- You can cast Combined spells with the first spell set that you choose by using and discarding one of the spells that are usually required and any other as a replacement.
- You can summon the Elemental of the first spell set that you choose by using and discarding two of the spells that are usually required and any other as a replacement.
Legend: Divinity
- You can cast the Fully Merged spell of the first spell set that you choose once per Adventure by using and discarding one of the spells that are usually required.
- You can summon the Elemental of the first spell set that you choose once per Adventure by using and discarding two of the spells that are usually required.
Advanced HeroquestFighterYou are a hand to hand brawler who can wear armour more comfortably than most through years of experience.
Race: Human. Class: Fighter. Equipment: Sword, Banded Mail, Helm.
Attack = 2 Defence = 3 Movement = 8 Body Points = 7 Mind Points = 3
Special Rules:
- You add two to the maximum movement of any armour you're wearing (+1 in total in the case of Elvin or Dwarven Armour) accept when running.
Veteran: Throwing Skill- You attack with an extra combat dice when you throw a weapon.
Master: Weapons Expert- You attack with an extra combat dice when you attack with any type of hammer or any type of spear.
Legend: Martial Skill- You are able to give up your attacking action to guard if no enemy is adjacent to you, allowing you a free melee attack out of turn as soon as an enemy is in reach.
- You get a free attack out of turn against an adjacent enemy that moves to a non-adjacent square if they were in reach before they moved, which use you can use to make a melee attack or to throw a weapon.
Wood Elf
You are a swift and agile soldier of the wood elf militia, moving quickly between enemies with lightning fast attacks but lacking in physical strength, making heavy equipment awkward for you.
Race: Elvin. Class: Soldier. Equipment: Bow, Quiver of Arrows, Sword, Dagger, Cloth Armour.
Attack = 2^ Defence = 1 Movement = 12 Body Points = 6 Mind Points = 4
Special Rules:- You are able to fire any type of bow before and/or after moving.
- You are unable to use any type of two handed axe or any type of two handed hammer.
- Armour that gives two defence dice is treated as Mid-Weight Armour, armour that gives three defence dice is treated as Heavy Armour and you are unable to wear Heavy Armour.
Veteran: Spear Skill- You attack with an extra combat dice when you attack with any type of spear.
Master: Stealth- You are able to move through squares occupied by an enemy.
Legend: Agility- You are able to break up your movement and attack in between allowing you to move and attack freely.
Gnome
You are a keen eyed Gnome, who lacks the physical resilience of an actual Dwarf but you are completely immune to hostile magic.
Race: Dwarven. Class: Treasure Hunter. Equipment: Hammer, Dagger, Banded Mail, Helm.
Attack = 2= Defence = 3 Movement = 6 (8) Body Points = 5 Mind Points = 5
Special Rules:- You are immune to hostile magic.
- You are able to see in the dark, including inside a Cloak Of Shadows.
- You are able to use your attacking action to disarm a trap by standing on a directly adjacent square using the Tool Kit rules as standard and using the same rule as the Dwarf if you're using a Tool Kit.
- You are able to search for treasure in a room that's already been searched and if it hasn't been searched take two treasure cards instead of one, or one if there's treasure listed in the quest notes.
- You need both hands to wield a Broadsword and to attack diagonally with a Staff or Spear.
Veteran: Hammer Skill- You attack with an extra combat dice when you attack with any type of hammer.
Master: Casting- You become a level zero Magician and draw a random spell from the Chaos deck at the start of an adventure which is used in the normal way.
Legend: Infusion- You become a level one Magician and draw an additional two spells from the Chaos deck at the start of an adventure for a total of three spells which are used in the normal way.
- You become immune to Transfix and Chill Touch.
Sorcerer
You are a very powerful Magician who specialises in mind control magic.
Race: Human. Class: Sorcerer. Equipment: Dagger, Wand (Club).
Attack = 1/ Defence = 2 Movement = 8 Body Points = 4 Mind Points = 6
Special Rules:- You are a level four Magician and have four spell groups consisting of the Chaos Sorcerer spell group and three chosen spell groups, choosing after the Elf has chosen.
- Your natural Magical Aura gives you a basic defence of two combat dice.
- Being a high level Magician, you are limited on the equipment you can use and are only able to use items that the Wizard is able to use.
Veteran: Channelling- You are able to use spell Components to cast Protection, Detection and Darkness spells.
Master: Sorcery- You are able to use spell Components to cast any of the listed spells.
Legend: Augmentation- You are able to substitute one of the listed spell Components for another to cast a spell but you can't use more than one of the same Component.
Dungeon Quest
Ranger
You are a well travelled and intelligent adventurer, able to take great punishment in combat before you fall and a natural leader for the group.
Race: Human. Class: Ranger. Equipment: Sword, Leather Armour.
Attack = 2 Defence = 2 Movement = 8 Body Points = 10 Mind Points = 5
Special Rules:- You are able to use Elvin and Dwarven equipment as though you were an Elvin or Dwarven.
Veteran: Woodsman- You are able to fire any type of bow twice in succession and move at half rate in that turn.
Master: Dexterity- You are able to fire any type of bow three times in succession if you don't move during the same turn and fire before and/or after moving during the same turn when firing twice.
Legend: Ranged Skill- You are able to fire any type of bow three times before and/or after moving at half rate during the same turn.
Warrior
You are a fierce warrior who is highly skilled at using a weapon in each hand but you intensely dislike ranged weapons.
Race: Human. Class: Warrior. Equipment: Double Axe, Helmet, Buckler.
Attack = 3+1 Defence = 2 Movement = 8 Body Points = 7 Mind Points = 3
Special Rules:- You are able to use a one handed melee weapon in each hand and use them to attack the same target twice in succession if you move at half rate during that turn and can use them to attack two different targets if you don't move during the same turn.
- You can use any type of shield or buckler to attack with one combat dice.
- You are able to wield one Battle Axe with one hand.
- You are unwilling to use any ranged weapons but your still able to throw weapons that can usually be thrown.
Veteran: Power Blow
- You are able to attack twice in succession against two different targets if you move at half rate during that turn and are able to add two one handed melee weapons combat dice together in one attack if you don't move during the same turn.
Master: Brawling
- You are able to attack the same target twice or two different targets with two one handed melee weapons before and/or after moving at full rate during the same turn.
Legend: Mighty Blow
- You able to add two one handed melee weapons combat dice together in one attack if you move at half rate during that turn and are able to attack the same target twice with two one handed melee weapons, allowing the target to only attempt to defend against the first attack if you don't move during the same turn.
KnightYou are a noble knight of the realm protected from mortal blows by armour and from magic by your blessings and would never disgrace yourself with dishonourable battle tactics.
Race: Human. Class: Knight. Equipment: Sword, Splint Mail, Helmet, Buckler.
Attack = 2 Defence = 4 Movement = 4 (8) Body Points = 6 Mind Points = 4
Special Rules:
- You are immune to Transfix and Chill Touch.
- You defend with an extra combat dice when wearing Heavy Armour.
- You have an optional dispel attempt against any hostile spell affecting you by rolling a combat dice, on a skull it's unaffected, a white shield counters it and a black shield rebounds it back against the caster.
- You honour forbids you from using ranged weapons and even from throwing a weapon.
Veteran: Magic Resistance
- You have an optional dispel attempt against an enemy spell cast in the same room or corridor, a skull it's unaffected, a white shield dispels it and a black shield dispels it and the spell is discarded.
Master: Mobility
- You add two to the maximum movement of any armour you're wearing (+1 in total in the case of Elvin or Dwarven Armour) accept when running.
Legend: Purification
- Any Undead monsters who start their turn directly adjacent to you roll a combat dice, on a black shield they die, on a white shield they loose 1BP and on a skull they're unaffected.
ArcherYou are a sharp minded and truly expert bowman, exceeding even the skill level of most Elvins.
Race: Human. Class: Archer. Equipment: Bow, Quiver of Arrows, Sword, Leather Armour.
Attack = 2^ Defence = 2 Movement = 8 Body Points = 5 Mind Points = 5
Special Rules:
- You are able to fire any type of bow twice in succession and move at full rate during that turn if you are wearing no armour or Light Armour, half rate if you are wearing Mid-Weight Armour and if you don't move during the same turn if you are wearing Heavy Armour.
Veteran: Bow Skill
- You are able to fire any type of bow three times in succession if you don't move during the same turn.
Master: Archery
- You are able to fire any type of bow three times in succession and move at half rate during that turn.
Legend: Marksmanship
- You are able to fire any type of bow three times before and/or after moving at half rate during that turn and four times if you don't move during the same turn.
Dark WorldMountain DwarfYou are a Slayer, a fearsome Dwarf axe specialist who has sworn an oath to use no armour or ranged weapons. You yearn to eventually become a Demon Slayer.
Race: Dwarven. Class: Slayer. Equipment: Axe.
Attack = 3 Defence = 2 Movement = 8 Body Points = 8 Mind Points = 2
Special Rules:
- Instead of getting 500GP when you become a Champion you get 50GP and become a Troll Slayer and attack with an extra combat dice against a target that defends with at least five combat dice by killing a Troll, Giant, Dragon or Greater Chaos Demon, you get 100GP and become a Giant Slayer and attack with an extra two combat dice against a target that defends with at least six combat dice by killing a Giant, Dragon or Greater Chaos Demon, you get 150GP and become a Dragon Slayer and attack with an extra three combat dice against a target that defends with at least seven combat dice by killing a Dragon or Greater Chaos Demon and you get 200GP and become a Demon Slayer and attack with an extra four combat dice against a target that defends with at least eight combat dice by killing a Greater Chaos Demon.
- Your strength allows you to attack with two combat dice when you are attacking with a Club.
- You attack with an extra combat dice when you attack with any type of axe.
- You are able to wield a Battle Axe with one hand.
- You are unwilling to use any ranged weapons or any type of armour (including any type of helmet or any type of shield or buckler) but your still able to throw weapons that can usually be thrown.
Veteran: Slayer Strength
- You are able to attack twice in hand to hand combat with two one handed melee weapons if you don't move during the same turn.
- You are able to wield one Great Axe with one hand.
Master: Slayer Swing
- You attack with an extra combat dice with both attacks when you make a melee attack if you don't move during the same turn.
- You are able to wield two Great Axes with one hand.
Legend: Slayer Skill
- You are able to use Slayer Swing to attack with an extra dice in hand to hand combat if you move at half rate during that turn.
- You have an optional dispel attempt against any hostile spell affecting you by rolling a combat dice, on a skull it's unaffected, a white shield counters it and a black shield rebounds it back against the caster.
SwashbucklerYou are a highly skilled sword fighter who favours one handed swords and light armour.
Race: Human. Class: Swashbuckler Equipment: Sword, Hand Crossbow, Bolts, Padded Armour.
Attack = 2 Defence = 2 Movement = 8 Body Points = 7 Mind Points = 3
Special Rules:
- If you're using a one handed sword then when you are attacked but not hurt in hand to hand combat and you roll all white shields for your defence dice you make a counter attack out of sequence if you are able to reach which is defended against normally.
- You are able to fire a Hand Crossbow in the same turn that you make a melee attack if you don't move during the same turn.
Veteran: Combat Skill
- You are able to use your counter attack skill if most of the dice are white shields.
- You are able to fire a Hand Crossbow in the same turn that you make a melee attack if you move at half rate during that turn.
Master: Advanced Combat
- You are able to use your counter attack skill if at least half of the dice are white shields.
- You are able to fire a Hand Crossbow with no movement penalty in the same turn that you make a melee attack.
Legend: Parrying
- If you have a one handed sword equipped you make an additional defence roll defending on black shields when you are attacked in melee using the same number of combat dice as the sword attacks with.
High ElfYou are a fast and skilful Elvin favouring swords and bows and have been highly trained as a member of the high elf guard in martial combat and mental discipline.
Race: Elvin. Class: Guard. Equipment: Sword, Dagger, Studded Armour.
Attack = 2+1 Defence = 2 Movement = 10 Body Points = 6 Mind Points = 4
Special Rules:
- You are a level zero Magician.
- You are able to use a one handed melee weapon in each hand if at least one is any type of sword and can use them to attack twice if you don't move during the same turn.
- You have an optional dispel attempt against an enemy spell cast in the same room or corridor, a skull it's unaffected, a white shield dispels it and a black shield dispels it and the spell is discarded.
- When you are targeted with Transfix or Chill Touch roll a combat dice, on a skull you are affected as normal, on a white shield you are unaffected and on a black shield you are unaffected and the target looses that ability for the rest of the Adventure.
Veteran: Enchantment
- Draw a random spell from the Talisman deck at the start of an adventure which is used in the normal way.
Master: Empowerment
- You become a level one Magician and draw an additional two spells from the Talisman deck at the start of an adventure for a total of three spells which are used in the normal way.
Legend: Cleansing
- Any Chaos monsters who start their turn directly adjacent to you roll a combat dice, on a black shield they die, on a white shield they loose 1BP and on a skull they're unaffected.
PaladinYou are a healer and a smiter of the Undead but your religious beliefs don't allow you to use bladed weapons, only crushing ones.
Race: Human. Class: Warrior-Priest. Equipment: Spiked Club, Padded Armour, Helm.
Attack = 2 Defence = 2 Movement = 8 Body Points = 5 Mind Points = 5
Special Rules:
- You are immune to Transfix and Chill Touch.
- You are able to treat any weapon as magical when you make a melee attack.
- You are able to use your attacking action to turn Undead once per Adventure, causing any Undead monsters in the same room or corridor to loose 1BP on the roll of a skull (roll separately for each).
- You are able to use your attacking action to heal 3BP and/or MP (three in total) of your own or a directly adjacent target per Adventure, healing any amount at a time and are also able to heal between Adventures but your then using up your quota for the next Adventure.
- You are unwilling to wield bladed weapons and most ranged weapons and are only able to use weapons that specifically state that they can be used by the Paladin.
Veteran: Pious
- You are able to heal an extra 2BP and/or MP (five in total) per Adventure.
Master: Blessing
- You are able to perform a blessing once per Adventure without loosing an action, allowing you to reroll one dice this turn and all allies to reroll one dice during their next turn.
Legend: Holiness
- You are able to transfer any amount of MP to BP or BP to MP once per turn without loosing an action.
I'll do the same thing for the rest of them and update the opening post when their rules are finished. Here's the Wardancer that I used as a base.
WardancerRace: Elvin (Wood Elf). Class: Wardancer. Equipment: Two Swords.
Attack = 2+2 Defence = 0 Movement = 12 Body Points = 7 Mind Points = 3
Special Rules:
- You fail a jump on a black shield instead of a skull.
- You are able to move through squares occupied by an enemy.
- Roll an extra dice when running and remove the lowest before following other rules.
- When you are attacked in melee roll a dice for every skull the attacker rolled before you defend, if any of them are white shields you dodge the attack.
- You are able to use a melee weapon in each hand if they're both always one handed and can use them to attack twice either before or after moving at half rate during that turn.
- You are unable to wear armour or any type of helmet or use ranged weapons but can still throw weapons that can usually be thrown and can use a basic Shield or Buckler.
Veteran
- You gain one extra attack if you don't move during the same turn.
Master
- You are able to break up your movement and attack in between allowing you to move and attack freely.
Legend
- You are able to force a directly adjacent enemy to loose their next attack by giving up your attacks.