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HQ+ Heroes

Discuss the creation of new Heroes and share Heroes you've created.

Re: HQ+ Heroes

Postby gootchute » February 26th, 2014, 2:04 pm

Sjeng wrote:https://www.dropbox.com/sh/hxe1gw9tqehm8uo/HPmNTGk_p-

get the AHQ white dwarf zips. Heck, get everything while you're at it ;)
mum's the word.


I would not be surprised if your dropbox is where I got these , can't recall.
•==(Broadsword>


Rewards:
Played a turn in a Play-by-Post game. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Encountered a menacing Chaos Warlock!
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Re: HQ+ Heroes

Postby Gold Bearer » February 28th, 2014, 1:54 pm

gootchute wrote:[url]https://www.dropbox.com/s/71fzcm0pkzv8mdl/White%20Dwarf%20%23125%20-%20Amethyst%20Wizard%27s%20Spell%20Book%20-%2001%20of%2012.jpg
[/url]

https://www.dropbox.com/s/faassch5v7qk7ls/White%20Dwarf%20%23121%20-%20The%20Quest%20for%20Sonneklinge%20-%2011%20of%2011.jpg
Sjeng wrote:https://www.dropbox.com/sh/hxe1gw9tqehm8uo/HPmNTGk_p-

get the AHQ white dwarf zips. Heck, get everything while you're at it ;)
mum's the word.
Cheers I'll have at look. I'll get round to finnishing this one day soon. It's definitely getting there.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: HQ+ Heroes

Postby Gold Bearer » March 5th, 2014, 8:11 pm

Magic

Only one of each spell that remains in play indefintely can be active at a time. If the same spell is cast for a second time it ends the first one.

Spells that remain in play and cover a certian amount of squares can't be placed on both sides of a door.

Shaman spells that call monsters from other areas conjure them instead when cast by an Adventurer and Shaman spells that apply to Orcs work on all of the casters followers when cast by an Adventurer, spells that apply to Goblins still only work on Goblins.

Dispel can be used to remove Transfix or Chill Touch (random if they have both) abilities if the target has no spells. Transfix or Chill Touch can also be Countered and Reflected.

If Escape is used to move to an empty room the casters gets stuck in solid rock and dies, if they move to an occupied unexplored square then they move one square at a time away from the chosen square until they find an empty one.

Quest Treasures
Orcs Bane: Works on any type of orc. Can attack either the same orc twice or two seperate orcs. Can attack, then move, then attack again.

Spirit Blade: Gives immunity to Transfix and Chill Touch.

Talisman Of Lore: Gives immunity to Transfix and Chill Touch.

Borins Armour: Light Armour. Includes a Helm but can be used with an ordinary Helmet instead.

Wand Of Recall: Can cast two seperate spells in the same turn. Can cast, then move, then cast again.

Talisman Spells (These are using the Talisman third edition spells with new rules.)
Acquisition: Allows the caster to cast a spell belonging to any Magician in sight or in the same room or corridor, including the caster, but the caster has to know for certain that the target possesses that spell. The target keeps the spell.

Alchemy: Gain 100GP if cast directly adjacent to the front side of an Alchemists Bench. Each character can only cast a specific Alchemy spell once on each bench.

Barrier: Place the lightning template so that at least one square that it covers is in the casters line of sight. The barrier blocks the line of sight of everyone accept the casters and blocks movement, missiles and spells accept spells from the caster. The barrier rules as a Wall Of Fire/Ice/Stone spell for being destroyed accept that it can only be destroyed my magic (including magic weapons).

Brainwave: Doubles the MP of the caster or any target in sight. The target looses 1MP at the start of each of their turns until it's no longer above their maximum.

Counterspell: Can be cast out of turn, countering an enemy spell if the caster can at least equal the target in a roll off, adding their magic levels. If they don't have a magic level then the spell is automatically countered. Can also be used in the casters own turn to counter a spell that remains in play using the same rules as above accept that the spell is automatically countered if the caster has died and it requires an action to cast, just as an ordinary spell.

Curse: Curses all enemies in the same room or corridor causing them attack and defend with one dice less until the end of the casters next turn.

Destroy Magic: Choose a spell of any enemy in sight to destroy. You can choose blind (guess).

Destruction: Destroys a Barrier or Wall Of Fire/Ice/Stone, or an item of furniture revealing any treasure it contains which can be picked up by moving to or over any square that it occupied, or a door (opens it and can't be closed again), or can be used on a wall to create an opening using a secret door tile and if it's an empty room then it just creates an alcove in the wall where the tile is.

Displacement: Makes any two targets in sight or the caster and any target in sight swap places.

Divination: Allows the target one reroll before the end of their next turn. The target chooses which dice and how many to reroll if they roll more than one dice at the same time.

Finger Of Death: Can be cast on any directly adjacent target causing them to loose D3 BP on a skull, 1BP on a white shield and D6 BP on a black shield. Doesn't work on Undead.

Fireball: Targets a square in sight of the caster and all others within three squares of it (diagonally counts as 1.5 squares) with a fire based A3 attack. Roll separately for each target.

Healing: Heals 3BP and 3MP of the caster or either 3BP or 3MP of any target in sight.

Immobility: Target misses a turn and can't even defend until the beginning of their next turn but they're freed if they're attacked. Magic Aura still works.

Invisibility: Same as the one in the Protection deck.

Lightning Bolt: Standard rules used for the Storm Master spell accept that it can attack on a diagonal line and it has a range of two squares plus two squares for every magic level of the caster and it rebounds off of solid objects back in the direction that it came from. The same rules apply to the Storm Master spell.

Mesmerism: Allows the caster to control one enemy in their line of sight if they can beat the target in a roll off, adding their current MPs. They become the casters follower and can be controlled by them immediately after the casters turns. Test again on each subsequent turn to see if they can break free.

Preservation: Can be cast out of turn when a target in sight or in the same room or corridor is reduced to zero BP or MP giving them back one BP or MP straight after the attack.

Psionic Blast: Drains 1MP of a target in sight which can be used to heal the casters.

Random: Cast on a target in sight and roll a dice. 1: Target is forced to give the caster a random spell if they have one and if they don't nothing happens. 2: Target automatically falls asleep as described in the Sleep spell. 3: Target is automatically Transfixed. 4: Target is automatically Mesmerised. 5: The targets current and maximum BP and MP are switched over and switched over again when the caster dies or at the end of the Adventure if the caster doesn't die. 6: All five, starting with 5 and working backwards one step at the start of the targets turn for as long as the caster is alive.

Reflection: Cast out of turn rebounding the effects of an enemy spell back against the original caster if they can beat the target in a roll off, adding their magic levels. If the target has no magic level the spell is automatically reflected.

Syphon: Drains 1BP of a target in sight which can be used to heal the casters.

Teleport: The caster can teleport to any explored and empty square on the board.

Temporal Warp: Global spell that allows every ally to either have an extra attacking action or extra standard movement and every enemy has to give up either their attacking action or their movement until the start of the casters next turn. The caster can't perform any other action on the turn that this spell is cast.

Water Walking: Fully restores the BP and MP of the caster or a target in sight if either the caster (even if casting on someone else) or the target drinks Holy Water in the same round, or can literally walk on water for the turn if the need arises.

Combined Spells
Genie + Sleep = Lullaby: Cast Sleep individually on everybody in any room or corridor on the board.

Tempest + Pass Through Rock = Cyclone: Cast Tempest on everybody in any room or corridor on the board.

Swift Wind + Fire Of Wraith = Backdraft: Fills any room or corridor on the board with intense flames causing a Fire Of Wraith attack on everybody individually, attack twice for targets vulnerable to fire.

Ball Of Flame + Vail Of Mist = Fire Spray: Fills any room or corridor in sight with flaming hot liquid vapour causing a Ball Of Flame attack on everybody individually, attack twice for targets vulnerable to fire.

Courage + Rock Skin = Invigoration: Raises A and D by three each until the end of the targets next turn.

Water Of Healing + Heal Body = Rejuvenation: Fully restores BP and MP.

Fully Merged Spells
All Fire = Inferno: Attacks like Fire Of Wraith and Ball Of Flame using three dice on everyone in any room or corridor on the board, four dice against anyone vulnrable to fire.

All Air = Typhoon: Attacks like Fire Of Wraith and Ball Of Flame using two dice on everyone in any room or corridor on the board and causes them to miss a turn.

All Water = Monsoon: Attacks like Fire Of Wraith and Ball Of Flame using one dice on everyone in any room or corridor on the board and causes them to miss two turns.

All Earth = Quake: Causes everyone in any room or corridor on the board to miss three turns.

Element Spell Power Levels
Rock Skin = P1, Heal Body = P2, Pass Through Rock = P3.
Vail Of Mist = P1, Sleep = P2, Water Of Healing = P3.
Swift Wind = P1, Tempest = P2, Geni = P3.
Courage = P1, Fire Of Wraith = P2, Ball Of Flame = P3.

Elementals
Earth Elemental: L1M Earth spells, can pass through rock.
Air Elemental: L1M Air spells, pushes enemies attacked in melee back until they hit something solid.
Fire Elemental: L1M Fire spells, lights up dark areas.
Water Elemental: L1M Water spells, can move through enemies.
Shadow Elemental: L2M Fire and Air spells, darkens lit up areas.
Forest Elemental: L2M Earth and Water spells, Regeneration.

Components
Ball Of Flame - Fire Dust + Dragon Tooth
Fire Of Wraith - Red Dragon Dust + Phoenix Feather
Courage - Silver Key + Lion Heart

Genie - Lamp + Glass Prism
Tempest - Miniature Silver Dagger + Dragon Tooth
Swift Wind - Fire Dust + Snake Tooth

Sleep - Duck Down + Grave Dust
Vail Of Mist - Powdered Monster Bones + Troll Bone Marrow
Water Of Healing - Lizards Tail + Snake Tooth

Pass Through Rock - Powdered Monster Bones + Cloth Of Gold
Rock Skin - Silver Hand + Fossil Leaf
Heal Body - Troll Bone Marrow + Lion Heart

Mind Lock - Silver Key + Fossil Leaf
Mind Numb - Cloth Of Gold + Lamp
Dominate - Red Dragon Dust + Miniature Silver Dagger

Treasure Horde - Silver Key + Lamp
Future Sight - Miniature Silver Dagger + Phoenix Feather
Clairvoyance - Silver Hand + Lion Heart

Arrows Of The Night - Snake Tooth + Dragon Tooth
Chains Of Darkness - Lizards Tail + Glass Prism
Cloak Of Shadows - Grave Dust + Cloth Of Gold

Wall Of Stone - Red Dragon Dust + Fossil Leaf
Invisability - Fire Dust + Powdered Monster Bones
Dispell - Troll Bone Marrow + Duck Down

Transfix - Phoenix Feather + Glass Prism + Duck Down
Chill Touch - Grave Dust + Silver Hand + Lizards Tail
Last edited by Gold Bearer on June 25th, 2014, 11:55 am, edited 3 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Re: HQ+ Heroes

Postby Gold Bearer » March 8th, 2014, 4:21 pm

I've been blasting through this for the last few hours. I seem to be under the influence of a strong creativity spell today. I haven't got time to post a full update and there's a couple of things I want finish off before I do but I just had to show these. I've just done them and I'm really pleased with how they turned out, I think they're my favourite group now. I'm now at the point where I'd like feedback on whether the new characters are balanced, bearing in mind that they're supposed to be balance with the original characters as well as each other.

Amazon: A2/- D2 S10 B7 M3
Race: Human. Class: Amazon. Equipment: Three Knives, Spear, Dagger, Shield.
Special Rules: +1A when throwing.
Veteran: Can give up your attacking action to gaurd if no enemy is adjacent to you allowing you a free melee attack out of turn when an enemy is in reach.
Master: You get a free melee attack out of turn against a directly adjacent enemy that moves away.
Legend: Another +1A when throwing + you can use your free attack on an enemy that moves away to make a melee attack or to throw.

Valkyrie: A2/ D3 S6(8) B6 M4
Race: Human. Class: Valkyrie. Equipment: Short Sword, Banded Mail, Buckler, Helm.
Special Rules: Can reroll black shields once when defending.
Veteran: Can reroll black shields once when attacking.
Master: Can reroll white shields once when attacking.
Legend: Can reroll black and white shields when attacking + a second reroll on black shields once when attacking.

Shield Maiden: A3 D3 S8 B5 M5
Race: Human. Class: Shield Maiden. Equipment: Broad Sword, Shield.
Special Rules: Defends with an extra dice when using any type of shield.
Veteran: Can reroll black shields once when defending when using any type of shield.
Master: Defends with black shields as well as white when using any type of shield.
Legend: Can reroll skulls once when defending when using any type of shield.

Enchantress: A1/ D2 S8 B4 M6 L0M
Race: Human. Class: Enchantress. Equipment: Dagger.
Special Rules: Magic Aura means you defend with two dice as standard. Can use the same equipment as the Wizard. Can attept to Transfix or Chill Touch by rolling a combat dice, on a skull you succeed, on a white shield you fail but don't loose an action, on a black shield you fail and loose your attacking action.
Veteran: Can Transfix and Chill Touch.
Master: One Mesmerism spell + you only need to equal the targets score when you initially cast Mesmerism.
Legend: L1M + two more Mesmerism spells + you only need to equal the targets score when testing for Mesmerism.
Last edited by Gold Bearer on March 9th, 2014, 10:41 am, edited 1 time in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Re: HQ+ Heroes

Postby gootchute » March 8th, 2014, 9:57 pm

I can't tell if the recent 4 heroes are balanced against originals because you seem to have some new rules, S (speed?), veteran abilities (per Imperial Academy I guess?).

So much info in this thread it is hard to distil it all.

What did you end up using the components for in your recent post? Can heroes collect the components to cast spells without a spell card?
•==(Broadsword>


Rewards:
Played a turn in a Play-by-Post game. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Encountered a menacing Chaos Warlock!
gootchute

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Re: HQ+ Heroes

Postby Gold Bearer » March 9th, 2014, 10:53 am

gootchute wrote:I can't tell if the recent 4 heroes are balanced against originals because you seem to have some new rules
There's not actually many new rules, it's deceptively simple. The new armour just limits movement and is included in the stats. For attacking / means it can attack diagonally, - can be thrown, = can be thrown with less chance of breaking, ^ is ranged and ~ is for a special rule, which is explained in their description.

gootchute wrote:S (speed?)
Yes, S is speed. If there's a value in brackets then they're slowed by their armour and the bracket value is what they would move without any equipment. Here's the conversion for random movement. Move 2 = roll 2 dice and use the lowest, move 4 = roll 1 dice, move 6 = roll 2 dice and use the highest, move 8 = roll 2 dice, move 10 = roll 3 dice and ignore the lowest, move 12 = roll three dice, 14 = roll four dice and ignore the lowest, 16 = roll four dice.

gootchute wrote:veteran abilities (per Imperial Academy I guess?).
Veteran, Master and Legend are simply a progression that I've left open for the players to decide how to use. I've tried to keep things open but tight at the same time so there's no loose ends but it's not needlessly restrictive. The simplest way of doing using the official quests as an example would be to become veterans after the base quests, masters after Kellers Keep and Return Of The Witch Lord and legends after Against The Ogre Horde and Wizards Of Morcar. Another would be to have training halls in between quests and make them have to pay to progress. They could gain experience simply by the number of quests completed or make it more involved (number of kills/BP damage caused/BP healed/number of spells cast/etc).

gootchute wrote:So much info in this thread it is hard to distil it all.
I think that might be putting people off. I could split it up again but I don't want to take over the forum with loads of topics. There's a lot of new content but I've tried to keep it simple, increased depth without increased complexity was the idea. I think it's worked. Obviously the complexity has to increase a bit with new content. I've changed the layout of the characters slightly which should make it a bit more readable but it will be when I've finished them all and done proper cards for them if I can figure out how that they'll really look good. That's a lot of pictures to find though.

gootchute wrote:What did you end up using the components for in your recent post? Can heroes collect the components to cast spells without a spell card?
The components are just for the Sorcerer and the four Battle Sorcerers. They'll be available in magic shops. The Sorcerer is the wizard from AHQ so it seemed appropriate. I thought about making them available for all magicians because the Sorcerer would still be a component specialist but I think limiting the new stuff makes the characters more distinct from each other and gives them more flavour. And yes, they let them cast spells without a spell card.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: HQ+ Heroes

Postby Daedalus » March 19th, 2014, 5:27 pm

I'd say the new Heroes seem balanced with the others, but add I only casually reviewed the original lot.

Gold Bearer wrote:Valkyrie: A2/ D3 S6(8) B6 M4
Race: Human. Class: Valkyrie. Equipment: Short Sword, Banded Mail, Buckler, Helm.
Special Rules: Can reroll black shields once when defending.
Veteran: Can reroll black shields once when attacking.
Master: Can reroll white shields once when attacking.
Legend: Can reroll black and white shields when attacking + a second reroll on black shields once when attacking.

Not sure if I'm getting this. Are the Veteran, Master, and Legend abilities cumulative or seperate? Seems to be cumulative.

Gold Bearer wrote:Shield Maiden: A3 D3 S8 B5 M5
Race: Human. Class: Shield Maiden. Equipment: Broad Sword, Shield.
Special Rules: Defends with an extra dice when using any type of shield.
Veteran: Can reroll black shields once when defending when using any type of shield.
Master: Defends with black shields as well as white when using any type of shield.
Legend: Can reroll skulls once when defending when using any type of shield.

Same question: are the abilities cumulative? My concern are how powerful Heroes become. Have you planned any house rules for the Evil Wizard player and/or his forces to counter the power shift? If not, I'd say just go with the special rule for each Hero, dropping the Veteran, Master, and Legend abilities. I realize you probably don't want to cut out all that depth, so what I really am suggesting is some extra beef to balance the Evil Wizard player's side. Otherwise, I'd say delay the extra abilities until even later. Perhaps award Veteran abilities after Return of the Witch Lord, Master abilities after Wizards of Morcar or The Mage of the Mirror, and Legend abilities after the The Frozen Horror or The Dark Company.

Gold Bearer wrote:Enchantress: A1/ D2 S8 B4 M6 L0M
Race: Human. Class: Enchantress. Equipment: Dagger.
Special Rules: Magic Aura means you defend with two dice as standard. Can use the same equipment as the Wizard. Can attept to Transfix or Chill Touch by rolling a combat dice, on a skull you succeed, on a white shield you fail but don't loose an action, on a black shield you fail and loose your attacking action.
Veteran: Can Transfix and Chill Touch.
Master: One Mesmerism spell + you only need to equal the targets score when you initially cast Mesmerism.
Legend: L1M + two more Mesmerism spells + you only need to equal the targets score when testing for Mesmerism.

Is attempting to Transfix and Chill Touch considered an action when rolling a skull or black shield? It appears so.
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Wizard of Zargon Group Member Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
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Re: HQ+ Heroes

Postby Gold Bearer » March 22nd, 2014, 4:26 am

Daedalus wrote:I'd say the new Heroes seem balanced with the others, but add I only casually reviewed the original lot.
That's okay. There's quite a lot of them. :) They're all designed to hopefully be balanced with the original four as well, although I did give the Wizard a bit of an upgrade. He needed it.

Daedalus wrote:
Gold Bearer wrote:Valkyrie: A2/ D3 S6(8) B6 M4
Race: Human. Class: Valkyrie. Equipment: Short Sword, Banded Mail, Buckler, Helm.
Special Rules: Can reroll black shields once when defending.
Veteran: Can reroll black shields once when attacking.
Master: Can reroll white shields once when attacking.
Legend: Can reroll black and white shields when attacking + a second reroll on black shields once when attacking.

Not sure if I'm getting this. Are the Veteran, Master, and Legend abilities cumulative or seperate? Seems to be cumulative.
Yes, they're cumulative.

Daedalus wrote:
Gold Bearer wrote:Shield Maiden: A3 D3 S8 B5 M5
Race: Human. Class: Shield Maiden. Equipment: Broad Sword, Shield.
Special Rules: Defends with an extra dice when using any type of shield.
Veteran: Can reroll black shields once when defending when using any type of shield.
Master: Defends with black shields as well as white when using any type of shield.
Legend: Can reroll skulls once when defending when using any type of shield.

Same question: are the abilities cumulative? My concern are how powerful Heroes become. Have you planned any house rules for the Evil Wizard player and/or his forces to counter the power shift? If not, I'd say just go with the special rule for each Hero, dropping the Veteran, Master, and Legend abilities. I realize you probably don't want to cut out all that depth, so what I really am suggesting is some extra beef to balance the Evil Wizard player's side. Otherwise, I'd say delay the extra abilities until even later. Perhaps award Veteran abilities after Return of the Witch Lord, Master abilities after Wizards of Morcar or The Mage of the Mirror, and Legend abilities after the The Frozen Horror or The Dark Company.
It can be done however the players like. That was just an example. I want to leave stuff like that open because it depends on how hard the quests that are being used are. One thing I'm going to suggest in the rules section is that Orcs and Zombies have 2BP, Fimirs and Mummies 3BP, Chaos Warriors 4BP, and Gargoyles 5BP. You could start introducing champions and other elites of the monsters. Another way of making the standard quests harder would be to roll a standard and a combat dice for each type of monster in a room. Skull = D3 extra monsters of that type, white shield = no extra monsters, and black shield = D6 extra. Could be interesting.

Daedalus wrote:
Gold Bearer wrote:Enchantress: A1/ D2 S8 B4 M6 L0M
Race: Human. Class: Enchantress. Equipment: Dagger.
Special Rules: Magic Aura means you defend with two dice as standard. Can use the same equipment as the Wizard. Can attept to Transfix or Chill Touch by rolling a combat dice, on a skull you succeed, on a white shield you fail but don't loose an action, on a black shield you fail and loose your attacking action.
Veteran: Can Transfix and Chill Touch.
Master: One Mesmerism spell + you only need to equal the targets score when you initially cast Mesmerism.
Legend: L1M + two more Mesmerism spells + you only need to equal the targets score when testing for Mesmerism.

Is attempting to Transfix and Chill Touch considered an action when rolling a skull or black shield? It appears so.
Yep.


Thanks for the interest. I've been inspired to work on another project. That happens sometimes. It's nearly done so I'll get back to this and finish off those characters soon. They'll be a lot more readable once they're in proper card format, if I can work out how to do it and find enough pictures.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Re: HQ+ Heroes

Postby Gold Bearer » June 3rd, 2014, 7:02 pm

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 Quest
Barbarian
You 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.

Dwarf
You 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.

Elf
You 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.

Wizard
You 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 Heroquest
Fighter
You 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.

Knight
You 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.

Archer
You 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 World
Mountain Dwarf
You 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.

Swashbuckler
You 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 Elf
You 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.

Paladin
You 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.

Wardancer
Race: 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.
Last edited by Gold Bearer on June 4th, 2014, 11:02 am, edited 2 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

Crossbowman
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Re: HQ+ Heroes

Postby Daedalus » June 4th, 2014, 10:50 am

Gold Bearer wrote:...Any comments or suggestions about mistakes, balancing or wording etc are very welcome and could someone please post the AHQ fate rules, I'd much appreciate it.

Check your PM.
..
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Wizard of Zargon Group Member Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
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