I'm a long time reader, first time poster. I made 100 extra characters over the years and am interested in getting community feedback on abilities and power balance, as well as typos (which, despite repeated editing, I know still exist). Many of the characters mention specialized spells or items, some of which I got around to making and many of which I'm still working on. Maybe eventually I'll get around to posting those for feedback, too. Also, I'm going through another bout of editing, so I'll upload these in chunks as I finish that. Some significant alterations I made include:
Generally speaking, each character has a skill they start with, mentioned on the back section above the training level box, and a skill they can learn and level up in training by spending gold between quests. Lvl 1= Apprentice for 1,000 gold, etc...
Eventually, in the plot arc I'm working on, multi-classing will also be available. I'm just brainstorming at this point, but I'm thinking it'll cost 6,000 gold along with a specific, rare, and consumable item that is tied to the plot.
Originally, I had a set amount of moving, but based on feedback here I changed it back to 2 dice each.
In the original game, characters can move and perform an action. I've written movement as an action in itself, and that characters can take two different actions each turn. Thus someone can move and attack, or attack and search, or search and cast a spell, etc...
I've tried consolidating all searches into one action, but I've been reconsidering that and therefore on these character cards it's written such that characters can only search for one type of thing at a time.
Each character has an alignment, mostly for flavor purposes, but also I set a rule that a team can't have a good and evil aligned character at the same time. Also, I designed a quest arc for a villain team where players are trying to thwart Mentor and these quests play off the heroes' quests. For example, there's a villain quest where the team has to infiltrate Sir Ragnar's castle and kidnap him.
Additionally, in the quests I'm writing both teams start with specific base characters. The "heroes" start with Barbarian, Dwarf, Elf, and Wizard; the "villains" start with Barbarian, Thief, Dark Elf, and Wizard. The rest of the characters become available as NPCs and/or multi-classing. Obviously people can do whatever they want with these if they use them in their own games. However, I know that they are almost all broken, and in the materials I'm formulating the challenges and monsters will also get significantly more powerful than the basic Heroquest materials. Hopefully I'll find ways to ramp up the difficulty that feels like a natural progression that keeps pace with the heroes, unlike the base game which (in America) throws almost every monster in the book at you on the very first quest.
I notably changed the visual layout on the front of the cards, opting to additionally use symbols for the stats. This allowed me to make them significantly smaller while still conveying all the information.
Also, editing takes a long time, so as people offer feedback I'll gladly incorporate ideas and criticisms, but it'll take a while and I might only update a few at a time.










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