I finished the 1st version of Rune Priest (male and female).
https://drive.google.com/drive/folders/19jRCnH7ARmNL9NhhvI4eEGPkg-XDeBiq?usp=sharingMy goal was to make a hero that would fit into the "old" world of HQ, too. This hero is a warrior wizard that could be used in place of the elf or wizard.
Pros:
- Runes - 3 per quest (For the mission, you have to choose the three runes from 5 runes to give you more flexibility)
- Hammer and Rune Hammer
- Armor can use all of them
Disadvantages:
- Cannot use 2-handed weapon
- Cannot use firearms
- Cannot wear Shield
Runes:
Magma Rune: This rune can be used on any monster. The monster is hit by a glowing magma ball, dealing 3 Body Points of damage. The monster then rolls 3 red dice. For each 5, 6 rolled, the damage is reduced by 1 point.
Healing Rune: The Rune Priest and each Hero he sees rolls 2 Combat Dice. Each Hero heals 1+ the number of Skulls rolled. The spell does not give Heroes more than their starting number.
Supporting Rune: This rune can be used on one hero, including yourself. The hero may re-roll one of his rolls once per round. It is important that he must re-roll all the dices. The effect of the rune wears off when there are no more monsters in the hero's line of sight.
Defending Rune: This rune can be used on one hero, including yourself. The hero may throw 1 extra combat die when defending. The effect of the rune wears off when there are no more monsters in the hero's line of sight.
Lighting Rune: This rune shoots a bolt of lightning towards a monster.
The monster takes 2 body point damage, other monsters in contact with it take 1 body point damage. The hit monsters then roll 2 or 1 red dice, depending on the wound received. For every 5 or 6 rolled, the damage is reduced by 1 point.
If you have any ideas, I'd love to hear them.