Please help-Suggestions for Hero Progression
I am really interested in creating a custom hero progression system for HQ. I've popped around here for about a week after my regular play group agreed to give HQ a try. I have never really progressed this game after the first few missions. But I think to give my playgroup an incentive to stick to this game, some character progression would help. My main obstacle is that I'm not very experienced with how the game works out after a few missions. So borrowing from another game I've played (StarWars Miniatures) I came up with some translations of abilities from that game to use as "Feats" for HQ. What I really need help with is suggestions for how to cost the feats. Some of the more powerful feats require or even replace previous ones. My basic idea is to give characters 1 point (name to be determined) after each mission which they can use to train for the new feats. No levels, no XP. No changing base stats. This system is similar to a dummed down version of that used in video games such as Baldur's Gate Dark Alliance. To balance this out, I don't have a problem with creating newer or more powerful monsters later in the game, but this thread is about costing the feats I want to include.
So without further ado, here are the feats I've translated over from other games:
Combat Feats
Accurate; 2SP (D, E only, replaces Careful Shot)
This hero gets +1 AD when using a ranged or thrown weapon.
Arcane Archer; 1SP (E only)
On your turn you may enchant an bolt, arrow or thrown weapon with an available spell, adding its effect to the normal AD. If the Attack is successfully defended, the result of the spell is lost as well.
Grim Determination; 3SP (B, D only)
Whenever this character would be dealt fatal damage, roll 2 combat dice. If both dice are shields (black or white) this character has 1 BP instead of dying.
Bodyguard; 1SP (B, D only)
If an adjacent ally would take damage from an attack, this character can take the damage instead.
Careful Shot; 2SP (D, E only)
If this character does not move, add +1 AD on all ranged attacks made this turn.
Charging Assault +1; 2SP (B only, replaces Momentum)
Replaces turn: Can move up to 12 squares (minus 2x armor penalty), then make a melee attack at +1 AD against an adjacent enemy.
Charging Assault +2; 2SP (B only, replaces Charging Assault +1)
Replaces turn: Can move up to 12 squares (minus 2x armor penalty), then make a melee attack at +1 AD against an adjacent enemy.
Cleave; 2SP (B, D only)
Once per turn, if this character defeats an adjacent enemy by making an attack, it can make 1 immediate attack against another adjacent enemy.
Deadly Attack; 2SP (B only)
If you roll at least 1 black shield, you may double the amount of white skulls rolled when counting hits.
Dodge; 3SP
This hero gets +1 Defense when not wearing any body armor.
Double Attack; 3SP
On its turn, this character can make 1 extra attack instead of moving.
Evade; 2SP (Replaces Dodge)
This Hero gets +1 Defense can count black shields as well as white shields when rolling for Defense. This ability cannot be used while wearing body armor.
Greater Mobile Attack; 2SP (replaces Mobile Attack)
This hero can move both before and after attacking. This hero can make extra attacks even if he moves this turn, but must make them all before resuming movement.
Soothe; 2SP
As an action, the Hero may heal 1 lost BP on an adjacent Hero or ally. This ability may only be used up to 3 times per adventure.
Mend ; 2SP (replaces Soothe)
As an action, the Hero may heal 2 lost BP on an adjacent Hero or ally. This ability may only be used up to 3 times per adventure.
Revive; 2SP (replaces Mend)
As an action, the Hero may heal 3 lost BP on an adjacent Hero or ally. This ability may only be used up to 3 times per adventure.
Impulsive Attack; 1SP
If an allied character is defeated, this hero can make 1 immediate attack.
Mighty Swing; 1SP (B, D)
On its turn, if this character doesn't move, it gets +1 AD against adjacent enemies.
Mobile Attack; 2SP
This character can move both before and after attacking.
Momentum; 2SP (B, D only)
If this hero has moved this turn, this hero gets +1 AD against adjacent enemies.
Berserker Rage 3SP (B only)
Your hero gets +1 AD for every 2 BP of damage received.
Twin Attack; 3SP
Whenever this character attacks, it makes 1 extra attack against the same target.
Casting Feats
Concentration; 2SP (requires Willpower)
Your hero's mana is now calculated at 1.5x their MP value. (This raises their starting mana in combination with Willpower and their maximum mana in combination with Mana Recovery and Mana Regenration)
Decipher Scroll; 2SP (W only)
Learn a spell from a scroll of the corresponding element. This ability can only be used once each time it is taken.
Dual Casting; 1SP
You many use up to two spells on one turn, paying their normal cost.
Elemental Mastery; 1SP (W only)
Choose: Water, Air, Fire or Earth. Re-casting spells of the chosen element costs one less mana. All spells of other elements cost one more mana to recast. This ability can only be taken once.
Mana Recovery; 3SP (requires Willpower)
Recover 1 mana point per turn. You total mana cannot exceed your Mind Points.
Mana Regeneration; 2SP (W only, replaces Mana Recovery)
Recover 2 mana points per turn. Your total mana cannot exceed your Mind Points.
Willpower; 2SP [x]
Your character starts each adventure with [X] Mana where [X] is equal to your Mind Points.
So without further ado, here are the feats I've translated over from other games:
Combat Feats
Accurate; 2SP (D, E only, replaces Careful Shot)
This hero gets +1 AD when using a ranged or thrown weapon.
Arcane Archer; 1SP (E only)
On your turn you may enchant an bolt, arrow or thrown weapon with an available spell, adding its effect to the normal AD. If the Attack is successfully defended, the result of the spell is lost as well.
Grim Determination; 3SP (B, D only)
Whenever this character would be dealt fatal damage, roll 2 combat dice. If both dice are shields (black or white) this character has 1 BP instead of dying.
Bodyguard; 1SP (B, D only)
If an adjacent ally would take damage from an attack, this character can take the damage instead.
Careful Shot; 2SP (D, E only)
If this character does not move, add +1 AD on all ranged attacks made this turn.
Charging Assault +1; 2SP (B only, replaces Momentum)
Replaces turn: Can move up to 12 squares (minus 2x armor penalty), then make a melee attack at +1 AD against an adjacent enemy.
Charging Assault +2; 2SP (B only, replaces Charging Assault +1)
Replaces turn: Can move up to 12 squares (minus 2x armor penalty), then make a melee attack at +1 AD against an adjacent enemy.
Cleave; 2SP (B, D only)
Once per turn, if this character defeats an adjacent enemy by making an attack, it can make 1 immediate attack against another adjacent enemy.
Deadly Attack; 2SP (B only)
If you roll at least 1 black shield, you may double the amount of white skulls rolled when counting hits.
Dodge; 3SP
This hero gets +1 Defense when not wearing any body armor.
Double Attack; 3SP
On its turn, this character can make 1 extra attack instead of moving.
Evade; 2SP (Replaces Dodge)
This Hero gets +1 Defense can count black shields as well as white shields when rolling for Defense. This ability cannot be used while wearing body armor.
Greater Mobile Attack; 2SP (replaces Mobile Attack)
This hero can move both before and after attacking. This hero can make extra attacks even if he moves this turn, but must make them all before resuming movement.
Soothe; 2SP
As an action, the Hero may heal 1 lost BP on an adjacent Hero or ally. This ability may only be used up to 3 times per adventure.
Mend ; 2SP (replaces Soothe)
As an action, the Hero may heal 2 lost BP on an adjacent Hero or ally. This ability may only be used up to 3 times per adventure.
Revive; 2SP (replaces Mend)
As an action, the Hero may heal 3 lost BP on an adjacent Hero or ally. This ability may only be used up to 3 times per adventure.
Impulsive Attack; 1SP
If an allied character is defeated, this hero can make 1 immediate attack.
Mighty Swing; 1SP (B, D)
On its turn, if this character doesn't move, it gets +1 AD against adjacent enemies.
Mobile Attack; 2SP
This character can move both before and after attacking.
Momentum; 2SP (B, D only)
If this hero has moved this turn, this hero gets +1 AD against adjacent enemies.
Berserker Rage 3SP (B only)
Your hero gets +1 AD for every 2 BP of damage received.
Twin Attack; 3SP
Whenever this character attacks, it makes 1 extra attack against the same target.
Casting Feats
Concentration; 2SP (requires Willpower)
Your hero's mana is now calculated at 1.5x their MP value. (This raises their starting mana in combination with Willpower and their maximum mana in combination with Mana Recovery and Mana Regenration)
Decipher Scroll; 2SP (W only)
Learn a spell from a scroll of the corresponding element. This ability can only be used once each time it is taken.
Dual Casting; 1SP
You many use up to two spells on one turn, paying their normal cost.
Elemental Mastery; 1SP (W only)
Choose: Water, Air, Fire or Earth. Re-casting spells of the chosen element costs one less mana. All spells of other elements cost one more mana to recast. This ability can only be taken once.
Mana Recovery; 3SP (requires Willpower)
Recover 1 mana point per turn. You total mana cannot exceed your Mind Points.
Mana Regeneration; 2SP (W only, replaces Mana Recovery)
Recover 2 mana points per turn. Your total mana cannot exceed your Mind Points.
Willpower; 2SP [x]
Your character starts each adventure with [X] Mana where [X] is equal to your Mind Points.