by torilen » February 26th, 2021, 10:35 am
I've been working on some HQ material the last two weeks, and I've been rereading all of the quest books. I've noticed that some of them,
particularly Ogre Horde and Wizards of Morcar, are simply insane. I looked into some threads here at the inn, and some people have
said that Wizards is almost impossible when using NA rules.
So...if no one minds, I'd like to give this threat a bump - specifically for the purpose of reminding everyone that I have "skill cards"
available. Scroll up to the original post of this thread for all of the links...roughly halfway down you'll see Skill Cards set 1, 2, and 3.
I think using skill cards for the heroes could make some of the more insane quests/questpacks more survivable.
The way it is set up, heroes get to choose one card every 3 quests they complete (3, 6, 9, 12, 15, etc.).
If a skill card has a 'level' to it, then the hero must start with 'level' 1 and move up through the levels for that
particular skill. So, if a skill has six levels (many of them do), then the hero would not reach the highest level
of the skill until after he or she finishes their 18th quest. Certainly not overpowered, considered most of the skills
are only one or two uses each quest.
Here are some examples:
Skill: Good Luck
Use: All Heroes
Once per quest, the hero can reroll any single die rolled. He must take whatever is rolled the second time, however.
Skill: Great Luck
Use: All Heroes
Once per the use of "Good Luck", the hero may reroll his chosen die and may choose either the old roll or the new roll.
Skill: Enchant Item
Use: Magical Heroes
Once, between quests, the hero can roll a number of combat dice equal to his current Mind Points. If at least two white shields are rolled, a chosen item may be enchanted with a "one use per quest" spell. Additional white shields allow for additional uses per quest. The chosen spell is not usable for the next quest. If the enchantment fails, the item is destroyed.
Skill: Greater Magic Skill 1
Use: Magical Heroes
Once per quest, the hero can cast one additional spell during a turn.
Skill: Aggressive Attack
Use: Combat Heroes
Once per quest, the hero split his movement to allow movement before, after, or between attacks.
Skill: Laying on Hands 1
Use: Priestly Heroes
Throughout the quest, the hero may heal himself or another hero up to 4 Body Points. The hero will use the Body Point Tokens to determine how many Body Points have been healed. 2 Body Points of healing may be used to heal 1 point of Poison or Disease damage. 3 Body Points of healing may be used to heal 1 Mind Point.
Skill: Laying on Hands 2
Use: Priestly Heroes
Throughout the quest, the hero may heal himself or another hero up to 6 Body Points. The hero will use the Body Point Tokens to determine how many Body Points have been healed. 2 Body Points of healing may be used to heal 1 point of Poison or Disease damage. 3 Body Points of healing may be used to heal 1 Mind Point.
Skill: Turn Undead 1
Use: Priestly Heroes
Once per quest, the hero can target all undead within sight. The hero may roll 4 combat dice, treating the roll as a normal combat roll. If the undead would take damage, it flees the hero at full movement, until the hero is out of sight. If the Turn roll results in more than 2 successful dice over what it would take to make the undead flee, the undead is destroyed