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HQ+ Heroes

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

HQ+ Heroes

Postby Gold Bearer » December 20th, 2013, 8:00 pm

Heroes

There's twelve (three groups of four) new heroes for the main group making a total of sixteen main heroes. If you want to play as standard with four then you could make the players pick one from each group or if you want to play with all of them you could make each player pick the same amount from each of the groups. That doesn't mean there has to be sixteen heroes in every quest. In most it should be one of the four groups and every player will be involved in all the quests because of the way the heroes were picked. The way I was going to do it was to put all sixteen in the first quest which was going to be a big dungeon with two HQ boards and Advanced HQ tiles. Each player would either have all their characters start from one of the corners or each group would start in one corner so every player is in every group. After that I was going to split them up so that they would take it in turns with groups each following their own but linked storyline maybe with a few npcs moving between sometimes until they next come together, probably for the conclusion of that storyline.

Heroes now have set a movement but the values are still compatible if you want to use 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. Wearing armour doesn't restrict their maximum movement if you're using random movement, instead it affects the number of dice rolled.

Characters and monsters (not undead) can run if they do nothing else in that turn. Monsters move at double rate when they run. Chase! :D Running speed is restricted to the maximun movement allowence of any armour being carried.

Any character can give up their attacking action to pick up something to use as a club attacking with 1 dice.

Scrolls can be used by anyone with a magic level (L0 counts as a level).

Regeneration: Roll a combat dice at the start of your turn if your BP is below full. You regenerate on BP on a white shield and loose the ability to regenerate for the rest of the Adventure on a black shield.

Humans:
D1 without armour. Can use Elvin and Dwarven equipment but with restrictions on both (like -1S when wearing their armour). Roll two dice for running and use the total, or the highest of two dice if wearing Heavy Armour.

Elvins:
D0 without armour. Can't use Dwarven equipment. -1A when throwing or attacking diagonally with any type of hammer. Can move at half rate when firing any bow twice in succession in the same turn. Roll three dice for running and use the total of the two highest. If wearing Mid-Weight Armour (D3 unless the armour says otherwise) roll two dice and use the total. If wearing Heavy Armour (more than D3 unless the armour says otherwise) just roll one dice.

Dwarvens:
D2 without armour. Can't use Elvin equipment. Roll one dice for running. Can see in the dark.

You could give the heroes +1BP and +1MP when they level up and when characters either reach a certain level or complete enough quests they become Veterans and then later Legends. You could also use them as powered up versions of the main characters to start with.

A = Attack Dice, D = Defence Dice, S = Speed, B = Body Points, M = Mind Points, L?M = Magician Level.


From Hero Quest:

Barbarian: A3 D2 S8 B8 M2. 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.
Special Rules: Tough skin gives basic defence of D2. Strength means you attack with two combat dice when using a club.
Veteran: Mighty Swing - Can attack with an extra dice if you don't move + can use a Battle Axe one handed.
Master: Weapon Skill - Can use the Mighty Swing skill if you move at half rate + can use a Great Axe one handed.
Legend: Furiocity - Attacks with black shields as well as skulls.

Dwarf: A2 D2 S8 B7 M3. You are a brave Dwarven. You are an expert at disarm traps and are faster than the average Dwarf.
Race: Dwarven. Class: Warrior-Thief. Equipment: Axe, Helm.
Special Rules: Can disarm traps.
Veteran: Axeman - Can use a one handed melee weapon in each hand if at least one is any type of axe and use them to attack twice if you don't move + can use Battle Axes one handed.
Master: Anti-Magic - Anti-Magic - 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 + 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 dispells it and the spell is lost.
Legend: Toughness - Defends with black shields as well as white.

Elf: A2 D2 S8 B6 M4. You are a well rounded Elvin who is able cast spells as well as use most equipment.
Race: Elvin. Class: Warrior-Mage. Equipment: Sword, Padded Armour.
Special Rules: L1 Magician. Wizard chooses one spell set, then the Elf, then the Sorcerer chooses three, then the Wizard gets the other two.
Veteran: Enrichment - Draw an additional random spell from the Elf deck.
Master: Enlightenment - L2M + draw two extra random spells from the Elf deck.
Legend: Fusion - Can cast the Fully Merged spell of your chosen element once per Adventure giving up all other actions and using one of the element spells.

Wizard: A1 D2 S8 B4 M6. 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).
Special Rules: L3 Magician. Limited on the equipment he can use. Has two Fate points (as in AHQ) per Adventure. Wizard chooses one spell set, then the Elf, then the Sorcerer chooses three, then the Wizard gets the other two. Magic Aura means you defend with two dice as standard.
Veteran: Summoning - Can summon an Elemental with the first spell set chosen using all three spells and giving up all other actions.
Master: Wizardry - Can cast Combined spells with the first spell set chosen using one of the listed spells and any other as a replacement + can summon the Elemental of the first spell set chosen using two of the listed spells and any other as a replacement.
Legend: Divinity - Can cast the Fully Merged spell of the first spell set chosen once per Adventure using one of the listed spells without using an action + can summon the Elemental of the first spell set chosen once per Adventure using two of the listed spells without using an action.


From Advanced Hero Quest:

Fighter: A2 D3 S8 B7 M3. You are a hand to hand brawler. You can wear armour more comfortably than most through years of experience but you intensely dislike ranged weapons.
Race: Human. Class: Fighter. Equipment: Sword, Banded Mail, Helm.
Special Rules: Adds two to the maximum movement of any armour he is wearing (+1 in total in the case of Elvin or Dwarven Armour) but not when running. Can't use ranged weapons but can still throw.
Veteran: Throwing Skill - +1A when throwing.
Master: Weapons Experties - +1A using any type of hammer or spear + can throw a Great Spear and Great Spear.
Legend: Martial Skill - 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 + you get a free attack out of turn against a directly adjacent enemy that moves away which use you can use to make a melee attack or to throw.

Wood Elf: A2^ D1 S12 B6 M4.You are a swift and agile soldier of the Wood Elf Militia, moving quickly between enemies with lightning fast attacks but lack physical strength, making heavy equipment awkward for you.
Race: Elvin. Class: Soldier. Equipment: Bow, Quiver of Arrows, Sword, Dagger, Cloth Armour.
Special Rules: Any armour that gives D2 or D3 counts as Mid-Weight Armour. Can't wear Heavy Armour. Can't use two handed axes or two handed hammers. Can fire any type of bow before and/or after moving.
Veteran: Spear Skill - +1A using any type of spear + can throw a Great Spear.
Master: Agility - Can break up movement and attack between allowing you to move and attack freely.
Legend: Stealth - Can move through enemies.

Gnome: A2= D3 S6 B5 M5. You are a keen eyed Gnome, who lacks the strength and physical resilience of an actual Dwarf but you have complete immunity to hostile magic.
Race: Dwarven. Class: Treasure Hunter. Equipment: Hammer, Dagger, Banded Mail, Helm.
Special Rules: Immune to any hostile spells. Can see in the dark, including in the Cloak Of Shadows. Can disarm traps using the Tool Kit rules as standard and the Dwarf rules when using a Tool Kit. Staff or Spear need both hands to attack diagonally. Needs both hands to use a Broadsword. Take a Treasure card even if there's treasure in the room.
Veteran: Hammer Skill - +1A using any type of hammer + can throw a Great Hammer.
Master: Casting - L0M + draw one random spell from the Chaos deck.
Legend: Infusion - L1M + two more random Chaos spells + immunity to Transfix and Chill Touch.

Sorcerer: A1 D2 S8 B4 M6. You are a very powerful Magician who specialises in mind control magic.
Race: Human. Class: Sorcerer. Equipment: Dagger, Wand.
Special Rules: L4 Magician. Can use exactly the same items as the Wizard. Has one of each Chaos Sorcerer spell and three of the main seven spell sets. Can have a maximum of two Element spell sets. Wizard chooses one spell set, then the Elf, then the Sorcerer chooses three, then the Wizard gets the other two. Magic Aura means you defend with two dice as standard. For Chaos Sorcerer spells both roll the same number of combat dice as they have MP. Dominate: If the Sorcerer beats the targets number of skulls by at least two then use the targets piece for the duration of your turn. Mind Blast: Whoever scores the most skulls does the difference in damage in MP to the opponent. Mind Lock: Target is frozen and only able to defend for a turn for each skull rolled more than the target.
Veteran: Channelling - Can use Components to cast Protection, Detection and Darkness spells.
Master Sorcerer: Sorcery - Can use Components to cast the rest of the spells.
Legend: Augmentation - Can substitute one of the listed spell Components for another but can't use more than one of the same Component to cast.


From Dungeon Quest:

Ranger: A2 D2 S8 B10 M5. 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.
Special Rules: Can use Elvin and Dwarven equipment as though you were an Elvin or Dwarven.
Veteran: Ranged Skill - Can fire any type of bow twice in succession and move at half rate.
Master: Dexterity - Can fire any type of bow three times in succession if you don't move + can fire before and after moving when firing any type of bow twice.
Legend: Ranged Skill - Can fire any type of bow three times when before and/or after moving at half rate.

Warrior: A3 D2 S8 B7 M3. You are a fierce warrior who is highly skilled at using a weapon in each hand.
Race: Human. Class: Warrior. Equipment: Double Axe, Helmet, Buckler.
Special Rules: Can use a one handed melee weapon in each hand and use them to attack the same target twice in succesion if you move at half rate and can use them to attack two different targets if you don't move. Can use one Battle Axe one handed.
Veteran: Power Blow - Can add two one handed melee weapons combat dice together in one attack if you don't move + can attack twice in succession against two different targets if you move at half rate.
Master: Brawling - Can attack the same target twice or two different targets with two one handed melee weapons before and/or after moving at full rate.
Legend: Mighty Blow - Can attack with two one handed melee weapons against the same target and allowing them to only attempt to defend against the first attack if you don't move + can add two one handed melee weapons combat dice together in one attack if you move at half rate.

Knight: A2 D4 S4(8) B6 M4. You are a noble Knight of the realm protected from mortal blows by heavy 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.
Special Rules: +1D when wearing Heavy Armour. Blessings mean you're immune to Chill Touch, Transfix and 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. Honour forbids the use of ranged weapons and can't even throw.
Veteran: Resistance - 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 dispells it and the spell is lost.
Master: Mobility - Adds +2S to the maximum movement of any armour.
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: A2^ D2 S8 B5 M5. You are a sharp minded and truly expert bowman, even exceeding the skill level of most Elvins.
Race: Human. Class: Archer. Equipment: Bow, Quiver of Arrows, Sword, Leather Armour.
Special Rules: Can fire any type of bow twice in succession and move at full rate, if wearing Mid-Weight Armour fires them like an Elvin, if wearing Heavy Armour can fire twice if you don't move.
Veteran: Archery - Can fire any type of bow three times in succession if you don't move.
Master: Bow Skill - Can fire any type of bow three times in succession and move at half rate.
Legend: Marksmanship - Can fire any type of bow four times if you don't move + can fire before and after moving when firing any type of bow twice or three times.


From Dark World:

Mountain Dwarf: A3 D2 S8 B8 M2. 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.
Special Rules: Tattoos give D3 against ranged attacks once you become a Troll Slayer, attacks with an extra dice when using an axe. Can't use any type of armour or ranged weapon but can still throw. Can use Battle Axes one handed. Instead of getting 500GP when you become a Champion you get 50GP and become a Troll Slayer and get +1A against a defence better than D5 by killing a Troll, Giant (or Ogre Lord if you don't have Battle Masters), Dragon (or Vampire if you don't have the model) or Greater Chaos Demon, you get 100GP and become a Giant Slayer and get an additional +1A against a defence better than D6 by killing a Giant/Ogre Lord, Dragon/Vampire or Greater Chaos Demon, you get 150GP and become a Dragon/Vampire Slayer and get another additional +1A against a defence better than D7 by killing a Dragon/Vampire or Greater Chaos Demon, and you get 200GP and become a Demon Slayer and get another additional +1A against a defence better than D8 by killing a Greater Chaos Demon. Strength means you attack with two combat dice when using a club.
Veteran: Slayer Strength - Can attack twice in hand to hand combat with two one handed melee weapons if you don't move + can use one Great Axe one handed.
Master: Slayer Swing - Can attack with an extra dice in hand to hand combat with each attack if you don't move + can use two Great Axes one handed.
Legend: Slayer Skill - Can use Slayer Swing to attack with an extra dice in hand to hand combat if you move at half rate + 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: A2 D2 S8 B7 M3. You are a highly skilled sword fighter who favours one handed swords and light armour.
Race: Human. Class: Swashbuckler. Equipment: Hand Crossbow, Sword, Padded Armour.
Special Rules: If you're using a one handed sword then when you're 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're able to reach which is defended against normally. Can fire a Hand Crossbow in the same turn that you attack if you don't move.
Veteran: Combat Skills - Move at half rate when you attack with a Hand Crossbow as an extra attack + counter attacks if most of the dice are white shields.
Master: Advanced Combat - No movement penalty when attacking with a Hand Crossbow as an extra attack + counter attacks if at least half are white shields.
Legend: Parrying - If you have a one handed sword equiped you make an additional defence roll using the swords combat dice and defending on black shields.

High Elf: A2 D2 S10 B6 M4. You 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.
Special Rules: L0 Magician. Immunity to Chill Touch and Transfix. Can use a 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. 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 dispells it and the spell is lost.
Veteran: Enchantment - Draw a spell at random from the Talisman deck.
Master: Empowerment - L1M + draw two extra random spells from the Talisman deck.
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: A2 D2 S8 B5 M5. You are a healer and a smiter of the Undead but your religious beliefs don't allow you to use bladed weapons.
Race: Human. Class: Warrior-Priest. Equipment: Spiked Club, Padded Armour, Helm.
Special Rules: Can only use crushing melee weapons. Can heal 3BP and/or MP of his own or anyone he's directly adjacent to per Adventure instead of attacking, healing any amount at a time. You can heal between Adventures but your then using up your quota for the next Adventure. Can 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). Always counts as using a magic weapon in hand to hand combat.
Veteran: Pious - Can heal two extra BP or MP per Adventure..
Master: Blessing - Can 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 on their next turn.
Legend: Holyness - Can use an action to transfer any amount of MP to BP or BP to MP.


"No I should not have a pointy hat! That's Sages, and High Mages, and Witches, obviously, but NOT Wizards!!! Shouldn't you be at school? What do you mean you were hoping you were talking to the Sorcerer? Do you have any idea how important my job is? Healing! My spells save lives! Yes I know the Elf can do that too but there's other stuff. Not lately, I've moved more into the areas of protection and detection. Lots of things. Yes mainly healing. Well, whoever needs it. Everybody! Everybody needs healing, it doesn't matter who needs it most, the Sorcerer, the one you wish you were talking to, he needs it most" "So you're job is really just to make sure the Sorcerer stays alive?"ZAP "Jealsore, where's that kid you were talking to?" "I'm not sure." "I thought I detected powerful magic in this area a moment ago." "It must have been you your majesty." "What?"
Last edited by Gold Bearer on March 12th, 2014, 2:35 pm, edited 13 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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Evil Sorcerer: Morcar
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Re: HQ+ Heroes

Postby Gold Bearer » January 1st, 2014, 9:48 am

NPCs

A nice way of choosing heroes would be to allow the players to either choose one character from each of the four main groups or a set group of four including any of the npc groups. If they pick one of the groups of npcs you could use one of the main groups of characters as npcs for each hero.

Barbarian
Berserker: A3 D1 S8 B9 M1
Race: Human. Class: Berserker. Equipment: Double Axe.
Special Rules: Must attack an enemy if possible. Can attack twice moving at half rate. Uses equipment as a standard Barbarian accept can't wear armour but can use shields and helmets.
Veteran: Can attack three times if you don't move.
Master: Can attack three times moving at half rate.
Legend: Can attack four times if you don't move + can attack twice moving at full rate.

Flagellant: A3/ D2 S8 B9 M1
Race: Human. Class: Flagellant. Equipment: Flail.
Special Rules: Tough skin gives basic defence of D2. Must attack nearest enemy if possible. Attacks with +1A if moving at half rate when attacking with any type of flail. Uses equipment as a standard Barbarian accept can't use any type of armour.
Veteran: Black shields count as skulls when attacking with any type of flail.
Master: Black shields automatically causes D3 damage when attacking with any type of flail.
Legend: White shields automatically causes D6 damage when attacking with any type of flail.

Marauder: S8 B9 M1
Veteran: ...
Master: Black shields automatically causes 1BP damage when making a melee attack.
Legend: White shields automatically causes 2BP damage when making a melee attack.

Thug: S8 B9 M1
Special Rules: Black shields count as skulls when attacking and white shields when defending?

Dwarf
Iron Breaker: A2 D3 S6 B7 M3
Race: Dwarven (Dwarf). Class: Iron Breaker. Equipment: Axe, Banded Mail, Buckler, Helm.
Special Rules: Rune Of Stone, defends with black shields as well as white. Can use a Battle Axe one handed.
Veteran: Can attack with an extra dice if you don't move + can use a Great Axe one handed.
Master: 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 + 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 dispells it and the spell is lost.
Legend: Black shields count as two shields.

Hammerer: A4 D2 S6 B7 M3
Race: Dwarven (Dwarf). Class: Hammerer. Equipment: Great Hammer, Helm.
Special Rules: +1A using any type of hammer. Additional +1A with any type of hammer if you don't move.
Veteran: Additional +1A using any type of hammer if you move no more than half rate.
Master: 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 + 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 dispells it and the spell is lost.
Legend: Defends with black shields as well as white.

Long Beard: A3 D3 S6 B6 M4
Race: Dwarven (Dwarf). Class: Long Beard. Equipment: Sword, Banded Mail, Buckler, Helm.
Special Rules: +1A with one handed weapons. Can attack twice in hand to hand combat with two one handed melee weapons if you don't move.
Veteran: Can attack twice in hand to hand combat with two one handed melee weapons if move no more than half rate.
Master: 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 + 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 dispells it and the spell is lost.
Legend: Defends with black shields as well as white.

Miner: A3 D3 S6 B7 M3
Race: Dwarven (Dwarf). Class: Miner. Equipment: Double Axe, Banded Mail, Helm.
Special Rules: Special Rules: Automatically spots and disarms falling rock traps in the same room or corridor. Additional +1D against falling objects.
Veteran: +1A using any type of axe if you move no more than half rate.
Master: 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 + 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 dispells it and the spell is lost.
Legend: Defends with black shields as well as white.

Elf
Storm Mage: A1/ D1 S8 B3 M7 L5M
Race: Elvin (High Elf). Class: Storm Mage. Equipment: Dagger.
Special Rules: Earth, Air, Fire and Water spells, two random Elf spells sharing with the Arch Mage and Elf and Destruction. Can cast Combined and Fully Merged spells. Magic Aura means you defend with one dice as standard. Can use the same equipment as the Wizard.
Veteran: From now on you have 24 power points to cast Element spells, when you cast an Element spell roll a combat dice, on a skull it's lost, on a white shield you can discard any spell of the same power level and on a black shield it's kept.
Master: When an Element spell is cast roll a combat dice, on a skull you can discard any spell of the same or higher power level, on a white shield it's kept and on a black shield it's lost.
Legend: When an Element spell is cast roll a combat dice, on a skull it's kept, on a white shield you can discard any spell and on a black shield it's lost.

Arch Mage: A1 D1 S8 B3 M7 L5M
Race: Elvin (High Elf). Class: Arch Mage. Equipment: Wand (Club).
Special Rules: Darkness, Protection, Detection, three random Elf spells sharing with the Storm Mage and Elf, Preservation and two random Talisman spells. Roll two combat dice when you cast, 2 white shields = keep the spell, 1 skull + 1 white shield = can discard any of your spells in place of the one cast, 2 skulls = cast as normal, 1 black shield + 1 white shield = the spell fails but is kept, 1 skull + 1 black shield = the spell fails and is discarded, 2 black shields = the spell fails drastically and all your remaining spells are discarded. Can only keep a cast spell once per spell at any level. Magic Aura means you defend with one dice as standard. Can use the same equipment as the Wizard.
Veteran: 2 white shields = keep the spell and can cast the same spell again this turn, 1 skull + 1 white shield = keep the spell, 2 skulls = can discard any of your spells in place of the one cast, 1 black shield + 1 white shield = cast as normal, 1 skull + 1 black shield = the spell fails but is kept, 2 black shields = the spell fails and is discarded.
Master: 2 white shields = keep the spell and can cast again this turn, 1 skull + 1 white shield = keep the spell and can cast the same spell again this turn, 2 skulls = keep the spell, 1 black shield + 1 white shield = can discard any of your spells in place of the one cast, 1 skull + 1 black shield = cast as normal, 2 black shields = the spell fails but is kept.
Legend: 2 white shields = cast without using an action and keep the spell, 1 skull + 1 white shield = keep the spell and can cast again this turn, 2 skulls = keep the spell and can cast the same spell again this turn, 1 black shield + 1 white shield = keep the spell, 1 skull + 1 black shield = can discard any of your spells in place of the one cast, 2 black shields = cast as normal.

Waywatcher: A2^ D1 S12 B5 M5
Race: Elvin (Wood Elf). Class: Waywatcher. Equipment: Sword, Bow, Cloth Armour.
Special Rules: Can fire a bow twice without penalty before and/or after moving and three times when you don't move. Can't use two handed melee weapons. Can't use shields or helmets and can only wear Light Armour.
Veteran: Can fire a bow three times before and/or after moving at half rate.
Master: Can fire a bow four times if you don't move.
Legend: Can fire a bow three times before without penalty before and/or after moving and four times before and/or after moving at half rate.

Wardancer: A2~ D0~ S12 B7 M3
Race: Elvin (Wood Elf). Class: Wardancer. Equipment: Two Swords.
Special Rules: Can use a melee weapon in each hand as long as they're both always one handed and can use them to attack twice either before or after moving at half rate. When you're 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. Can move through enemies. Can't wear armour or any type of helmet or use ranged weapons but can throw and use any type of shield. Roll an extra dice when running and remove the lowest before following other rules.
Veteran: Can force a directly adjacent enemy to loose their attack if they haven't had it this round by giving up your attacks.
Master: Gains one extra attack with a one handed melee weapon if moving at half rate and two extra attacks if using two weapons if you don't move.
Legend: Can break up movement and attack between allowing you to move and attack freely.

Wizard
Fire Wizard: A2 D2 S8 B5 M5 L3M
Race: Human. Class: Fire Wizard. Equipment: Cudgel.
Special Rules: Fire, Fire Storm, Fireball, Lightning Bolt, Wall Of Fire and two random Talisman spells. Can give up your movement instead of your attack to cast. Magic Aura means you defend with two dice as standard. Can use the same equipment as the Wizard.
Veteran: Can merge three spells including at least one Fire spell to cast Inferno.
Master: Can summon a Fire Elemental giving up all other actions and using three spells including at least two Fire spells.
Legend: Can cast Inferno using two spells including at least one Fire spell + can summon a Fire Elemental giving up all other actions and using two spells including at least one Fire spell.

Ice Wizard: A2 D2 S8 B4 M6 L3M
Race: Human. Class: Ice Wizard. Equipment: Cudgel.
Special Rules: Water, Ice Storm, Chill, Mind Freeze, Wall Of Ice and two random Talisman spells (Fireball is treated as Blinding Sleet). Can give up your movement instead of your attack to cast. Magic Aura means you defend with two dice as standard. Can use the same equipment as the Wizard.
Veteran: Can merge three spells including at least one Water spell to cast Monsoon.
Master: Can summon a Water Elemental giving up all other actions and using three spells including at least two Water spells.
Legend: Can cast Monsoon using two spells including at least one Water spell + can summon a Water Elemental giving up all other actions and using two spells including at least one Water spell.

Forest Wizard: A2 D2 S8 B4 M6 L3M
Race: Human. Class: Forest Wizard. Equipment: Cudgel.
Special Rules: Earth, four random Elf spells that fail on a white and fail and are lost on a black shield and two random Talisman spells. Can give up half of your movement instead of your attack to cast. Can break up movement and cast between allowing you to move and cast freely. Magic Aura means you defend with two dice as standard. Can use the same equipment as the Wizard.
Veteran: Can merge three spells including at least one Earth spell to cast Quake.
Master: Can summon an Earth Elemental giving up all other actions and using three spells including at least two Earth spells.
Legend: Can cast Quake using two spells including at least one Earth spell + can summon an Earth Elemental giving up all other actions and using two spells including at least one Earth spell.

Shadow Wizard: A2 D2 S8 B5 M5 L3M
Race: Human. Class: Shadow Wizard. Equipment: Cudgel.
Special Rules: Air, four random Elf spells that fail on a white and fail and are lost on a black shield and two random Talisman spells. Can give up half of your movement instead of your attack to cast. Can break up movement and cast between allowing you to move and cast freely. Magic Aura means you defend with two dice as standard. Can use the same equipment as the Wizard.
Veteran: Can merge three spells including at least one Air spell to cast Typhoon.
Master: Can summon an Air Elemental giving up all other actions and using three spells including at least two Air spells.
Legend: Can cast Typhoon using two spells including at least one Air spell + can summon an Air Elemental giving up all other actions and using two spells including at least one Air spell.


Fighter
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 attempt 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.

Wood Elf
Forest Warrior: A2/1/ D2 S12 B7 M3
Race: Elvin (Wood Elf). Class: Forest Warrior (Forest Elf). Equipment: Sword, Dagger, Leather Armour.
Special Rules: Can dual wield like the Warrior but with at least one sword instead of axe. Can't use two handed melee weapons or wear Heavy Armour.
Veteran: Extra +2S when firing a bow twice and can fire before and/or after moving.
Master: Extra +3S when firing a bow twice and can break up movement and fire any type of bow between allowing you to move and fire freely.

Forest Knight: A2 D2 S12 B6 M4
Race: Elvin (Wood Elf). Class: Forest Knight (Forest Elf). Equipment: Sword, Leather Armour.
Special Rules: Blessings mean you're unaffected by Transfix, Chill Touch and hostile spells if you can roll a shield on one dice but if it's a black shield your resistance to all three is down until the beginning of your next turn. Can't use two handed melee weapons or wear Heavy Armour.
Veteran: Extra +2S when firing a bow twice and can fire before and/or after moving.
Master: Extra +3S when firing a bow twice and can break up movement and fire any type of bow between allowing you to move and fire freely.

Forest Ranger: A2 D2 S12 B5 M5 L1M
Race: Elvin (Wood Elf). Class: Forest Ranger (Forest Elf). Equipment: Sword, Leather Armour.
Special Rules: Earth or Water spells sharing with and chosen after the Forest Mage. +1S when firing a bow twice. Can't use two handed melee weapons. Can only wear Light Armour.
Veteran: Extra +2S when firing a bow twice and can fire before and/or after moving.
Master: Extra +3S when firing a bow twice and can break up movement and fire any type of bow between allowing you to move and fire freely.

Forest Mage: A1/ D2 S12 B4 M6 L3M
Race: Elvin (Wood Elf). Class: Forest Mage (Forest Elf). Equipment: Dagger.
Special Rules: Earth or Water spells sharing with and chosen before the Forest Ranger, three random Elf spells sharing with the Shadow Mage and three random Talisman spells. Magic Aura means you defend with two dice as standard. Can use the same equipment as the Wizard.
Veteran: Can break up movement and cast between allowing you to move and cast freely.
Master: Can use any type of bow.
Legend: Can summon a Forest Elemental giving up all other actions and using three spells including at least one Earth or Water spell.

Gnome
Ent: A2 D2 S12 B8 M2
Race: Ent. Class: Wood Warrior.
Special Rules: Bark skin means you're vulnerable to fire. Tough skin gives basic defence of D2.

Centaur: A2 D2 S14 B7 M3
Race: Centaur. Class: Brigand. Equipment: Axe.
Special Rules: Defends with one combat dice as standard plus an additional +1 defence dice that works with armour. Use the total of three dice for running or the highest two of three if wearing Heavy Armour.

Halfling: A2/ D2 S6 B6 M4
Race: Halfling. Class: River Hobbit. Equipment: Shortsword, Leather Armour.
Special Rules: When you're 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. Can move through enemies. Can move diagonally at a cost of 1.5 movement. Can disarm traps like the Gnome. Defends with one combat dice as standard. Can't wear Heavy Armour. Can't attack diagonally with a Staff or Spear. Uses Elvin eqipment as an Elvin and non Elvin eqipment as a Dwarven. Runs as a Dwarven.
Veteran: Can search for traps and secret doors in rooms where there's enemies present.
Master: Can search for treasure in rooms where there's enemies present.
Legend: Can search for treasure in corridors if there's no enemies present.

Windling: A2 D1 S16 B4 M6 L2M
Race: Windling. Class: Wing Warrior. Equipment: Sword.
Special Rules: Choice of six Elf spells. Can move through enemies. Magic Aura means you defend with one dice as standard. Treated as an ordinary Elf for eqipment accept you can't use any type of armour and you can use the same weapons as the Wizard accept you can use any type of bow or one handed sword. Use the total of three dice for running.
Veteran: All Elf spells.
Master: Can attempt 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 + Magic Aura means you defend with two dice as standard.
Legend: Can Transfix and Chill Touch + Magic Aura means you defend with three dice as standard.

Sorcerer
Adept: A2 D2 S8 B5 M5 L2M
Race Human. Class: Sorceress. Equipment: Sword.
Special Rules: Six random Chaos spells. Magic Aura means you defend with two dice as standard. Can use the same equipment as the Wizard accept you can use one handed swords.
Veteran: Draws one more random Chaos spell.
Master: L3M + two more random Chaos spells.
Legend: L4M + three more random Chaos spells.

Storm Wizard: A1/ D2 S6 B3 M7 L4M
Race: Human. Class: Storm Wizard. Equipment: Dagger.
Special Rules: Earth, Air, Fire and Water spells. Can cast Combined and Fully Merged spells. Magic Aura means you defend with two dice as standard. Can use the same equipment as the Wizard.
Veteran: From now on you have 24 power points to cast spells, when you cast roll a combat dice, on a skull it's lost, on a white shield you can discard any spell of the same power level and on a black shield it's kept.
Master: When you cast a spell roll a combat dice, on a skull you can discard any spell of the same or higher power level, on a white shield it's kept and on a black shield it's lost.
Legend: When you cast a spell roll a combat dice, on a skull it's kept, on a white shield you can discard any spell and on a black shield it's lost.

Arch Wizard: A1 D2 S6 B3 M7 L4M
Race: Human. Class: Arch Wizard. Equipment: Wand (Club).
Special Rules: Darkness, Protection, Detection, and three random Talisman spells. Roll two combat dice when you cast, 2 white shields = keep the spell, 1 skull + 1 white shield = can discard any of your spells in place of the one cast, 2 skulls = cast as normal, 1 black shield + 1 white shield = the spell fails but is kept, 1 skull + 1 black shield = the spell fails and is discarded, 2 black shields = the spell fails drastically and all your remaining spells are discarded. Can only keep a cast spell once per spell at any level. Magic Aura means you defend with one dice as standard. Can use the same equipment as the Wizard.
Veteran: 2 white shields = keep the spell and can cast the same spell again this turn, 1 skull + 1 white shield = keep the spell, 2 skulls = can discard any of your spells in place of the one cast, 1 black shield + 1 white shield = cast as normal, 1 skull + 1 black shield = the spell fails but is kept, 2 black shields = the spell fails and is discarded.
Master: 2 white shields = keep the spell and can cast again this turn, 1 skull + 1 white shield = keep the spell and can cast the same spell again this turn, 2 skulls = keep the spell, 1 black shield + 1 white shield = can discard any of your spells in place of the one cast, 1 skull + 1 black shield = cast as normal, 2 black shields = the spell fails but is kept.
Legend: 2 white shields = cast without using an action and keep the spell, 1 skull + 1 white shield = keep the spell and can cast again this turn, 2 skulls = keep the spell and can cast the same spell again this turn, 1 black shield + 1 white shield = keep the spell, 1 skull + 1 black shield = can discard any of your spells in place of the one cast, 2 black shields = cast as normal.

Arcane Wizard: A2 D2 S6 B3 M7 L4M
Race: Human. Class: Arcane Wizard. Equipment: Cudgel.
Special Rules: Twelve random Talisman spells. Can cast moving at half rate instead of giving up your attacking action. Magic Aura means you defend with two dice as standard. Can use the same equipment as the Wizard.
Veteran: Can cast without using an action (allowing you to run as well).
Master: Can give up movement to cast a second spell.
Legend: Can give up half movement to cast a second spell and all movement to cast a third spell.


Ranger
Rune Priest (Dwarf): A2= D3 S6 B6 M4 L0M
Race: Dwarven. Class: Rune Priest. Equipment: Hammer, Dagger.
Special Rules: +1A against Chaos and Undead, can heal 2BP and/or MP of his own or anyone he's directly adjacent to per Adventure instead of attacking, healing any amount at a time.
Veteran: Can 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).
Master: Can Turn Chaos instead of Undead once per Adventure.
Legend: Can Turn Undead and/or Chaos but not at the same time twice per Adventure.

Monk: A3/ D3 S8 B5 M5 L0M
Race: Human. Class: Monk. Equipment: Staff.
Special Rules: Gets +1A with all melee weapons in hand to hand combat. Can't use shields or helmets or any type of armour accept for Bracers. Magic Aura means you defend with three dice as standard. Roll a combat dice at the start of your turn if you've lost any BP or MP, on a white shield you heal 1MP and on a black shield you heal 1BP.
Veteran: One Fate point.
Master: Two more Fate points.
Legend: Can heal 5BP and/or MP of his own or anyone he's directly adjacent to per Adventure instead of attacking, healing any amount at a time. You can heal between Adventures but your then using up your quota for the next Adventure.

Voodoo Priest: A1/ D2 B4 M6 L5M
Race: Human. Class: Voodoo Priest. Equipment: Dagger.
Special Rules: All fifteen Chaos Sorcerer spells. Magic Aura means you defend with one dice as standard. Can use the same equipment as the Wizard.
Veteran: Choose one of the three spells to always be able to cast discarding another spell instead.
Master: Can use the any of the Chaos Sorcerer tokens to cast any of the three spells.
Legend: Three Fate points.

Arcane Mage: A2 D1 S8 B3 M7 L5M
Race: Elvin (Elf). Class: Arcane Mage. Equipment: Cudgel.
Special Rules: Fifteen random Talisman spells. Can cast moving at half rate instead of giving up your attacking action. Magic Aura means you defend with one dice as standard. Can use the same equipment as the Wizard.
Veteran: Can cast without using an action (allowing you to run as well).
Master: Can give up movement to cast a second spell.
Legend: Can give up half movement to cast a second spell and all movement to cast a third spell.

Warrior
Pit Fighter: A3/~ D2 S8 B9 M1
Race: Human. Class: Pit Fighter. Equipment: Flail, Spike Fist.
Special Rules: Tough skin gives basic defence of D2. Can reroll black shields once when attacking. Can combine Spike Fist attack with normal attack if moving at half rate.
Veteran: A second reroll on black shields when attacking.
Master: A second reroll on black and white shields when attacking.
Legend: Can reroll black and white shields when attacking.

Gladiator: A2/ D2 S8 B8 M2
Race: Human. Class: Gladiator. Equipment: Short Sword, Shield, Helm.
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 + you get a free melee attack out of turn against a directly adjacent enemy that moves away.
Veteran: Can reroll every dice once when attacking.
Master: Can reroll every dice once when defending.
Legend: Can reroll every dice twice when attacking and defending.

Runesmith: A2 D3 S6 B7 M3. You are a skilled Dwarven Runesmith capable of enchanting items who is held in greet esteem by your people.
Race: Dwarven (Dwarf). Class: Runesmith. Equipment: Runed Hammer (one rune of fire), Runed Dagger (one rune of fire), Runed Splint Mail (two runes of speed), Runed Amulet (one rune of protection).
Special Rules: Runed equipment (see below).
Veteran: Can engrave one rune on each item that has none.
Master: Can engrave master runes.
Legend: Can engrave three runes on each item.
Runes: You can engrave any non magical item between Quests protecting it from spells and making weapons usable against ethereal targets. You will place a rune on the equipment of allies for 10% of the items base value or 20% for a master rune. A runed item adds 5% to its base sale value for every rune for every rune and 10% for a master rune.
Rune of fire on non magical weapons giving +1A against monsters vulnerable to fire.
Master rune of fire on non magical weapons allowing black shields to automatically cause 1BP damage against targets vulnerable to fire.
Rune of speed on non magical armour giving it +1S to it's maximum speed.
Master rune of speed on non magical armour allowing the user to move diagonally at a rate of 1.5 movement.
Rune of protection on a generic item allowing you to igonore the affect of an enemy spell on the combat dice roll of a black shield, white shield for two runes and any shield for three runes.

Half Elf: A2^ D2 S8 B6 M4
Race: Half Elvin. Class: Bounty Hunter. Equipment: Bow, Sword, Padded Armour.
Special Rules: Can use items and abilities as a Human or an Elvin (classed as an ordinary Elf).

Knight
Templar Knight: Dual wielding.

Revenant Knight: Ranged Weapons.

Holy Knight: Basic healing.

Errant Knight: Armour +2S.

Archer
Gully Dwarf: A2~ D2 S6 B7 M3
Race: Dwarven. Class: Tunnel Warrior. Equipment: Two Axes.
Special Rules: Can disarm traps using the Tool Kit rules as standard and the Dwarf rules when using a Tool Kit. Can use any one handed axe and/or one handed hammer in each hand and use them to attack the same target twice in succesion if you move at half rate and can use them to attack two different targets if you don't move.
Veteran: Can add two one handed axes and/or hammers combat dice together in one melee attack if you don't move + can attack twice in succession against two different targets if you move at half rate + can use one Great Hammer one handed (always two handed to throw).
Master: Can attack the same target twice or two different targets with two one handed axes and/or hammers before and/or after moving at full rate + can use one Great Hammer or one Battle Axe one handed.
Legend: Can attack with two one handed axes and/or hammers against the same target and allowing them to only attempt to defend against the first attack if you don't move + can add two one handed axes and/or hammers combat dice together in one attack if you move at half rate + can use one Great Hammer, Battle Axe or Great Axe one handed.

Assassin: A1/^ D1~ S10 B6 M4
Race: Human. Class: Assassin. Equipment: Blow Pipe, Dagger.
Special Rules: Lands a death blow that kills the target outright if all attacking dice are skulls and they don't make their defence roll. Can backstab with a one handed blade (axes don't count) attacking with two extra combat dice from directly behind and with one extra combat dice from diagonally behind (assuming you're using a weapon that can attack diagonally). When you're 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. Fails a jump on a black shield instead of a skull. Can only wear Light Armour and can't use any type of shield or helmet. Can use a Blow Pipe to fire twice and move at half rate.
Veteran: +2A when throwing knives.
Master: Can throw three knives if you don't move and two knives if you move at half rate.
Legend: When you roll to dodge if any of the dice are black shields you make a counter attack out of sequence if you're able to reach which is defended against normally and if you roll a skull as well you use either your own weapons attack dice or the attackers weapon (whichever is higher).

Rouge: A2 D1 S10 B5 M5
Race: Human. Class: Thief. Equipment: Sword.
Special Rules: Can disarm traps using the Tool Kit rules as standard and the Dwarf rules when using a Tool Kit. When you're 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 can use any equipment you find, using the tools of evil means nothing to you and you can graverob from any dead Followers but you can't use evil magical stuff like Wight Blades and Chaos Cloaks. You can attempt to steal if you start your turn directly adjacent to another character by rolling a dice and if it's a skull you fail, if it's a white shield you succeed (1 dice *10 gold or an item they're not using if you're using rules for equipping), but if it's a black shield you get caught and attacked once by that character straight away with their best weapon (or the weapon they're using if you're using rules for equipping, A1 for a ranged weapon, arrow stab). You can Haggle with a shop owner by rolling a dice and if it's a white shield you get 10% off all purchases and 10% on all sales, but if it's a black shield you have to pay 10% extra on all purchases and you get 10% on all sales. You can attempt to sell patched up damaged or broken equipment by rolling a dice and if it's just damaged then on a skull it doesn't work, on a white shield it does and on a black shield you get attacked with 1 dice and thrown out, if it's broken then on a skull you get attacked with 1 dice and thrown out, on a white shield it does and on a black shield skull it just doesn't work, and you can't buy a direct replacement for an item you've just sold. Fails a jump on a black shield instead of a skull. Can't wear Heavy Armour or use two handed melee or ranged weapons apart from a Short Bow. Can pick up a weapon thrown by monster or another character if the character who threw it isn't in sight.
Veteran: Can attempt to read a spell from a scroll rolling a combat dice, on a skull it's successful, on a white shield it fails, on a black shield it fails and you loose the scroll.
Master: Can use evil magical stuff like Wight Blades and Chaos Cloaks.
Legend: Can backstab with a one handed blade (axes don't count) attacking with two extra combat dice from directly behind and with one extra combat dice from diagonally behind (assuming you're using a weapon that can attack diagonally).

Mage: A1 D2 S8 B3 M7 L4M
Race: Elvin (Elf). Class: Mage. Equipment: Wand (Club).
Special Rules: All eight Elf spells, Temporal Warp and three random Talisman spells. Magic Aura means you defend with two dice as standard.
Veteran: Can attempt to cast one spell and discard another by rolling a combat dice, skull = cast as normal, white shield = discard the chosen spell, black shield = discard both.
Master: Can attempt to cast one spell and discard another by rolling a combat dice, skull = discard the chosen spell, white shield = cast as normal, black shield = discard both.
Legend: Can see and cast the spells of enemy Magicians in the same room or corridor instead of your own forcing them to discard the spell.


Mountain Dwarf
Hunter: A2/ D2 S8 B7 M3
Race: Human. Class: Hunter. Equipment: Spear, Sword, Leather Armour.
Special Rules: Instead of getting 500GP when you become a Champion keep track of how many Goblins, Orcs, Fimirs and Trolls you've killed (any types of these count) and when you've killed 20 Goblins you become a Goblin Hunter and get 50GP and attack with +1A against them, when you've killed 15 Orcs you become an Orc Hunter and get 100GP and attack with +1A against them, when you've killed 10 Fimirs you become a Fimir Hunter and get 150GP and attack with +1A against them and when you've killed 5 Trolls you become a Troll Hunter and get 200GP and attack with +1A against them and you don't have to progress in order and you're classed as the highest one you've reached.
Veteran: Can tell if monsters are in a room or corridor if the door to the room or the corridor is in sight.
Master: Can tell how many monsters there are in a room or corridor if the door to the room or the corridor is in sight.
Legend: Can tell how many monsters and what basic type they are (eg orc but not what kind, Choas Warriors and evil magicians are miscellaneous) in a room or corridor if the door to the room or corridor is in sight.

Demon Hunter: +1A attacking Chaos.
Legend: Another +2A and +2D against Chaos.

Vampire Hunter: +1A attacking Undead.
Special Rules: Instead of getting 500GP when you become a Champion keep track of how many Skeletons and Wights, Zombies and Ghosts, Mummies and Wraiths and Necromancers, Vampires and Liches you've killed and when you've killed 20 Skeletons and/or Wights you become a Wight Hunter and get 50GP and attack with +1A against Skeletons and Wights, when you've killed 15 Zombies and/or Ghosts you become an Zombie Hunter and get 100GP and attack with +1A against Zombies and Ghosts, when you've killed 10 Mummies and Wraiths you become a Wraith Hunter and get 150GP and attack with +1A against Mummies and Wraiths and when you've killed 5 Necromancers, Vampires and/or Liches you become a Liche Hunter and get 200GP and attack with +1A against Necromancers, Vampires and Liches and you don't have to progress in order and you're classed as the highest one you've reached.
Legend: Another +2A and +2D against Undead.

Witch Hunter: +1A attacking Chaos and Undead.
Legend: Another +1A and +1D against Chaos and Undead.

Swashbuckler
Saracen: S8 B7 M3
Race: Human. Class: Saracen.

Samurai: A2 D3 S6(8) B6 M4
Race: Human. Class: Samurai. Equipment: Sword, Banded Mail, Helm.
Legend: Defends automatically if any black shields are rolled when defending.

Kensei: A3 D2 S10 B5 M5
Race: Human. Class: Kensei. Equipment: Sword, Studded Armour.
Special Rules: +1A when with swords. Can only wear Light Armour.
Veteran: Dodge...

Ninja: S12 B4 M6
Race: Human. Class: Ninja.
Special Rules: Can't use any type of armour. Dual Wield... Dodge... Backstab...
Veteran: Can move diagonally at a cost of 1.5 movement.
Master/Legend: Lands a death blow that kills the target outright if all attacking dice are skulls and they don't make their defence roll.

High Elf
Shadow Warrior: A2/1/ D2 S10 B6 M4 L1M
Race: Elvin (High Elf). Class: Shadow Warrior (Shadow Elf). Equipment: Sword, Dagger, Studded Armour.
Special Rules: Can dual wield like the Warrior but with at least one sword instead of axe. Darkness, Protection or Detection spells chosen after the Shadow Ranger and Shadow Knight. Can't use two handed melee weapons or wear Heavy Armour.
Veteran: Can give up one 1BP and 1MP to keep a cast spell.
Master: Extra +4S when firing a bow twice and can fire before and/or after moving.

Shadow Knight: A2 D2 S10 B5 M5 L1M
Race: Elvin (High Elf). Class: Shadow Knight (Shadow Elf). Equipment: Sword, Studded Armour.
Special Rules: Blessings mean you're unaffected by Transfix, Chill Touch and hostile spells if you can roll a shield on one dice but if it's a black shield your resistance to all three is down until the beginning of your next turn. Darkness, Protection or Detection spells chosen after the Shadow Ranger. Can't use two handed melee weapons or wear Heavy Armour.
Veteran: Can give up one 1BP and 1MP to keep a cast spell.
Master: Extra +4S when firing a bow twice and can fire before and/or after moving.

Shadow Ranger: A2 D2 S10 B4 M6 L2M
Race: Elvin (High Elf). Class: Shadow Ranger (Shadow Elf). Equipment: Sword, Studded Armour.
Special Rules: Fire or Air spells sharing with and chosen after the Shadow Mage and chooses between Darkness, Protection and Detection sharing with and chosen before the Shadow Knight and Shadow Warrior. +1S when firing a bow twice. Can't use two handed melee weapons. Can only wear Light Armour.
Veteran: Can give up one 1BP and 1MP to keep a cast spell.
Master: Extra +4S when firing a bow twice and can fire before and/or after moving.

Shadow Mage: A1/ D2 S10 B3 M7 L4M
Race: Elvin (High Elf). Class: Shadow Mage (Shadow Elf). Equipment: Dagger.
Special Rules: Fire or Air spells sharing with and chosen before the Shadow Ranger, five random Elf spells sharing with the Forest Mage and four random Talisman spells. Magic Aura means you defend with two dice as standard. Can use the same equipment as the Wizard.
Veteran: Acquisition and three random Talisman spells instead of four.
Master: Can use one handed swords.
Legend: Can summon a Shadow Elemental giving up all other actions and using two spells including at least one Fire or Air spell.

Paladin
Accolyte: A1/1 D2 S8 B5 M5 L0M
Race: Human. Class: Accolyte. Equipment: Two daggers.
Special Rules: Can dual wield with one handed blades and use them to attack twice if you move at half rate. Can 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). Can use the same equipment as the Wizard accept you can use one handed swords. Magic Aura means always defends with at least two dice.

Cleric: A1 D2 S8 B5 M5 L1M
Race: Human. Class: Cleric. Equipment: Club, Padded Armour.
Special Rules: Three random Talisman spells. Can heal 5BP and/or MP of his own or anyone he's directly adjacent to per Adventure instead of attacking, healing any amount at a time. You can heal between Adventures but your then using up your quota for the next Adventure. Can use the same equipment as the Paladin accept you can't use shields or helmets or Heavy Armour.
Veteran: Can 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).
Master: Can heal three extra BP or MP per Adventure.
Legend: Roll a combat dice at the start of your turn if you've lost any BP or MP, on a white shield you heal 1MP and on a black shield you heal 1BP.

Cultist: A1/ D1 S8 B5 M5 L2M
Race: Human. Class: Cultist. Equipment: Dagger.
Special Rules: Six random Talisman spells. Can't use ranged weapons. Can use one handed melee weapons. Can only wear Light Armour. Can trade any number of spells once straight after they've been dealt for random replacements. Magic Aura means you defend with one dice as standard.
Veteran: Can give up all other actions to trade one spell for a random replacement.
Master: Can trade one spell for a random replacement once per turn without loosing an action.
Legend: Can give up all other actions to trade any number of spells for random replacements.

High Priest: A2 D2 S8 B5 M5 L3M
Race: Human. Class: High Priest. Equipment: Sword.
Special Rules: Nine random Talisman spells. Can 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). Can only wear armour that the Wizard can wear. Can use weapons that the Paladin accept can't use two handed melee weapons. Magic Aura means you defend with two dice as standard.
Veteran: Can Turn Chaos instead of Undead once per Adventure.
Master: Can Turn Undead once per Adventure and Turn Chaos once per Adventure.
Legend: Can Turn Undead and/or Chaos but not at the same time three times per Adventure.
Last edited by Gold Bearer on March 12th, 2014, 2:37 pm, edited 10 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!
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Re: HQ+ Heroes

Postby Gold Bearer » February 11th, 2014, 3:32 pm

Could someone please post the AHQ spell components so I can use them as a base. The spells they go with would also be very handy so I can match them up with similar ones. Cheers.
: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 gootchute » February 11th, 2014, 8:23 pm

Bright Magic

Dragon Armour: Red Dragon Dust
Flames of Death: Fire Dust
Open Window: Silver Key
Flames of the Phoenix: Phoenix Feather
The Bright Key: Silver Key
Power of the Phoenix: Phoenix Feather & Dragon Tooth
Flaming Hand of Destruction: Red Dragon Dust
Still Air: Phoenix Feather
Flight: Red Dragon Dust
Inferno of Doom: Fire Dust & Dragon Tooth
Swift Wind: Fire Dust
Courage: Silver Key

Light Magic

Power of Life: Silver Hand
Cloak of Protection: Cloth of Gold
Strength of Life: Powdered bones of a large monster
Blinding Light: Glass Prism & Grave Dust
Escape: Lizard's Tail
Regeneration: Troll Bone Marrow
Restore Life: Fossil Leaf
Remove Venom: Snake Tooth
Dagger of Banishment: Miniature silver dagger
Light of Learning: A lit lamp
Sleep of Ages: A piece of duck down
Banish Fear: The heart of a lion

(light magic ingredients seem much easier to get your hands on than bright magic)
•==(Broadsword>


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Re: HQ+ Heroes

Postby Gold Bearer » February 12th, 2014, 3:17 am

Nice one. This will be a nice nod to AHQ, it's for the AHQ wizard (Sorcerer) as well and it will be easier with a place to start from. Cheers. Light spells? Must be from an expansion.
: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 » February 17th, 2014, 6:15 pm

Followers

Battle Magicians can use the same equipment as the Wizard accept they can also use one handed melee weapons. They have 5BP if being used as Heroes and 3BP if being used as Mercianaries. Leave the set spells in the deck so they can have two of their signature spell.

Battle Wizard Heroes/Mercenaries (From Talisman 3rd edition.)
Fire Mage (Fire Wizard/Bright Wizard model): A3 D2 S6 B5/3 M5 L2M
Race: Human. Class: Fire Mage. Equipment: Broad Sword.
Special Rules: Fire spells, Fireball, two random Talisman spells. Magic Aura means you defend with two dice as standard.
Veteran: Roll a combat dice when you cast Fireball, on a skull it's cast as normal, on a white shield you can discard any spell instead, on a black shield you don't have to discard a spell.
Master: Roll a combat dice when you cast Fireball, on a skull you don't have to discard a spell, on a white shield you can discard any spell instead, on a black shield it's cast as normal.
Legend: Can summon a Fire Elemental once per Adventure giving up all other actions and using two spells including at least one Fire spell.

Sage (Wizard/Grey Wizard model): A3 D2 S6 B5/3 M5 L2M
Race: Human. Class: Sage. Equipment: Broad Sword.
Special Rules: Air spells, Lightning Bolt, two random Talisman spells. Magic Aura means you defend with two dice as standard.
Veteran: Scroll writing...
Master: Better Scroll writing...
Legend: Can summon an Air Elemental once per Adventure giving up all other actions and using two spells including at least one Air spell.

Priest (Priest/Light Wizard model): A2 D2 S6 B5/3 M5 L2M
Race: Human. Class: Priest. Equipment: Sword.
Special Rules: Water spells, Water Walking, two random Talisman spells. Magic Aura means you defend with two dice as standard.
Veteran: Transfix and Chill Touch immunity.
Master: Immunity to hostile spells.
Legend: Can summon a Water Elemental once per Adventure giving up all other actions and using two spells including at least one Water spell.

Druid (Druid/Jade Wizard model): A2 D2 S6 B5 M5/3 L2M
Race: Human. Class: Druid. Equipment: Sword.
Special Rules: Earth spells, Healing, two random Talisman spells. Magic Aura means you defend with two dice as standard.
Veteran: Using Herbs...
Master: Mixing Herbs...
Legend: Can summon an Earth Elemental once per Adventure giving up all other actions and using two spells including at least one Earth spell.

Warlock (Shaman/Amber Wizard or HQ Chaos Sorcerer model): A2/- D3 S6 B5/3 M5 L2M
Race: Human. Class: Warlock. Equipment: Spear, Dagger, Cloak Of Protection.
Special Rules: Darkness spells, Curse, two random Talisman spells. Magic Aura means you defend with two dice as standard.
Veteran: Potion making...
Master: Better Potion making...
Legend: Can cast Inferno once per Adventure discarding any spell.

Seer (Astronomer/Celestial Wizard model): A1/ D4 S6 B5/3 M5 L2M
Race: Human. Class: Seer. Equipment: Dagger, Bracers, Cloak Of Protection.
Special Rules: Detection spells, Divination, two random Talisman spells. Magic Aura means you defend with two dice as standard.
Veteran: Can attempt keep a cast a spell by using one BP, roll a combat dice and on a skull it's kept, on a white shield it's discarded but you keep the BP and on a black shield it's discarded and you loose the BP.
Master: Can attempt keep a cast a spell by using one MP, roll a combat dice and on a skull it's kept, on a white shield it's discarded but you keep the MP and on a black shield it's discarded and you loose the MP.
Legend: Can cast Typhoon once per Adventure discarding any spell.

Alchemist (Alchemist/Gold Wizard model): A1/ D4 S6 B5/3 M5 L2M
Race: Human. Class: Alchemist. Equipment: Dagger, Bracers, Cloak Of Protection.
Special Rules: Protection spells, Alchemy, two random Talisman spells. Magic Aura means you defend with two dice as standard.
Veteran: Alchemy gives 150GP.
Master: Alchemy gives 250GP.
Legend: Can cast Quake once per Adventure discarding any spell.

Ice Mage: A2/- D3 S6 B5/3 M5 L2M
Race: Human. Class: Ice Mage. Equipment: Spear, Dagger, Cloak Of Protection.
Special Rules: Finger Of Death, Ice Wall, Skate, Blinding Sleet, two random Talisman spells (Fireball is treated as Blinding Sleet). Magic Aura means you defend with two dice as standard.
Veteran: Can attept to 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.
Master: Can Chill Touch.
Legend: Can cast Monsoon once per Adventure discarding any spell.

Battle Sorcerer Heroes/Mercenaries
Magus (High Mage model): A2_ D3 S8 B5/3 M5 L2M
Race: Human. Class: Magus. Equipment: Quarterstaff, Bracers.
Special Rules: High Mage spells. Magic Aura means you defend with two dice as standard.
Veteran: Take an extra spell by rolling a combat dice and choosing which Chaos Sorcerer spell to asign to skulls and white and black shields before you roll.
Master: L3M + other two Chaos Sorcerer spells + can use Components to cast Protection, Detection and Darkness spells.
Legend: Can use Components to cast the rest of the spells + can substitute one of the listed spell Components for another to cast Protection, Detection and Darkness spells but can't use more than one of the same Component.

Magi (Storm Master model): A2_ D3 S8 B5/3 M5 L2M
Race: Human. Class: Magi. Equipment: Quarterstaff, Bracers.
Special Rules: Storm Master spells. Magic Aura means you defend with two dice as standard.
Veteran: Take an extra spell by rolling a combat dice and choosing which Detection spell to asign to skulls and white and black shields before you roll.
Master: L3M + other two Detection spells + can substitute one of the listed spell Components for another to cast Detection spells but can't use more than one of the same Component.
Legend: Can use Components to cast the rest of the spells + can substitute one of the listed spell Components for another to cast Darkness and Protection spells but can't use more than one of the same Component.

Witch (Sorceress model from Talisman): A3/ D2 S8 B5/3 M5 L2M
Race: Human. Class: Witch. Equipment: Long Sword.
Special Rules: Necromancer spells. Magic Aura means you defend with two dice as standard.
Veteran: Take an extra spell by rolling a combat dice and choosing which Darkness spell to asign to skulls and white and black shields before you roll.
Master: L3M + other two Darkness spells + can substitute one of the listed spell Components for another to cast Darkness spells but can't use more than one of the same Component.
Legend: Can use Components to cast the rest of the spells + can substitute one of the listed spell Components for another to cast Detection and Protection spells but can't use more than one of the same Component.

Shaman (Shaman/Amber Wizard or HQ Chaos Sorcerer model): A2/- D3 S8 B5/3 M5 L2M
Race: Human. Class: Shaman. Equipment: Spear, Axe, Bracers.
Special Rules: Orc Shaman spells. Magic Aura means you defend with two dice as standard.
Veteran: Take an extra spell by rolling a combat dice and choosing which Protection spell to asign to skulls and white and black shields before you roll.
Master: L3M + other two Protection spells + can substitute one of the listed spell Components for another to cast Protection spells but can't use more than one of the same Component.
Legend: Can use Components to cast the rest of the spells + can substitute one of the listed spell Components for another to cast Detection and Darkness spells but can't use more than one of the same Component.

Elvin Battle Mage Heroes/Mercenaries
Enchanter: A2 D1 S10 B5/3 M5 L3M
Race: Elvin (Elf). Class: Enchanter. Equipment: Sword.
Special Rules: High Mage, Mesmerism and two random Elf spells. Magic Aura means you defend with one dice as standard.
Veteran: Can attept to Transfix 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.
Master: Can Transfix.
Legend: L4M + Fire spells.

Evoker: A2 D1 S10 B5/3 M5 L3M
Race: Elvin (Elf). Class: Evoker. Equipment: Sword.
Special Rules: Storm Master, Immobility and two random Elf spells. Magic Aura means you defend with one dice as standard.
Veteran: Can give up movement instead of attack to cast.
Master: Can give up half movement instead of attack to cast and can give up all movement to cast twice.
Legend: L4M + Air spells.

Summoner: A2 D1 S10 B5/3 M5 L3M
Race: Elvin (Elf). Class: Summoner. Equipment: Sword.
Special Rules: Necromancer, Displacement and two random Elf spells. Magic Aura means you defend with one dice as standard.
Veteran: Can summon an Earth, Air, Fire or Water Elemental once per Adventure giving up all other actions and using any four spells.
Master: Can summon an Earth, Air, Fire or Water Elemental twice per Adventure without giving up an action using any four spells + can summon a Forest or Shadow Elemental giving up all other actions and using any five spells.
Legend: L4M + Water spells.

Conjurer: A2 D1 S10 B5/3 M5 L3M
Race: Elvin (Elf). Class: Conjurer. Equipment: Sword.
Special Rules: Orc Shaman, Barrier and two random Elf spells. Magic Aura means you defend with one dice as standard.
Veteran: Conjure Pixy...
Master: Conjure Fairy...
Legend: L4M + Earth spells.

Mercianaries
Ogre: S6 B8 M2
Race: Ogre. Class: Mercianary.
Special Rules: +2A.

Blacksmith: S8 B7 M3
Race: Human. Class: Blacksmith.

Healer: S8 M5 M5
Race: Human. Class: Healer.

Witch Doctor: S8 B4 M6
Race: Human. Class: Witch Doctor.


Tracker: S8 B6 M4
Race: Human. Class: Tracker.
Special Rules: Can tell how many monsters and what type they are in a room or corridor if the door to the room or the corridor is in sight.

Bard: S8 B6 M4
Race: Human. Class: Bard.

Squire: S8 B6 M4
Race: Human. Class: Squire.

Apprentice: S8 B6 M4 L0M
Race: Human. Class: Apprentice.
Special Rules: Roll a combat dice when your leader casts a spell, on a skull it's discarded, you can cast it this turn and on a black shield it's past to you.


Illusionist:

Elementalist:

Reanimater:

Mystic:


Nymph: S14 B4 M6 L2M
Race: Nymph.
Special Rules: Chaos Sorcerer spells. Either Protection, Detection or Darkness spells choosing second after the Wisp. Use the total of three dice for running.
Veteran: One random Earth or Water spell.

Wisp: S14 B3 M7 L2M
Race: Wisp.
Special Rules: Two of Protection, Detection and Darkness spells choosing one before the Nymph. Use the total of three dice for running.
Veteran: One random Fire or Air spell.

Faun: S14 B6 M4
Race: Faun.
Special Rules: Use the total of three dice for running.

Sprite: S8 B4 M6
Race: Sprite.
Last edited by Gold Bearer on March 9th, 2014, 10:47 am, edited 5 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!
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Re: HQ+ Heroes

Postby gootchute » February 20th, 2014, 2:37 pm

There are also components for Jade and Amethyst spells, released in either the expansion or White Dwarf.
•==(Broadsword>


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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 24th, 2014, 8:16 pm

gootchute wrote:There are also components for Jade and Amethyst spells, released in either the expansion or White Dwarf.
I might have to have an online hunt for those then unless someone's nice enough to post them. The jade ones should be quite appropriate for water spells. I could just make up my own but I'd prefer to use the AHQ ones. It doesn't matter too much if they stay as they are though. It works quite nicely.
: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 gootchute » February 24th, 2014, 11:14 pm

[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
•==(Broadsword>


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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 Sjeng » February 25th, 2014, 5:06 am

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

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