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Hero types and races

PostPosted: March 1st, 2014, 5:16 pm
by torilen
I've attempted a few times myself to create heroes for HQ that allow for more variations
when it comes to races. You know...a dwarf fighter, dwarf priest, etc.

Has anyone else tried this with good success? If so...can you post your racial heroes here?

I ask because I've been thinking about working on a small set of quests, right now, mainly for
dwarves. I'm thinking a party of maybe 6 dwarves going off on a few quests - maybe two sets
of brothers and a couple of cousins that go along. A few fighter types, maybe one thief type,
and a priest/cleric or two. Maybe even a "black sheep" who uses arcane magic.

Re: Hero types and races

PostPosted: March 2nd, 2014, 3:18 am
by knightkrawler
I offer myy players 16 classes in 4 hero groups. Each group has to be represented once.
All these classes are professions/disciplines and what have you.
So, a player chooses his class and then from my fundus picks out a suitable miniature he likes, thus deciding automatically on his race. Mostly this will not change the class stats.
HeroQuest is simple and the stats are broken down into numbers and props and resolutions in such a fashion that finetuned differences are not to be represented by the stats.

That being said, I have hero miniatures for humans, elves, dwarfs, halflings, and even some "evil" races, like halforc, goblin, skaven, beastmen (thx to Thantos).
I really don't mind if a miniature won't make for outrageous stats. If I can justify base stats of 0 or 1 Attack dice and 1 or 2 Defend dice and the mini is roughly halfling to human size the race might be in - so, no Ogres and no Centaurs for now in my game, though Windlings might be.

Of course, I don't have a miniature for every possible race/class combo, but there's for example a Dwarf Wizard (yeaah, I know), a Dark Elf Swordsman, a Halfling Thief...
you get the idea.

Re: Hero types and races

PostPosted: March 2nd, 2014, 4:39 am
by Gold Bearer
The first four are fully done, the Gully Dwarf just doesn't have advancement skills yet and the rest are complete wips. I gave the Gnome magic. That way it's the best of both worlds, a Dwarven magician but not an actual Dwarf.

Heroes now have set a movement but the values are still compatible if you want to use random movement: Move 1 = roll 3 dice and use the lowest, 2 = roll 2 dice and use the lowest, move 6 = roll 1 dice, move 8 = roll 2 dice, move 10 = roll 3 dice and ignore the lowest and move 12 = roll three dice.

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


Dwarf: A2 D2 S8 B7 M3. You are a brave Dwaren. 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: Immunity - Immune to Transfix, Chill Touch and hostile magic.
Legend: Toughness - Defends with black shields as well as white.

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: Immunity to any hostile spell effects. 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. Can't attack diagonally with a Staff or Spear. 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.

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 + hostile magic immunity.

Runesmith: A2 D3 S6 B6 M4. You are a skilled Dwarven Runesmith capable of enchanting items who is held in greet esteem by your people.
Race: Dwarven. Class: Runesmith. Equipment: Rune Hammer, Rune Dagger, Runed Banded Mail. Special Rules: You can engrave any non magical item between Quests enchanting it and making it usable against ethereal enemies and protecting it from spells. You will place a rune on the equipment of allies for 10% of the items value. A runed item adds 5% to its basic sale value for every rune.
Veteran: Can engrave a rune of fire on non magical weapons giving +2A against monsters vulnerable to fire.
Master: Can engrave a rune of speed on non magical armour giving it +2S to it's maximum speed.
Legend: Can engrave a rune of protection on non magical armour giving either immunity to Transfix or Chill Touch or protection against hostile magic by rolling a combat dice when affected by an enemy spell, on a skull it's cast as normal, on a white shield it doesn't affect the bearer of the rune and on a black shield it's dispelled.

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 attack twice with them if you move at half rate.

Rune Priest (Dwarf): S6 B5 M5 Basic Healing, bonuses when fighting Chaos and Undead...

Iron Breaker (Dwarf): A2 D3 S6 B7 M3 Axe, Banded Mail...

Hammerer (Dwarf): A3 D2 S6 B7 M3 Great Hammer...

Long Beard (Dwarf): A3/ D3 S6 B6 M4 Flail, Banded Mail...

Minor (Dwarf): A3 D3 S4 B7 M3 Double Axe, Splint Mail...


knightkrawler wrote:- so, no Ogres and no Centaurs for now in my game, though Windlings might be.
What the fing h is a windling? Okay I just googled it. It's a full sized fairy, basically an elf with wings.

Re: Hero types and races

PostPosted: March 2nd, 2014, 4:55 am
by knightkrawler
Yeah, I refer to the Windlings of Earthdawn. Reaper manufactures good minis for them.

Re: Hero types and races

PostPosted: March 2nd, 2014, 5:54 am
by JasonMCM
The real simple 3 step character creation that I used once. There were no glaring issues, but who knows what would happen if it got massively used?

Step 1: Pick one of 4 Classes
Class Body Points Mind Points Gear Skills
Warrior 8 2 Broadsword None
Spell Sword 7 3 Shortsword 1 Spell School of 3 Spells
Adventurer 6 4 Shortsword Disarm traps if no :blackshield: on one die roll
Wizard 4 6 Dagger 3 Spell Schools with 3 Spells each,
Wizard equipment


Step 2: Choose a race
Race Body Points Mind Points
Dwarf +1 -1
Elf -1 +1
Human +0 +0


Step 3: Do the math
Add up the BP and MP with their racial bonuses and write it down on your character sheet and 'bam!' you are done!

Re: Hero types and races

PostPosted: March 2nd, 2014, 6:39 am
by knightkrawler
Smart. Really good and simple.
The only but: If a player mans up so much that he plays a Dwarf Warrior, I'm gonna give a monster the Command spell first chance I get and have the DW kill the other heroes off all by himself. 1 MP has to be punished.

Re: Hero types and races

PostPosted: March 2nd, 2014, 7:12 am
by JasonMCM
Yeah, that is a small problem. Guess there is a use for the Talisman of Lore now. :D

Re: Hero types and races

PostPosted: March 2nd, 2014, 7:31 am
by The Road Warrior
JasonMCM wrote:Yeah, that is a small problem. Guess there is a use for the Talisman of Lore now. :D


Not really a problem. It is a choice. If a player chooses the Dwarven Warrior they should be aware of the risks that come with it ;)

Re: Hero types and races

PostPosted: March 2nd, 2014, 7:43 am
by JasonMCM
And command should end when the caster dies, but that has nothing to do with this conversation. :D :D :D

Re: Hero types and races

PostPosted: March 2nd, 2014, 8:19 am
by knightkrawler
The Road Warrior wrote:Not really a problem. It is a choice. If a player chooses the Dwarven Warrior they should be aware of the risks that come with it ;)


That's what I'm talking about. My Morcaring will be partially about teaching lessons to players prone to bad decisions. No reason not to offer them choices.