• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Wild and Crazy Guys - A few New Heroes

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

Wild and Crazy Guys - A few New Heroes

Postby WiseOne » May 31st, 2015, 1:49 pm

So I have come up with some weird alternative characters that I wanted to share.

Psionic
A disciple on mental powers who uses his Mind Points to harm enemies and Help Allies
6 Body Points, 4 Mind Points
Gains 3 Mental Powers
Psychic Blast - Roll attack die equal to your current Mind points at an enemy within line of sight
Psychic Storm: Roll attack die equal to half your current Mind points at all enemies within your line of sight
Mind over Body: Heal a Hero within Line of Sight (Or yourself) equal to your current Mind Points
Advanced Abilities
Ego Whip: May use Psychic Blast a Second Time
Intellect Fortress: Immunity to Mind Affecting Spells
Tower of Iron Will: +1 MP
Collective Mind: Other heroes may donate 1 Mind Point to you until the end of the quest
You could also add spells such as Psychic Invisibility, Psychometabolic Acceleration, and Mind Control

Gargoyle:
You were a mercenary scout who was kidnapped and transformed by Chaos into a Gargoyle. (Inspired by a Magic Realm custom card by Roberto Ulfig)
Body Points 7 Mind Points 3. May not use any armor, boots, or helmet. However gain +1 DD every 6 quests completed up to a maximum of +3 DD. You may disarm traps as a dwarf.
Advanced Abilities:
Metamorphosis: Once per quest may turn to stone. You may not move or attack but are immune to all damage. This lasts until you end the effect.
Night Vision: You have acute senses. You may search for traps within your line of sight (So you can search for traps in front of a door).
Armored Skin: You gain an additional +1 DD
Stone Legs and Wings: When you pass over an undiscovered pit trap or falling block trap you do not trigger it like a monster and it is automatically revealed. You may jump over pit traps like a monster automatically.

Gambler
At the beginning of each quest roll all dice and record the results. You may substitute any one die for each of these either on an attack or defense.
BP 6 MP 4
Advanced Abilities
Lucky Break: Once per quest. You may reroll one attack or defense but must keep the second result
All In: Once per quest the other three heroes may use Lucky Break
Stack the Deck: You may use your starting dice any roll by any creature at any time
Ace in the Hole: Once per quest if you drop below 0BP you are instead dropped to 1BP and the skulls you took are returned on the attacker who may now defend

Mountebank
BP 6 MP 4
May disarm as a dwarf with a toolkit, may disarm as if you had a toolkit without one. May cast any two spells. However you must roll equal to the the target's Mind Points on two red dice (do not add them together, use the higher one) (this includes healing allies) or else they realize its fake. May only use armor usable by the wizard
Advanced Abilities
Fake it till you Make It: Can cast an additional "Fake Spell"
Unwitting Ally: Once per quest an adjacent monster takes an attack meant for you
Perfect Getaway: Once per quest may cast Invisibility as the Protection spell and may move through enemies squares at half your movement
Show of Power: Once per quest you can create an illusion that kills all monsters in the room...unless they can roll a 5 or 6 on a red die for each of their mind points

Blood Mage
BP 4 MP 6
May recast a spell by spending a Body Point.
Blood Potency: +1 Body Point
Vigor: A spell cast using a Body Point does an additional damage
Celerity: Once per quest may spend a Body Point and take a second turn.
Sacrifice: May use the Body Points of other adjacent heroes to recast spells

Necromancer
BP 4 MP 6
As Wizard except casts 3 Spells of Darkness, 3 Necromancer Spells (Death Bolt, Fear, Skulls of Doom), and 2 Uses of Raise the Dead (Necromancer Spell) and one use of Sap the Life - Works like Fire of Wrath but heals the caster 1 BP
Dark Ritual: Sap the Life upgrades to Ball of Flame and Heals 2 BP
Skeletal Army: Replace Raise the Dead with Call Skeleton
Bone Armor: +1 DD
Undead Horde: Replace Call Skeleton with Summon Mummy

******************************
"Xeenophobia"
I got inspired to create a bunch of characters from the Might and Magic games (Xeen). So here we go

Barbarian
As standard barbarian.
Northerner: May not wear Plate Mail or use Borin's Armor. Instead gets access to Scale Mail. This costs 100 less gold as Chain Mail but functions the same.
Feasting: Begin each quest with Roast Meat, usable by the Barbarian or any other Hero adjacent to him
Brute Strength: As per Agin's skill. Before each attack may push an enemy back 1 square to an unoccupied square, directly or diagonal and then steps into that square before attacking that creature
Advanced Offense: Once per quest may cast Sharpen Blades as per the Shaman spell but it affects all Heroes instead of Orcs
Ultimate Endurance: Can be healed above the Barbarian's maximum by spells or potions

Knight
As Barbarian
Might Makes Right: Once per quest may cast Courage on himself only without using an action
War Determines Who is Left: Once per quest may cast Courage on himself only without using an action. It gives +1 DD instead of +1 AD. This is separate from his/her previous ability.
Valiant Protector: Once per quest may take a blow intended for an adjacent ally
In Shining Armor: You may store excess White Shields from a defense roll and use them later. Maximum 3 at any one time.

Archer
As Elf. May not wear Plate Armor or use a Shield. Gains Arcane Versatility. May choose from two elements or spells of Detection, but still only 3 total slots. If using Phoenix's advancement, may take spells from 3 schools (Elemental/Detection) when have access to 4-6 slots.
Steady Shot: May attack adjacent enemies with ranged weapons
Detect Monster: Once per quest may ignore a Wandering Monster card drawn by your an an ally in the same room.
Prestidigitator: May may make an attack and cast a spell in the same turn. (Similar to having the Spell Ring, but instead of two spells, one attack and one spell).
Elemental Storm: Once per quest may cast either Firestorm or Ice Storm as the Chaos spell/Spell Scroll.

Paladin
As Elf but 7BP 3MP. Casts one use of Heal Body, one use of Courage, and one use of Rockskin (Cure Wounds, Righteous Inspiration, Divine Armor).
First Aid: Once per quest may Heal an adjacent ally 2 BP. You may not move this turn but may attack or cast a spell (this counts as your Move).
Holy Word: Once per quest may instantly destroy a Zombie, Skeleton, or Mummy in your line of sight.
Fiery Flail: Once per quest may cast Ball of Flame on all adjacent enemies.
Divine Intervention: If you drop to 0 BP or viewer you may instantly return to 1 BP. You are immune to all damage until the start of your next turn. Usable once per quest.

Robber
BP 6 MP 4. May use any items usable by Elf except the Helmet, Platemail, Borin's Armor and two handed melee weapons. May disarm without a toolkit as if you had a toolkit and as a dwarf with a toolkit. May Backstab: Backstab: If start your turn not in line of a sight of a particular monster, move and attack, you gain +1AD against that monster
Advanced Abilities
Brigand Training: You may take one of the two cards each quest. You may purchase the other for 250 gold. If using Phoenix's rules this replaces Battle Tactics.
- Move Silently - Once per quest may pass through enemy squares as per Veil of Mist. This does not cost an action.
- Reflexes of the Cat - Once per quest may avoid an attack. The opponent loses his next turn (Dodge and Trip combat card)
Hidden Gem: Once per quest may double the amount of gold found
Luck: Once per quest may reroll an attack or defense
Cover and Hide: If you end your turn out of the line of sight of a monster, you gain a +1DD against that monster
Additional Legendary: Opportunist: Whenever you pass through an enemy's square (such as due to Veil of Mist) you may make an attack on them. Usable once per quest. If you move through several enemies you may attack all of them. You may only Backstab one monster when using this ability.

Cleric
As Elf but cannot wear Platemail or use the Battle Axe. Gain one free use of Heal Body.
Prayer Master: Cast one additional spell
Holy Word: Once per quest may instantly destroy a Zombie, Skeleton, or Mummy in your line of sight.
Heroism: Once per quest may cast Courage on all Heroes in the room.
Raise Dead: Once per quest may bring an adjacent Hero back from death to 1 Body Pooint.

Druid
As Elf but cannot wear Plate Mail or use the Battle Axe. Gain one free use of Heal Body
Natural Spellcasting: Gain one additional spell
Pathfinding: Once per quest may ignore a Hazard drawn by your or another hero in the room
Nature's Cure: Once per quest may affect two targets with Heal Body
Lightning Bolt: Once per quest may cast Lightning Bolt as the Storm Master spell

Ninja
5 BP 5MP, can only use armor of a Wizard. Cannot use Battle Axe. Without a toolkit disarms as if you had a toolkit, with a toolkit disarms as a dwarf. Recommended that you allow him to purchase Dual Wield I (2 AD/1AD with shortsword/dagger). Mundane daggers are not lost when thrown by a ninja.
Weapon Mastery: +1 AD with all melee weapons
Accuracy: +1 AD with all ranged weapons
Smoke Bomb: Once per quest may use the Disappear Elf spell
Shurikenjutsu: Magic Daggers are not lost when thrown by a ninja. However at the end of a quest in which one is used the magic wears off and it becomes useless.

Sorcerer
As normal Wizard
Power Swap : Once per quest may cast a spell twice by using up another spell in that spell group
Ludicrous Intellect: +1 MP
Borrowed Intellectual Property: Once per quest a Sorcerer may cast a spell possessed by another hero
Recharge Item: May use potions or once use artifacts twice before discarding.

Sorcerer/Archer Spell List

Basic Spells: Choose 3/9 From
Veil of Mist
Sleep
Fire of Wrath
Ball of Flame
Treasure Horde (Detection)
Clairvoyance (Detection)
Future Sight (Detection)
Dispell (Protection)
Arrow of Night (Darkness)
Sharpen Blades (Orc Shaman)
Shield of Protection (Orc Shaman)
Tempest

Advanced Spells:
Thunderstorm (Phoenix)
Explosion (Phoenix)
Circle of Power (Phoenix)
Heavy Water (Phoenix)
Toxic Vapors (Phoenix)
Deep Sleep (Elf)
Time Stop (Elf)
Escape (High Mage)
Chill (Barbarian Quest Pack)
Lightning Bolt (Storm Master)


Some Updated Versions

Ninja version 2

6/4, may not use Plate mail, shield or two handed melee weapons. May use Ring Mail (treat as Chainmail). Assassinate: +1 AD if monster has not acted yet
Smoke Bomb – Start with Dust of Disappearance
Hide in Shadows - +1 Defend Die when adjacent to a wall
Throwing Star – Once per quest hurl a throwing star at a monster dealing 1 damage unless it rolls a black shield on one combat die, no normal defense dice are rolled. With Marksman this adds one regular attack die which can be defended normally
Deadly Accuracy – Once per turn reroll one attack die
Additional Legendary: Scouting – (Keen Hearing from Phoenix)

Sorcerer version 2
Spells taken are Fire, Elf (Deep Sleep, Disappear, Time Stop), Detection
Power Shield – May spend a Mind Point to reduce the damage an ally in line of sight takes by 2 from an attack.
Cartographer – May search for Secret Doors when monsters are present
Superior Intellect – +1 Mind Point
Day of Sorcery – Once per quest may cast one spell on all party members in line of sight

Archer version 2
Battle Magic – Spells taken from Fire, Detection, and Water but may not cast Healing spells. May choose from two groups at initial level and 3 when get 3 more slots. Toxic Vapors added to advanced Water list.
Point Blank – Attack enemies adjacent or diagonal with ranged weapons.
Detect Monster – Once per quest ignore a Wandering Monster card drawn by you or another Hero in the room.
Prestidigitator – May cast a spell before or after making an attack but cannot move that turn.
Magic Arrow – Once per quest monsters defend with Defend Dice equal to their Mind Points for one turn.

Knight version 2
7/3 No ranged weapons, can’t run away, -1 instead of -1 Die in Plate Mail
Shield Master – Reroll 1 Defend Die each roll with shield equipped
Whirling Flail – Once per quest Attack all enemies adjacent/diagonal
Arms Master + 1 Attack Die
Leadership – Once per quest May cast Time Stop


Paladin version 2
Paladinhood – Casts 3 Cleric Spells: Cure Wounds (Heal Body), Fiery Flail (Ball of Flame) and Bless (Courage). Courage can be upgraded to Bravery. Ball of Flame can add one additional damage. Heal Body can increase 1 additional Hit Point. As Elf but 7 BP 3 MP
First Aid – Once per quest heal an adjacent ally 2 Body Points
Crusader - +1 AD vs Undead
Holy Word – Begin each quest with Holy Water
Heroism – Courage no longer ends

Ranger
As Elf but 7/3 and may not wear Plate Mail or Borin’s Armor
Gains the following 3 spells: Walk on Water (Skate scroll), Nature’s Cure (Warmth scroll) and Create Rope (Ice Bridge Scroll)
Pathfinder – Once per quest Ignore Hazard drawn by you or another Hero in the same room
Identify Monster – Once per quest ignore a Wandering Monster
Beast Master – Once per quest cast Deep Sleep the Elf Spell
Avenger – Treated as having Courage against one type of Monster each quest
Last edited by WiseOne on August 7th, 2020, 12:31 am, edited 17 times in total.
User avatar
WiseOne

Orc
Orc
 
Posts: 41
Joined: November 3rd, 2012, 2:02 pm
Hero:
Usergroups:
Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: Wild and Crazy Guys - A few New Heroes

Postby Teldurn » June 1st, 2015, 5:16 pm

War is not the answer...unless the question is, 'What is not the answer?'

Check out Broadsword, a love letter to 90s dungeon crawling board games.


Rewards:
Created a Hot Topic. Destroyed a Zombie!Encountered a menacing Chaos Warlock!
User avatar
Teldurn

Giant Wolf
Giant Wolf
 
Posts: 787
Joined: October 18th, 2013, 5:22 pm
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Artists Group Member Champion Group Member

Re: Wild and Crazy Guys - A few New Heroes

Postby WiseOne » June 1st, 2015, 6:58 pm

Yep that's the inspiration for the title. The goal with these are to have characters with strange mechanics that might make the game interesting.
User avatar
WiseOne

Orc
Orc
 
Posts: 41
Joined: November 3rd, 2012, 2:02 pm
Hero:
Usergroups:
Champion Group Member

Re: Wild and Crazy Guys - A few New Heroes

Postby Daedalus » June 4th, 2015, 3:16 pm

I like the Mountebank best. Regarding the Fake spells, how many (red?) dice does he roll against the opponent's Mind Points?
..
UNCLE ZARGON
Image
WANTS.. YOU


Rewards:
Wizard of Zargon Group Member Grin's Stone Map 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! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
User avatar
Editor-in-Chief
Daedalus
Dread Ruleslawyer

Wizard
Wizard
 
Posts: 5317
Images: 14
Joined: May 9th, 2011, 2:31 pm
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberAdventurers' Guild Group MemberArtists Group MemberChampion Group Member

Re: Wild and Crazy Guys - A few New Heroes

Postby WiseOne » June 7th, 2015, 12:56 pm

I did some mathematical playtesting and I went with roll two red dice and keep the better result and succeeds on a tie.. But now it is equal to or better. This means it is unlikely to work on a Wizard, likely to work on a Barbarian and slightly better than average chance to work on the middle range. Cause if it rarely succeeds its not much fun and if it always succeeds its very powerful.
User avatar
WiseOne

Orc
Orc
 
Posts: 41
Joined: November 3rd, 2012, 2:02 pm
Hero:
Usergroups:
Champion Group Member


Return to Heroes

Who is online

Users browsing this forum: No registered users and 1 guest