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Re: Legacy of Sorasil inspired new Quartet

PostPosted: August 23rd, 2020, 8:25 am
by Kurgan
lestodante wrote:I never agree with the fact that a card can be used once the hero dies... Heal Allies for example: in such a way, he has 4 cards of the same type, it is like the Cleric has at least 9 body points, and even more if he uses after 2 or lost body points. Also he has Recovery... so he definetely has too much curative spells/skills in my opinion.
Did you test him in play?


It's consistent with the NA rules that I use, one's own unused Healing Spells (assuming an action is left), healing potions and certain artifacts (not just the Elixir of Life) can be used to save a "dying" (if you prefer, rather than a stone cold corpse) Hero.

Let me explain, I may have made it confusing because I created variations of the same card (two depicting a female Cleric, two depicting a male, since I made one of each). In reality the character only gets 1 Heal Allies and 1 Recovery at base level.

As for the Cleric, s/he is incredibly weak. Heal Allies can only be used once and it only gives the user 1 Body Point back in that case. Yes, after an upgrade (after completing several Quests) s/he can use it twice in a Quest, but still, that's only 2.

Then we have 1 use of Recovery, period. At best, it can restore 4 Body. At worst, it restores NOTHING. Remember, White Shields have to be rolled. This happened the first time we used her in a Quest, an attempted saving roll ended up with nothing and the character died. Luckily we found the Talisman of Life (playing a conversion of the Japanese game system) and so they were able to be revived.

Apart from the Ranger, in our testing, the Cleric has actually died the most. It all depends on how you play them, of course. Compared to say the Wizard who starts with 4 BP and can potentially heal twice (if he picks Earth and Water), that's potentially 12 BP, vs. 10 or 11 (at best) for this character.

Yes, when upgraded (which nobody has done yet), the character then rolls Green Dice for this Skill, so there's a higher chance that Recovery will actually heal you (50% chance on each die instead of 1/3 chance). But all of the upgrades beef up the characters, since we'll be playing generally harder quests (EQP, BQP).

wallydubbs wrote:Interesting character cards you've made Kurgan.
Any possible way you could design some for the Female Elf and Female Barbarian?


Thanks. I guess I can... And the female Dwarf and the Female Wizard (Female Alchemist?) too? It never ends. ;)

Re: Legacy of Sorasil inspired new Quartet

PostPosted: September 11th, 2020, 8:24 pm
by Kurgan
A female Barbarian, using the Pathfinder imagery to match one of the Reaper minis I'm using for that character:

Re: Legacy of Sorasil inspired new Quartet

PostPosted: September 11th, 2020, 8:25 pm
by Kurgan
Female Elf...

Re: Legacy of Sorasil inspired new Quartet

PostPosted: September 11th, 2020, 8:27 pm
by Kurgan
Wow, if I had run out of ideas, there's the female Monsters... and a female version of Zargon, for the all female edition of Hero Quest ! ;)

I was more thinking along the lines of variety for a mixed group, similar to MB's idea with the Elf & Barbarian Quest packs.

Re: Legacy of Sorasil inspired new Quartet

PostPosted: September 11th, 2020, 11:41 pm
by wallydubbs
Kurgan, these are excellent, thank you so much for posting them!

Re: Legacy of Sorasil inspired new Quartet

PostPosted: September 12th, 2020, 12:15 am
by Kurgan
No problem |_P Simple photoshop job gets it done!

Here's a simple presentation of the Upgrade system for these characters.

Re: Legacy of Sorasil inspired new Quartet

PostPosted: September 18th, 2020, 2:39 pm
by Kurgan
As another option for the Mystic, I've decided that (let's say) when you get to the Wizards of Morcar/Zargon campaign, the Mystic may choose instead to use one set from the Forest (6 cards), Sorcery (6 cards) or Necromancy (7 cards) spell decks created by Ethica (scroll down...). A base level Mystic picks 5 cards from one set. Champion level picks up to 6 cards from one of these sets or the standard Elementalist hero deck.

This would be similar to how the Wizard (or Elf) can choose between the new Spell types in Wizards of Morcar/Zargon in addition to the classic spell groups (or the Elf can choose between the Elf spells instead of his regular spell group).

Re: Legacy of Sorasil inspired new Quartet

PostPosted: October 23rd, 2020, 7:34 pm
by Kurgan
A female Wizard...

Re: Legacy of Sorasil inspired new Quartet

PostPosted: October 23rd, 2020, 7:49 pm
by Kurgan
And a female Dwarf...

Re: Legacy of Sorasil inspired new Quartet

PostPosted: December 14th, 2020, 2:57 pm
by Kurgan
Thinking about the Paladin some more...

When creating my "de-magicified" variant I started referring to the Undead characters as "Chaos" (as in "Chaos Creatures") in the homebrew cards. These were creations of evil alchemy, as opposed to the living dead animated by Chaos sorcery. That left the wording a little vague, as far as CHAOS Warriors were concerned. I always thought of Chaos Warriors as just evil humans who wore armor and were fanatically loyal to Zargon (and sometimes carried magical, or in that case, "alchemically infused" weapons). My slip up was that in theory, the "Holy Water" vials that the Paladin acquires each Quest could be used to destroy these guys in 1 shot too! (and at range!). Very powerful. I guess that ground rule needs to be laid out beforehand, by Zargon. I rationalized it by saying that the Chaos Warriors (in the de-magicified mod) were (al)chemically enhanced warriors (think of Bane from Batman) and the "Holy Water" reacts with their physical form much like it does with the other lab-created abominations (Chaos Mutants, which replace skeletons, enhanced insectoids; Zombis, which are other enhanced humans rather than animated corpses; and Sasquatches, Big Foot with the Chaos juices turning him from a bashful nomad to a rage-filled killer).

So Holy Water might make him too powerful. Maybe. Holy Water also has the benefit of being able to restore 1 lost Mind Point when used on yourself or an ally. This can really come in handy later. So do you restore those precious mind points, or do you smite the bone colored bad guy figures with it?

Holy Water works like a spell scroll, essentially. It is an action, so it takes the place of attacking (just like the EU's Holy Water). It can be used by any Hero, so the Paladin can hand off one or more of them to another adjacent Hero on his turn, as long as there are no flanking Monsters.

But Holy Water would seem like a waste against anything but a Mummy (Sasquatch in the mod), right? Unless it works on Chaos Warriors too. But it won't do anything against other types of Monsters, not even the Witch Lord! (just make him angrier)

The way the upgrade system works... the Paladin starts with 1 Holy Water per quest. He gets another one the next quest even if he still hasn't used the one he had. Once he's become a champion (after 3 hard quests or 5 easier quests) he gets 2 per quest. After 10 total completed quests (or 14 easier ones) he upgrades that to 4 per quest. Maybe I went too far? Maybe it should have been only 3? I wanted to be generous. If he has lived that long, he's going to be ready. After awhile he may run out of cards and just have to start writing down the hatchmarks. But of course he can also give some of his spares to the other heroes (he can't sell them back, just like he can't buy them...). Just some thoughts.