After much discussion on the threads regarding the "new Heroes" destined to appear in the Fall 2021 Hasbro Remake (Mythic Tier), I've put together my revamped/alternate ideas for these characters, organized in one place for ease of reading. No miniatures other than what I've designed on HeroForge and some possible alternatives from the "wizkidz" catalog.
Added info for using these characters with my optional
upgrade system!
Equipment Note: My expanded Armory sells Cloaks (usable by anyone) for 600 gold. Bracers (usable only by certain characters) sell for 300 gold.
The Druid (1,2,6,4) will remain a Druid.
The Orc Bard (2,2,5,4) will become one of two characters: a Cleric or a Pirate.
The Warlock (2,2,4,5) will become a Ranger (not to be confused with the Ranger or Cleric I already developed from Legacy of Sorasil in my New Quartet thread).
Each of these characters has three "skill cards" (equivalent to magic spells) and a unique weapon. The "quotes" are just sample text for fun, not necessarily what your character would say.
[Since hot linking images from within the forums doesn't seem to work, click the links for pictures!]Begin...!
PIRATEhttp://forum.yeoldeinn.com/download/file.php?id=6871&t=1http://forum.yeoldeinn.com/download/file.php?id=7113&t=1Alternate Link for pics"Avast ye swabs! It's gold I seek and rum I crave... those that get in me way will see the grave! Harr... I made that up! Whataya think?"The Orc Pirate fights for a bigger share of the plunder, and respect in his dangerous profession. Just don't cross him![This is before he "saw thee light," became converted to the ways of the island monks and was re-fashioned a cleric]The Pirate's Weapon:
• Pirate's Cutlass. Can strike diagonally or adjacently with 2 combat dice. When combined with a dagger, if the enemy misses an attack against you, you may counter attack with two combat dice. If you roll at least 1 skull, you may count that skull against the enemy. It functions identically to the Rapier in my Armory (but costs him 250 instead of 275 gold, a bargain!*).
*Yes, this means a Pirate in your party could gift this weapon to another Hero and save some cash!The Pirate's Three Skills:
• "Sharpen Blades"
This Skill may be used on any one Hero, excluding yourself. The next time that Hero attacks, he may roll one extra combat die. Recharge this skill when any Hero you can “see,” excluding yourself, rolls two white shields when rolling Defend dice.
[I picked this because it has precedent in HQ. Yes, you could also imagine the Wizard sharpening the end of his staff... whittle that sucker with your dagger, matey!]• "Yo ho ho and a bottle o' Rum!" (inspired by "Grog fer me crew!")
You and each hero you can “see” each restore up to two Body points that have been lost but does not give a them more than their starting number.
• "Blowdart of Sleeping Venom"
This Skill puts one enemy into a deep sleep so they cannot move, attack, or defend themselves. The sleep can be cancelled at once or on a future turn by the enemy rolling one red die for each of their Mind points. If a 6 is rolled the enemy awakes. May not be used against Mummies, Zombies, or Skeletons (or Mutants or Sasquatches!).
[Blowguns don't have much range, I hear you saying... well, are you aware of the lung capacity of a hardy Orc?]If he picks up a spell scroll for Fire of Wrath, you can pretend that's a matchlock or hand cannon!
When the Pirate wears a Cloak and has no shield, he gains 1 extra defend die. [Hasbro's rule, if I understand it correctly, which would allow him to keep pace with other heroes having high defense without having to rely on plate which would slow him down or give up one hand and forfeit the battle axe]
He could obtain
Letters of Marque, whereby he'd get rewards for killing certain monsters (perhaps Wandering Monsters with bounties based on the Japanese game system). Double bounties on any
"elite" monsters. Other special ability: Disarm trapped Treasure chests (and only Treasure chests) like a Dwarf, without a toolkit.
Perhaps enemy Orcs will target him before other Heroes?
"Get the traitor!"Proposed upgrade system:
Champion Sharpen Blades uses a Black Die. Cutlass uses Black Dice.
Knight Yo Ho Ho and a Bottle o' Rum restores up to 3 BP per character.
CLERIChttp://forum.yeoldeinn.com/download/file.php?id=6870&t=1http://forum.yeoldeinn.com/download/file.php?id=6869&t=1Alternate link for picsAlternate link for pics #2"Arrr!! I be a scurvy dog of the high seas, Garbog be me name and killin' was me game!
Yes, I salty wretch follow that ol' demon dawg Zargon...fightin' for the chaos! Till one bright day me hearties I saw thee light! Burnin' and stealin' then Garbog think... what good it be to rule thee world if there be nobody left 'live or sane in it to rule???
Then me thinks, Garbog, me lad, thou be in the wrong tub! Time to jump ship, find thee true way! So I jump o'board with nothin' but me green skin and trusty steel.
Swam far, ate shark (not bad)... sea gulls only friends. One day, arrived on ye island of monks and forsake ye ways of chaos dawgs! Monks teach ol' Garbog tools of healin' and blessin'.
Changed me life, savvy?
Now Garborg walk path of thee righteous, brothers. Who needs the healin'? Don't be shy!"The Cleric's Unique Weapon:
• Holy Staff
This ornate metal staff allows you to roll 2 Attack dice and may be used to attack diagonally. May not be used by the wizard. A new one costs 250 gold coins
You are the Cleric. Your spirit and piety inspire and invigorate your allies. You prefer to stay light on your feet so when you are wearing a Cloak and carrying no shield you have 1 extra Defend die.The Cleric's Three Skills:
• Battle Blessing
This Skill may be used on any one Hero, excluding yourself. The next time that Hero attacks, they may roll one extra combat die. Recharge this Skill when any Hero you can “see,” excluding yourself, rolls two white shields when rolling Defend dice.
• Healing Sight
You and each hero you can “see” each restore up to two Body points that have been lost but does not give a hero more than their starting number.
• Word of Smiting
This Skill puts one enemy into a deep sleep so they cannot move, attack, or defend themselves. The Skill effect can be ended at once or on a future turn by the enemy rolling one red die for each of their Mind points. If a 6 is rolled the Skill effect ends. May not be used against Mummies, Zombies, or Skeletons.
For the figure, for now, take a single facial tissue ("kleenex" and wrap it around the figure's body, carefully affixing it with a piece of adhesive tape or small piece of string for added realism). A skewer, toothpick, hairpin or drink stirrer may play the part of a staff.
http://forum.yeoldeinn.com/download/file.php?id=6954&t=1Proposed upgrade system:
Champion Battle Blessing uses a Black Die. Holy Staff uses Black Dice.
Knight Healing Sight restores up to 3 BP per character. If Cloak and No Shield, substitute 1 Green Die.
Perhaps a chance he could "convert" an enemy orc to fight by your side as a monster merc? (IDEA: Cleric gets up to two "Re-draws" during a Parley using the Lone Monster deck on an Orc).
Other special ability: "Second Chance:" re-roll any 1 roll of the dice, once per quest (only second result counts).
DRUIDhttp://forum.yeoldeinn.com/download/file.php?id=6874&t=1http://forum.yeoldeinn.com/download/file.php?id=6873&t=1http://forum.yeoldeinn.com/download/file.php?id=6867&t=1"Chaos wastes encroach from the north and the south and the land sickens... Animals are twisted into abominations by evil power... everywhere war looms because of the cruelty and greed of Zargon. Nature herself cries out for vengeance!!" The Druid remains the same as Hasbro's character (starts with dagger, can't wear metal armor**) except she picks
three from Ethica's "Forest Spells" deck, featured on the Inn custom cards page in english.
https://english.yeoldeinn.com/cards.php#spellshttp://forum.yeoldeinn.com/download/file.php?id=6653&t=1** I interpret this to mean that the Druid can carry a Shield and wear a Cloak for a maximum of 4 defend dice.
Forest Spells:•Bark Skin: cast on any hero, absorbs all single points of damage, broken when hit with 2 skulls or more
•Bioregenesis: Heal BP equal to roll of 1 Red Die, may be split between you and your allies
•Entwine: All visible monsters unable to move or attack and defend with 1 die less for 1 turn.
•Herne Strike: Every Hero may double number of skulls they roll during the next round.
•Root Wall: creates wall of any three connecting squares adjacent to you; wall defends with 2 dice and has 2 BP.
•Spirit of the Forest: roll 8 combat dice, split results among any or all of the monsters in the same room
Proposed upgrade system:
Champion Druid can choose Four spells.
Knight Druid can choose Five spells.
RANGER http://forum.yeoldeinn.com/download/file.php?id=6877&t=1http://forum.yeoldeinn.com/download/file.php?id=6876&t=1Alternate pics thread #1Alternate pics thread #2"Halt... who goes there? I draw my bow and my enemies cease to draw breath. The shadows, rocks and trees belong to me, and nothing escapes my attention. There is something more dangerous than monsters and brigands roaming your borders... namely, ME." You are the Ranger, a skilled hunter who has bonded with dark Elves, being gifted with their secret skills of woodcraft. Let your allies protect you while you deal damage from afar. Counts as Wizard hero for the purposes of which weapons, artifacts, and equipment they can use, with the exception of their unique weapon.The Ranger's Unique Weapon:
• Sylvan Bow
This bow gives you the attack strength of 2 combat dice against any monster you can "see" including adjacently. A Ranger may purchase a new bow for 125 gold coins (cheaper than a shortbow!). Wielded by any other Hero, it only attacks with 1 combat die, since they lack the special skill.
http://forum.yeoldeinn.com/download/file.php?id=6651&t=1http://forum.yeoldeinn.com/download/file.php?id=6650&t=1Alternate pics link #1Alternate pics link #2The Ranger's three skills:
• Hunter Mode
The Ranger ignores pit traps and may roll 1 extra combat die each time they attack, until the Skill effect is ended. The Skill effect ends when the Hero suffers 1 point of Body damage.
Recharge this Skill when you reduce a monster's Body points to zero.
• Intimidate
This Skill causes any one monster to become so fearful that their attacks are reduced to one combat die. The skill effect can be ended on a future turn by rolling one red die for each of their Mind Points. If a 6 is rolled, the skill effect is ended.
• Camouflage
Use this Skill on an enemy’s turn after you have suffered damage. Reduce that damage to 0 and move instantly to any unoccupied square you can "see."
Special Ability: Can Search for Traps AND Secret Doors at the same time with a single action in rooms or corridors.
Proposed upgrade system:
Champion Intimidate turns to Green die, Hunter Mode uses Black Die.
Knight has the above plus Camouflage can be used twice per quest and Sylvan Bow uses Black Dice (substitute up to 2 Black Dice when using other types of Bows--though like the Dwarf, cannot use a Longbow).
http://forum.yeoldeinn.com/download/file.php?id=6737&t=1http://forum.yeoldeinn.com/download/file.php?id=6736&t=1Time to make some new cards...
http://forum.yeoldeinn.com/download/file.php?id=6652&t=1http://forum.yeoldeinn.com/download/file.php?id=6649&t=1