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New Hero Classes: From the Northern Tribes

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

New Hero Classes: From the Northern Tribes

Postby sadkitchen » April 14th, 2011, 5:42 am

Hi All

I have dusted off my notebook of custom HQ stuff and have decided to start sharing my creations. Some of these are quite old (1991, when I was 9) and haven't been tested so please keep that in mind. (But also please not that I was a perfectionist child and tried to balance everything even with no testing)

To begin, I will share with you the Heroes from the northern tribes, home of the barbarian from the core rules.
And the first hero is...

The Barbarian (a variant)
Attack: 3
Defend: 2
Body: 8
Mind: 2
Move: 2 dice
Gear: Hatchet (Home brew 2 combat die, can be thrown weapon that looks so much like the Hand Axe from Europe HQ I should have just renamed it and not even tried to claim credit, but I'm stubborn.)
Special: Strength
The Barbarian rolls one extra white die when attacking with a melee weapon.
(Funny thing is, since I found HQ online (April, 2011), I have seen a similar variant in 2 different locations (one of them on this site, in one of the Vindicator issues I think)... weird)

Next is...
The Pathfinder
Attack: 2
Defend: 2
Body: 7
Mind: 3
Move: Special
Gear: Hatchet
Special: True Path
Whenever the Pathfinder moves into a square next to a trap, Zargon must warn him that he senses a trap near. The Pathfinder can then continue his move as normal, tripping the trap if he moves into the square containing it.

And rounding out the true fighters of the northern tribes is
The Hunter
Attack: 2
Defend: 2
Body: 6
Mind: 4
Move 2 dice
Gear: Hatchet
Special: Survival
A Hunter can search each room or corridor that has a slain monster in it for survival goods. When he does this draw one card from the Survival Deck. A Hunter can only search each room or corridor once per quest. If the Hunter gathers one of each of the three healing reagents he can create a healing potion that restores 1 red die of Body Points when drank. Due to the unstable nature of the reagents, any potions made in this way and not used by the end of the adventure spoil and are lost. Any reagents not used also spoil at the end of each quest.

Survival Deck (24 Cards)

Healing Potion Reagent – Amidst the belongings of one of your slain enemies is an important ingredient for a healing potion. Record Healing Potion Reagent A on your character sheet. Do not return this card to the deck. (3 Cards)

Healing Potion Reagent – In a belt pouch you find a small bottle, which is needed to hold a healing potion. Record Healing Potion Reagent B on your character sheet. Do not return this card to the deck. (3 Cards)

Healing Potion Reagent – You find a small wooden box in one of your slain enemies possessions. Within you discover an important ingredient for a healing potion. Record Healing Potion Reagent C on your character sheet. Do not return this card to the deck. (3 Cards)

Meat – Carefully wrapped and stored in an enemy's pack is an unspoiled cut of meat. You can eat this meat during your turn, restoring 1 Body Point. If the meat is not eaten before the end of the adventure it spoils and must be crossed off your character sheet. Do not return to the deck. (3 Cards)

Nothing – Your search of the bodies turns up nothing. Return this card to the bottom of the deck. (6 Cards)

Trail Rations – Found hastily stored in a fallen foe's back pack are these trail rations. You can eat these rations during your turn, restoring 1 Body Point. Do not return to the deck. (3 Cards)

Wandering Monster – As you are searching, a monster stalks you and attacks! Zargon places the wandering monster (listed in the Quest Book) on any square next to you. The monster attacks immediately! Return this card to the bottom of the deck. (3 Cards)


This took longer than I though it would to type up, so I will post more (The Druid and The Spirit Shaman) tomorrow sometime after I have slept a little.
Let me know what you think of these.

-SadKitchen
sadkitchen

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Re: New Hero Classes: From the Northern Tribes

Postby sadkitchen » April 14th, 2011, 1:30 pm

Hi again.

I'm back with the final 2 heros from the Northern Tribes.

The Druid
Attack: 2
Defend: 2
Body: 5
Mind: 5
Move: 2 dice
Gear: Mace
Special: 3 Transformation Spells
Restrictions: The Druid cannot use the following equipment: Battle Axe, Broad Axe, Crossbow, Flail, Full Plate Armor, Glaive, Great Bow, Great Sword, Halberd, Helmet, Long Bow, Long Sword, Maul, Plate Mail Armor, Tower Shield, War Hammer (I'm going to put up my custom armory soon, as some of these items are not core rules)

Transformations
A Druid casts a Transformation spell just like any other Hero casts a spell with the following restrictions.
- Transforming ends the Druid's turn.
- While transformed the Druid's vital statistics are changed to that specified by the transformation spell.
- All negative status effects, such as fear and poison end immediatly when the Druid transforms.
- While transformed the Druid cannot use any items, weapons, or armor.
- While transformed the Druid cannot complete any actions other than attack, defend, end his transformation, and move.
- At the end of each full turn that a Druid is transformed he looses 1 Mind Point.
- A Druid automatically ends his transformation if either his Body or Mind Points drop to 0 while transformed.
- A Druid can voluntarily end his transformation as an action. This ends his turn.
- When the transformation ends the Druid continues using his own vital statistics and gear again as normal.
- All negative status effects, such as fear and sleep wear off when the Druid returns to his human form.

Transformation Spells (3 Cards)

Eagle
Attack: 1
Defend: 2
Body: 1
Mind: 4
Move: 10 spaces
Flying: While transformed into an Eagle, the Druid can move unhindered through spaces occupied by monsters. Also, while transformed into an Eagle, the Druid does not trigger traps that he moves over.

Wolf
Attack: 2/2
Defend: 3
Body: 2
Mind: 3
Move: 8 spaces
Quick Attack: While transformed into an Wolf, the Druid can attack twice in one turn. If he chooses to attack the same monster with both attacks, treat the attack as a single attack with the strength of 4 attack dice, otherwise roll each attack separately.

Bear
Attack: 5
Defend: 4
Body: 3
Mind: 2
Move: 6 spaces
Large: While transformed into a Bear, no other figure may pass through the same space as the Druid, weather they are Heroes or monsters. Also the Druid cannot move through spaces occupied by Heroes as normally would be allowed.

And lastly

The Spirit Shaman
Attack: 1
Defend: 2
Body: 4
Mind: 6
Move: 2 dice
Gear: Dagger
Special: 9 Spirit Shaman Spells. Can use items labeled only usable by Wizards.
Restrictions: The Spirit Shaman cannot use the following equipment: Battle Axe, Broad Axe, Chain Mail, Crossbow, Flail, Full Plate Armor, Glaive, Great Bow, Great Sword, Halberd, Hatchet, Helmet, Hide Armor, Long Bow, Longsword, Mace, Maul, Pike, Plate Mail Armor, Shield, Short Bow, Short Sword, Tower Shield, and War Hammer.

Spirit Shaman Spells (9 Cards)
Ancient's Embrace – This spell may be cast on any one Hero, including yourself. The ancient's will immediately restore up to 4 lost Body Points, but will not give a Hero more than his starting number.

Bee Sting – This spell may be cast on any one monster, striking it with a venom filled stinger. It will inflict 1 Body Point of damage, unless the monster can immediately roll a 5 or 6 using one red die.

Bull's Strength – This spell may be cast on any one Hero, including yourself. The next time that Hero attacks he may roll two extra combat dice.

Cat's Grace – This spell may be cant on any one Hero, including yourself. The next time that Hero moves, he may successfully jump any square he wishes without needing to roll and if he springs any traps he is considered to have rolled all shields to see if he takes any damage.

Cheetah Sprint – This spell may be cast on any one Hero, including yourself. The next time that Hero moves, he may move up to 20 squares.

Eagle Eye – This spell may be cast on any one Hero, including yourself. Until the end of that Hero's turn he can see all traps and secret doors (as if he had searched).

Howl of the Ancients – This spell creates a howl that demoralizes all Monsters in the same room with the spellcaster. Demoralized monsters rolls one less combat die when they attack or defend for as long as they can see a Hero. The monsters' combat dice cannot be less than 1. Not used in corridors.

Rage of the Bear – This spell may be cast on any one Hero or Monster, including yourself. Until the end of that targets turn he rolls one extra combat die when attacking and one less when defending. He cannot make range attacks, cast spells, or search until the spell ends.

Viper's Strike – This spell may be cast on any one monster, striking it with poisonous venom. It will inflict 2 Body Points of damage. The monster then rolls two red dice. For each 5 or 6 rolled, the damage is reduced by 1 point.


As before, let me know what you think. Also I have a selecton of Dwarven Heroes, Elven Heroes, Heroes of the Empire, and Anti-Heroes. Let me know if you would like me to post them as well.

Thanks
-SadKitchen
sadkitchen

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Posts: 175
Joined: April 10th, 2011, 3:25 pm
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
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