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




