1. Experience points
A hero becomes champion when he completes 3 quests. A champion gains 1 experience point per completed quest and he is protected by Mentor. That means that when the champion dies his body+equipment (not gold, potions, spell scrolls) are summoned to a safe place for resurrection to continue on next quest. When a champion dies he looses 3xp. A champion can obtain 1 of the 3 potions: heroic brew (non spellcaster), strength potion or defense potion by crossing off 1xp.
2. Shops
Modified shops to fit in the game (check the attachments below).
3. Spells
Elf spells renamed: High Spells. Each card (1 use only) can be obtained by crossing off 2xp. The rest 7 sets (Game system+Wizards of Morcar) remain the same. Each set is played once per quest.
4. Character creation
Not 4 classic heroes anymore (but if someone wishes he can create them exactly the same). Each player decides for his Body&Mind (total=10) and for his abilities (4 ability points). Each extra combat die to his base (Attack:1, Defense:2) costs 2 ability points, diagonal attack costs 1 a.p. and each of the following skills costs 1 a.p. (1 unused a.p.=1 healing potion)
Minimum Mind Points - Available skills:
3 – disarm traps ability, spellcasting ability (can read spell scrolls / necessary step for later skills)
4 - 1st set spell (from Game System+Wizards of Morcar)
5 - 2nd set spell (from GS+WoM, cannot use crossbow/battle axe/plate armor)
6 - 3rd set spell (from GS+WoM, wizard armory restrictions)
7 - 4th set spell (same as 6, cannot combined with disarm ability)
When the hero is ready, he finally takes the appropriate weapon/armor for the number of dice he chosen. Some examples will help you to understand better:
1st example: B:5 M:5, 4 a.p. for: diagonal attack, spellcasting, 1st set spell, 2nd set spell. So this hero begins with: staff and 2 set of spells (Attack:1+diagonal, Defense=2)
2nd example: B:8 M:2, 4 a.p. for: +1 attack, +1 defense. So this hero begins with: short sword and helmet (always the cheapest), cannot read spellscrolls (Attack:2, Defense=3)
3rd example: B:6 M:4, 4 a.p. for: disarm ability, spellcasting, 2 unused a.p. So this hero begins with: dagger, disarm ability and 2 healing potions (Attack:1, Defense=2)
Skills can be acquired normally (250 gold coins each) between quests (such as armory) if a free Mind point is available. For example a hero with 3 M.p. cannot learn disarm and spellcasting ability simultaneously. His Mind Points allow him to learn only one skill.
5. Morcar's tokens
Morcar begins every quest with tokens=heroes. +1 token with every dead hero, +1 token every 10 rounds.
1 token=use of a monster's skill
move-hit-continue move
reroll 1 battle die
hero's defense succeeds only with black shields (use this token before fimir's roll)
can combine its attack dice with other undead monster's attack (1skeleton+1mummy=5 attack dice)
diagonal reach
draw 1 random chaos spell (except mass spells) which can use it immediately or on a later turn
can defend with white shields (use this token before the attacker's roll)
return damage when defending. black shields in excess return damage to the attacker (use this token before the attacker's roll)Ogre (all types): push/grab hero. change the hero's position, maximum squares=damage (use this token before ogre's attack)
6. Search
a) general search in a room or a corridor (no monster in the same room or corridor with the hero). Adjacent squares always counting within hero's searching area. This kind of search does not reveal hidden treasure in furniture.
b) special search in an adjacent furniture (no monster adjacent to the hero). This kind of search does not reveal hidden traps in furniture.
In both cases when hero finds nothing he draws 1 treasure card.
That's it! I hope not forgot something important. It's easy, don't panic
But i would like to hear your thoughts/objections first.
EDIT: (alchemist's shop+upgraded armory in A4 for print)
































