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GuildQuest

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

GuildQuest

Postby mikemacdee » March 20th, 2013, 4:08 am

I had my own idea for an approach to alternate or sub-classes for the original four heroes, but I'm not a pro with photoshop and some things just don't seem to sit right, so I thought I'd post them here. Mostly I don't want to make my own card graphics: I don't wanna borrow someone else's art, and my own art style will clash horribly with that of the established game(that'd be fine if I were trying to make something humorous). Maybe somebody likes something they see and decides to make a proper character/item card for it, maybe not. Either way, I encourage you folks to give these a try in your own sessions and see if they work for you. Feedback and suggestions always welcome.

And again, I've browsed little of the selection already available here, so I have no idea how creative or unoriginal I'm being here. I at least wanted my first batch of fan-made stuff to not be influenced by what everyone else was already doing.

The premise was to make an alternate class for each of the four heroes based on a specific "guild" in society: partly to add variety to the standard game, and partly to inspire the creation of Quests or campaigns around a specific organization, which I've seen some of you already undertaking here. The three groups I've included are:

Guardsmen. Heroes who serve the empire, or regional lord, or whomever the local governing body is.
Clergy. Heroes who serve a holy order, be it monotheistic, pagan, whatever.
Underworld. Anti-heroes who serve either themselves or a criminal organization, like a thieves guild or a pirate crew.

GUARDSMEN
Barbarian = Constable
You are the Constable, seasoned protector against bandits and orcish raiders. You serve your team as a bodyguard and always roll 1 extra combat die when defending.
|2|2|6|3|
Movement…………….2 Red Dice
Starting Weapon……..Shortsword
Starting Armor………..None

Elf = Gentleman
You are the Gentleman. Your worldly travels have made you learned in many disciplines, both martial and magical. When you successfully defend, you may parry and attack with half your attack dice, rounded up. You also wield 3 spells of one natural element.
|1|2|6|4|
Movement…………….2 Red Dice
Starting Weapon……..Cane
Starting Armor………..None

Wizard = Mage *
You are the Mage. Your approach to magic is a scientific one, using mathematics, potions, and arcane tools which make your spells more potent. At the start of each Quest you may enhance 1 spell: that spell can be cast on an additional target.
|1|2|4|6|
Movement…………….2 Red Dice
Starting Weapon……..Dagger
Starting Armor………..None

Dwarf = Changeling
You are the Changeling. Goblin-born and raised by humans, you serve as a dungeon infiltrator. You can freely search a room with monsters in sight. The element of surprise gives you 1 extra die when attacking any monster that has not yet taken an action.
|2|2|5|3|
Movement…………….2 Red Dice
Starting Weapon……..Shortsword
Starting Armor………..None

CLERGY
Barbarian = Crusader
You are the Crusader, champion of the church and slayer of infidels. You can swear a Holy Vigil against 1 monster you can see: until you slay it, that monster rolls 1 less combat die to attack and defend against you. You cannot switch targets in the midst of a Vigil.
|2|3|6|4|
Movement…………….2 Red Dice
Starting Weapon……..Shortsword
Starting Armor………..Helmet

Elf = Cleric *
You are the Cleric, healer and holy warrior. You have three Holy Mantras per Quest, which can either heal 1 adjacent hero for 2 body points, or force each monster in your line of sight with 0 mind points to roll a combat die: on a white shield, it crumbles to dust.
|1|2|5|5|
Movement…………….2 Red Dice
Starting Weapon……..Mace
Starting Armor………..None

Wizard = Oracle
You are the Oracle. The gods have bestowed you with fantastic mental powers. At the cost of 1 mind point, you can either cast a spell on a target outside your field of vision, or detect the number of people in a room through a closed door.
|1|2|4|6|
Movement…………….2 Red Dice
Starting Weapon……..Staff
Starting Armor………..None

Dwarf = Golem
You are the Golem. Though built from stone to serve the church, you have a heart and mind of your own. Your durable frame lets you block enemy attacks on a white or black shield, but you are too heavy to jump over traps and you are weak against magic spells.
|2|2|7|2|
Movement…………….2 Red Dice
Starting Weapon……..Shortsword
Starting Armor………..None

UNDERWORLD
Barbarian = Brigand
You are the Brigand. You’ve done it all, from thuggery to piracy, and all in the bloody name of profit. A champion of dirty melees, you give 1 extra combat die to any ally fighting the same enemy as you.
|2|2|7|3|
Movement…………….2 Red Dice
Starting Weapon……..Shortsword
Starting Armor………..None

Elf = Rogue
You are the Rogue. Your fingers are almost as slippery as your blade. You cannot use spells or two-handed weapons, nor wear mail armor. You always re-roll black shields when defending, and only fail to disarm traps on a white shield (with a Tool Kit).
|1|2|6|3|
Movement…………….2 Red Dice
Starting Weapon……..Dagger
Starting Armor………..None

Wizard = Witch
You are the Witch. Your magic depends on ancient rituals and blood sacrifices. When a hero or enemy dies in the same room or corridor as you, you may spend an action to collect blood, hair, or bone from the fresh corpse: combine 1 of each sample to replenish an exhausted spell.
|1|2|4|5|
Movement…………….2 Red Dice
Starting Weapon……..Dagger
Starting Armor………..None

Dwarf = Halfling
You are the Halfling, an impish sprite known for his boundless curiosity and childish greed. Your small stature makes you weak, but hard to catch. You can freely slip through spaces occupied by monsters, and may re-roll 1 red die before moving.
|2|2|4|4|
Movement…………….2 Red Dice
Starting Weapon……..Shortsword
Starting Armor………..None


There's a set of items included with the GuildQuest "expansion thing."

GENERAL SHOP
Cane *
100 gold
weapon
This sturdy cane gives you the attack strength of 1 combat die. You can discard it to roll 1 extra defense die.

Rope
100 gold
explore pits
This length of rope allows you to climb down into an open pit trap without taking damage, ending your movement. It does not protect you from triggering a pit trap.

Iron Claw
100 gold
avoid traps
This grappling hook, when used with the Rope, allows the hero to jump a trapped space on skull or black shield. If the trap is still sprung, he loses the Iron Claw.

Arquebus
450 gold
weapon
This long-range weapon gives you the attack strength of 3 combat dice. You may fire at any monster you can “see,” even if it is adjacent to you, but if you roll a black shield the shot misfires. You have an unlimited supply of bullets. May not be used by the Wizard.


CLERGY SHOP
Mace
50 gold
weapon
This silver-plated club gives you the attack strength of 1 combat die. As the church’s weapon of choice, you receive an additional combat die when attacking undead.

Holy Water
250 gold
weapon
Throw this flask at an undead monster to attack it with 5 combat dice. One use only.

Silver Plating
250 gold
undead ward
Adding silver plating to your weapons gives you 1 extra combat die when attacking undead. May not be combined with Mace.

Holy Pendant
250 gold
undead ward
While wearing this holy symbol, undead monsters receive 1 less combat die when attacking you.


MAGIC SHOP
Valhallan Horn
200 gold *
You may drink this mead horn before making an attack. If you kill the target, you may move one space and attack another target. One use only.

Tobias's Mouse
150 gold *
When you wind up this magic mouse toy, roll 2 red dice and move it that many spaces. The mouse is used to trigger a pit, spear, or rock trap from a distance: the trap is expended without damaging the heroes. Vanishes when it triggers a trap or runs out of moves. One use only.

Banishment Sigil
150 gold *
You can throw this sigil at any monster you can “see.” That monster teleports to an explored square of your choice. One use only.

Morph Ovum (from Heretic)
200 gold *
You can throw this sigil at any monster you can “see.” That monster rolls a red die for each of its mind points: if it fails to roll a six, the monster turns into a chicken and is removed from the game. One use only.

* = changed since first version
Last edited by mikemacdee on March 24th, 2013, 5:46 pm, edited 1 time in total.


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Re: GuildQuest

Postby Patroclus » March 20th, 2013, 7:16 am

Some items looks overpriced (ex Valhallan Horn) but generally you have made a great job. Very good items... I like the characters too, but I prefer to add just one extra skill (like a one-use spell) and not to change so much the way of playing.


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Re: GuildQuest

Postby Kaiyanwang » March 20th, 2013, 8:17 am

I find the Mage very powerful (albeit not very predictable)

In my opinion an equipent piece of 100 gold (the Cane) should not give you 1 BP.

Finally, I feel the Cleric can ruin undead heavy quests.

Nonetheless, good job! Keep going!
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Re: GuildQuest

Postby mikemacdee » March 20th, 2013, 11:09 pm

Do you think the Cleric should single out a specific undead instead then? And still turn it on a white shield, or change it to a skull?

Regarding the Mage, I was always a little iffy about him -- I'm thinking about changing his quirk to "at the start of each Quest, "program" 1 spell for use on multiple targets."

Also seems I totally forgot to re-price the cane after changing what it does, and I should probably specify that it has to be the weapon you are currently wielding or something, so heroes don't just stockpile canes and throw them at anything dealing damage. I made the magic items overpriced to keep heroes from abusing them, but knocking 100 gold off each probably wouldn't hurt.


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Re: GuildQuest

Postby Patroclus » March 21st, 2013, 7:26 am

About Cleric the 3 Heals with 1d6 are too much. You can make it 3 Heals of 2 Body points each. About the turn undead it shares the same charges with the healing and I don’t believe that anyone could ever use it. So I will make it 3 different charges, but only for monsters with Body less or equal to 3 (to make an exception for bosses and tough undead) and with only the black shield. With white shields it will clean almost all the room, I don’t know if you want that. If you do, then at least put a rule “within line of sight” (at least he will be vulnerable for the next turn).


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Re: GuildQuest

Postby mikemacdee » March 24th, 2013, 4:39 am

Still tweaking these after reading feedback. If I do another draft of these I might actually focus on the Underworld set: I see a lot of fun in Quests starring a band of ne'er-do-wells who are forced into unintentional/reluctant heroism.


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Re: GuildQuest

Postby Templar » March 24th, 2013, 2:59 pm

A fresh approach on alternative hero kits! |_P

I was wondering...you say in the kit description that the Golem is weak against magic. Is this due to his low mind point value? In the base game mind points are never used, with the exception of the "sleep" spell. Have you come up with some spells or rules of your own that truly make the Golem weaker against spells?
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Re: GuildQuest

Postby mikemacdee » March 24th, 2013, 5:18 pm

Yeah, its due to his mind points, like the Barbarian. I don't know all the differences between the UK and US versions of the base game, but there are several Chaos Spells in the US version that use mind points: Sleep, Fear, Command, and Cloud of Chaos (all of which I use on the poor Barbie as often as possible).

Has anyone made a thread here that lists the UK and US version differences besides the card designs? I've always been curious.

EDIT: Added the updates.
Cleric now uses Holy Mantras to heal 2 body points OR attempt to turn all monsters in line of sight with 0 mind points.
Mage "enhances" 1 spell at the start of the Quest so it can be cast on 2 targets.
Cane is discarded for 1 extra defend die.
Magic items cheaper by 100 gold.


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Re: GuildQuest

Postby The Road Warrior » March 24th, 2013, 6:06 pm

Lots of good ideas here.

The cleric could really ruin the 3rd quest in my quest pack The King under the Forest :lol:

On a serious note I wouldn't mind using some of these characters as NPC's.
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Re: GuildQuest

Postby mikemacdee » March 24th, 2013, 9:09 pm

The Road Warrior wrote:The cleric could really ruin the 3rd quest in my quest pack The King under the Forest :lol:

"You recognize this zombie as--"
"I TURN UNDEAD!"
"--a pile of ashes."

Yeah, gave it a look and he really would potentially ruin it. Although I can't roll white shields to save my life (haha, double entendre). At the same time it's boring to just have the cleric be a healer and nothing else, so I'm not sure what to do...unless starting him with a mace (+1 against undead) is enough.

The Road Warrior wrote:On a serious note I wouldn't mind using some of these characters as NPC's.

Go for it! That's what they're here for.


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