Redav wrote:I know that some people like character advancement but I was wondering whether anyone has done anything for party reputation (or even party advancement?).
BarbarianYou are a simple minded brawler who believes that directness is the best way to achieve success. Your strength means you're very good at using some of the bigger weapons.
Race: Human. Class: Barbarian. Equipment: Broadsword.
Attack = 3 Defence = 2 Movement = 8 Body Points = 8 Mind Points = 2
Special Rules:
- Your natural toughness gives you a basic defence of two combat dice.
- Your strength allows you to attack with two combat dice when you are attacking with a Club.
- You are able to use a Bastard Sword to attack diagonally and can wield a Great Mace or Great Flail with one hand.
Veteran: Mighty Swing
- You attack with an extra combat dice when you make a melee attack if you don't move during the same turn.
- You are able to wield a Battle Axe with one hand.
Master: Weapon Skill
- You attack with an extra combat dice when you make a melee attack if you move at half rate in that turn.
- You are able to wield a Great Axe with one hand.
Legend: Ferociousness
- Black shields count as skulls when you make a melee attack.
DwarfYou are a tough Dwarven who is an expert at disarming traps and you are faster than most other Dwarves.
Race: Dwarven. Class: Warrior-Thief. Equipment: Axe, Dagger, Helm.
Attack = 2 Defence = 2 Movement = 8 Body Points = 7 Mind Points = 3
Special Rules:
- You can use your attacking action to disarm a trap by standing on a directly adjacent square.
Veteran: Axeman
- Can wield a one handed melee weapon in each hand if at least one is any type of axe and can use them both to attack if you don't move.
- You are able to wield Battle Axes with one hand.
Master: Anti-Magic
- You have the option to attempt to counter any enemy spell cast in the same room or corridor or directed at you by rolling a combat dice, on a skull it's unaffected, a white shield counters it and a black shield either counters it or rebounds it back against the caster if the spell is directed at you and either way the spell is then discarded.
Legend: Toughness
- Black shields count as white shields when defending.
ElfYou are a versatile Elvin who is able cast spells as well as use most equipment but you are slower than most other Elves.
Race: Elvin. Class: Warrior-Mage. Equipment: Sword, Padded Armour.
Attack = 2 Defence = 2 Movement = 8 Body Points = 6 Mind Points = 4
Special Rules:
- You are a level one Magician and choose one spell group after the Wizard has chosen the first set.
Veteran: Enrichment
- Draw a random spell from the Elf deck at the start of an adventure which is used in the normal way.
Master: Enlightenment
- You become a level two Magician and draw an additional two spells from the Elf deck at the start of an adventure for a total of three Elf spells which are used in the normal way.
Legend: Fusion
- You can cast the Fully Merged spell of your chosen element once per Adventure without discarding any spells providing you still have at least one spell of that element.
WizardYou are a powerful Magician who has fate on your side to make up for your physical frailty.
Race: Human. Class: Wizard. Equipment: Wand (Club).
Attack = 1 Defence = 2 Movement = 8 Body Points = 4 Mind Points = 6
Special Rules:
- You are a level three Magician and choose three spell groups, choosing one spell group before the Elf chooses and two after the Sorcerer has chosen.
- Your natural Magical Aura gives you a basic defence of two combat dice.
- You have two Fate points in each Adventure that allow you to change the outcome of dice rolls. [Works the same as in Advanced Heroquest.]
- Being a high level Magician, you are limited on the equipment you can use and are only able to use items that specifically state that they can be used by the Wizard.
Veteran: Summoning
- You can summon the Elemental of the first spell set that you choose by giving up all other actions and using and discarding all three spells of that element.
Master: Wizardry
- You can cast Combined spells with the first spell set that you choose by using and discarding one of the spells that are usually required and any other as a replacement.
- You can summon the Elemental of the first spell set that you choose by using and discarding two of the spells that are usually required and any other as a replacement.
Legend: Divinity
- You can cast the Fully Merged spell of the first spell set that you choose once per Adventure by using and discarding one of the spells that are usually required.
- You can summon the Elemental of the first spell set that you choose once per Adventure by using and discarding two of the spells that are usually required.