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Wednesday, 30 January 2013

Heroquest Advanced rules pt 2- Skills

We invented an experience points system to develop characters. Adventurers get 10XP for completing a quest, plus 1XP for each body point of monsters they kill (themselves, not as a party), plus any arbitrary XP awarded by the evil wizard player. Between quests these XP can be swapped for skills. There are four base skills (warrior, scout, sorceror and artisan) which are available to all characters. Each character may buy up to 2 of these base skills which then allow other skills to be bought (for example, a barbarian could buy the scout skill and then buy any further scout or scout barbarian skills in the list, if they also bought the artisan skill they could buy scout, scout barbarian, artisan, artisan barbarian and artisan scout skills). As an aside, the sorceror base skill does not allow a dwarf or barbarian to use spells, it merely allows them to pick other skills from this list (which may in turn allow them to use spells). So a barbarian picking the pyromancy skill would be largely pointless since he is unable to use fire spells in any case.



Skill List
Skill
Type
Effect
Cost
Base
Warrior/Scout
Sorcerer/Artisan
A character may purchase up to 2 base skills, they may then buy additional skills in the chosen field/s.
50xp
Melee
Warrior
+2 Combat dice in close combat
100xp
Attentive
Scout
Instead of opening a door you may ask the DM to reveal the number of enemy models (if any) inside. The types of models will not be revealed.
100xp
Lore
Sorcerer
After all magic-users choose one set of spells you may hand pick any 9 remaining spells.
100xp
Smithcraft
Artisan
You may expend 50xp or 100gc to add 1 Combat die to the attack value of any weapon. Only one improvement may be made per weapon.
100xp
Fencing
Warrior
You may force an enemy in close combat with you to reroll their defence dice.
100xp
Stealth
Scout
Enemy models will not be aware of you unless you attack them, open a door (not a secret door)or cast a spell.
100xp
Discipline
Sorcerer
Each time you miss a turn and are not attacked you may regain 1 lost spell. After the first time you use this skill you must roll a combat die each time you attempt this and lose a Mind point on a roll of a skull.
100xp
Alchemy
Artisan
By turning any piece of equipment to gold you may double its value for resale. The equipment loses any special features.
100xp
Might
Warrior Barbarian
You may wield two weapons in combat, gaining the bonuses from both.
100xp
Wardance
Warrior Elf
You may attack all enemies in base contact (including diagonally) each turn.
100xp
Grudgestrength
Warrior Dwarf
Nominate one type of creature (Goblinoid, Undead, Chaos or Ogre), you reroll all failed attack dice against these creatures.
100xp
Pyromancy
Warrior Wizard
Each time you cast a fire spell roll a combat die. The spell is lost on a roll of a black shield, otherwise it is retained and may be used again.
100xp
Foescent
Scout Barbarian
Instead of opening a door you may ask the DM to reveal the type (goblinoid, undead, chaos, ogre) of monsters (if any) within. The specific monsters and number will not be revealed.
100xp
Farsight
Scout Elf
Monsters out of sight around corridors are placed on the board when you get within five spaces of the corner.
100xp
Earthkin
Scout Dwarf
Traps and Secret doors are automatically found when searching for treasure.
100xp
Clairvoyance
Scout Wizard
You may examine the magic cards of any magic user and turn one card face down. This card may not be used until the end of your next turn.
100xp
Thor Hammer
Sorcerer Barbarian
For each white shield you roll in defence the enemy takes 1 Body Point of damage.
100xp
Magecraft
Sorcerer Elf
Once per turn you may roll a combat die to pick (at random but with the backs showing) any one spell in the discard pile. If you roll a skull you take 1 Mind point damage but still take the spell.
100xp
Runesmith
Sorcerer Dwarf
Pick any one skill and any piece of equipment carried by any player. The bearer of that piece of equipment gains that skill. You may buy the Runesmith skill any number of times but each piece of equipment may only confer one skill.
100xp
Collegiate
Sorcerer Wizard
You may cast your spells as if you were in the position of any friendly model on the board.
100xp
Reforge
Artisan Barbarian/Dwarf
Any weapon or armour equipment may be upgraded to another item of the same type for the difference in xp rather than gp.
100xp
Enchant
Artisan Wizard/Elf
Choose one piece of equipment owned by any one player and any spell. The owner of the equipment may cast the spell once per game, the spell always remains the same and is noted by the entry on the character sheet- the card is not held by the owner of the equipment. You may buy the Enchant skill any number of times.
100xp
Hawkeye
Warrior Scout
Roll an extra combat die for each ranged attack made.
100xp
Stormchannel
Warrior Sorcerer
Instead of casting a spell or attacking you may make a ranged attack against any figure in the same room or corridor (line of sight not required) by rolling 4 combat dice.
100xp
Balance Weapon
Warrior Artisan
You may reroll all failed combat dice in attack.
100xp
Mindmap
Scout Sorcerer
The contents of spaces a radius of 2 squares from your model are revealed regardless of walls and obstacles in the way.
100xp
Sapper
Scout Artisan
You may miss a turn to create a blocked passage tile in any space, remove a blocked passage tile or trap or close an opened door.
100xp
Bewitch
Sorcerer Artisan
At the start of each game, after each magic user has selected their spells, choose one remaining spell and any piece of equipment carried by any player. The bearer of that piece of equipment may cast the spell once per game.
100xp

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