Version 1.2
An Entirely Unofficial Expansion Rules For Milton Bradley's HeroQuest Game
By J.D. Frazer (jd@mindlink.net)
Copyright (C) 1993, 1994, 1995
DISCLAIMER AND COPYRIGHT NOTICE
This entire body of work is mine. I am offering it to the public free of
charge in an effort to add variety to Milton Bradley's HeroQuest game. I am
not responsible for anything that may occur should you decide to use these
rules, and I will not be held liable for anything related to these rules,
HeroQuest, or Milton Bradley. Your use of these rules is an explicit
agreement on your part to this disclaimer. If you don't like this
disclaimer, don't use or read these rules. Additionally, at the time of
this posting, I am not associated in any way with Milton Bradley.
I remind you that I retain all rights to these rules and that I own the
copyright. I don't know if I'll ever offer these rules or a derivative of
them to Milton Bradley for publication, but I just might. Therefore, I'm protecting my
own interests.
VERSIONS
NOTE: This is version 1.2.
Version 1.1 was released in January of 1994.
Version 1.0 was released in May of 1993.
Additions and changes new to 1.2 are marked with an asterisk.
* 0.0 OVERVIEW
HeroQuest II is a set of rules and additions to the HeroQuest game
published by Milton Bradley. These rules were created to provide greater
variety for gamers who tend to play more complicated or more detailed
games. These rules aren't by any means difficult or complex, but they do
add to the overall richness of the game.
1.0 CHARACTERS
The four characters offered with HQ are fine for beginners, but lack the
lustre and variety that many experienced players desire. In an attempt to
correct this problem, HQ2 offers sixteen new characters. Each will be
detailed in the same way that the HQ characters are on the character cards.
1.1 Point Values
Each HQ2 character is given a 'Point Value'. Players can now select a party
of up to four characters and use the Point Values to retain play balance. A
typical party consists of 400 points. Beginners should construct parties of
500 points to increase survivability. Expert players could take up the
challenge and enter the dungeons with 300 or even 200 point parties.
1.2 Morality
Each character follows one of three moralities: Good, Neutral or Evil. When
selecting a party, you may not mix Good and Evil characters together. Any
other combination is allowed, however.
1.3 The Party
Parties can be made up of as few as one or as many as four characters,
based on player choice and character combinations. For example, a 400 point
party might include the Crusader, Royal Guardsman and Monk. Although there
are only three characters, their powers and abilities are individually
greater than four 100 point characters.
1.4 Character Types
There are four basic types of characters: Warriors, Rogues, Clergymen and
Magicians. Each basic type has advantages and disadvantages universal to
all of its members. Aside from this and organizational preference,
character types have no direct bearing on the game.
1.41 Warriors
Warriors are the powerful weapon-wielding combatants of the party. They
tend to have excellent combat abilities and plenty of Body Points. These
guys belong in the thick of the fight, and are terrific barriers between
monsters and the weaker party members.
Warriors: Barbarian, Dwarf, Crusader, Royal Guardsman, Squire, Scout,
Bounty Hunter, Elf, Infernal Avenger.
1.42 Rogues
Rogues are the agile, light-footed members of the party, useful for
scouting and sneaking around. Rogues make fair combatants, but generally
can't stand up to the might of a Warrior. Rogues come into their own when
they approach a problem indirectly.
Rogues: Assassin, Thief, Nightblade*.
1.43 Clergymen
Clergymen are devout followers of their religion, voices of their deities
and leaders of the masses. Clergymen are not well suited for combat, but
can command extraordinary powers with their prayers.
Clergymen: Priest, Monk.
1.44 Magicians
Magicians are the scholarly wielders of forces that most men do not
understand. Magicians are very weak in combat, but have access to some of
the most powerful effects in the game. Magic power is limited, however, so
it should be used carefully.
Magicians: Wizard, Seer, Necromancer.
1.5 Selecting A Party
It's up to you to decide how many points worth of characters to take. If
you're a total pansy, go ahead and take 600 or 700 points worth. Think
you're pretty good at dungeon clearing? Try taking only 250 points worth.
1.51 Limitations to Party Mixes
The only limitation is that of alignment. Good aligned characters can not
be in the same party as Evil aligned characters. Neutral characters can go
along with pretty much any alignment.
2.0 PRAYERS
Prayers can be made once per turn by the Monk and Priest. The act of prayer
takes up the character's action for that turn. When a prayer is made, the
miracle wanted is first declared, then either one or two red dice are
rolled by the Monk and Priest respectively.
The total rolled is then compared to the prayer table shown below. If the
target number is rolled or exceeded, the miracle is granted. If the roll is
less than the target number required, the prayer is unheard.
- 4+ Benediction
- The recipient of the benediction (who must be specified and may not be
yourself) is blessed, and may perform one extra action on his next turn
only.
- 6+ Protection
- The recipient (who must be specified) may roll one extra Defense Dice on
his next turn only.
- 8+ Heal
- The recipient (who must be specified and may not be yourself) has 1 to 6
Body Points restored.
- 10+ Smite the Unholy
- All Undead within line of sight of the clergyman is struck with 1 to 6
points of damage each, rolled individually.
- 12+ Wrath of the Divine
- One opponent (who must be specified) is struck dead by a bolt of fire.
3.0 MAGIC
Magic may only be utilized by the Magicians: Wizard, Seer or Necromancer
(also the Elf, see below). Each magician begins with one dice worth of
spells. Each additional dice costs 250 gold pieces. Once the magician has
had a chance to purchase additional dice, all dice are rolled. The total
rolled is the number of spells which the magician may select for the next
quest.
If the magician wishes to select a spell more than once, he must have
already selected all other spells available in the spell list.
3.01 Magic and the Elf (Special Case)
The Elf may pick two dice worth of spells from either the Elemental list or
the Faerie list. He may not purchase more dice for more spells. If the Elf
does choose to pick spells, he may not use his Elven Treasures. Instead, he
is given a Crossbow and no armour, changing his Attack Dice to [3] and
Defense Dice to [2]. He may use other weapons, but may not don any armour.
3.011 Magic and the Nightblade (Special Case)
The Nightblade may pick one die worth of spells from the Necromantic list.
He may not purchase more dice for more spells. If the Nightblade does
choose to pick spells, he may not use his Dark Treasures. Instead, he is
given a Broadsword and no armour, changing his Attack Dice to [3] and
Defense Dice to [2]. He may use other weapons, but may not don any armour.
3.02 Resisting Magic
Spells are, by and large, very powerful in their application. Some spells
are resistable, in that a character (not a monster!) may roll a number of
combat dice equivalent to their Mind Points - if a specified number of
Black Skulls are rolled, the character is not affected by the spell.
Each spell that is resistable will be tagged with a (R) and a number in
the spell title, such as (R2). The number (in this example, 2) indicates
the required number of Black Skulls that must be rolled to resist the
spell. Note that this renders some characters unable to resist many of the
spells in the Lists.
3.1 Spell Lists
Each magician is associated with a type of magic. The Wizard picks from the
Elemental Spell List. The Seer picks from the Faerie Spell List. The
Necromancer picks from the Necromantic Spell List.
3.11 Elemental Spell List
- Crown of Fire
- Any and all targets (monsters and characters but not the
caster) within two spaces of the caster suffer a blast of flame. Three
white dice are rolled, and each skull that appears inflicts one Body Point
of damage on all targets.
- Firestream
- A stream of liquid fire erupts from the caster's fingertips.
This spell may be cast on any one target that the caster can see. Damage is
affected by distance. 1 space away = 4 Body Points, 2 spaces = 3 Body
Points, 3 spaces = 2 Body Points, 4 spaces = 1 Body Point, 5+ spaces = no
effect.
- Immolate
- The caster envelops himself in a ball of flame. Any characters
or monsters adjacent to him immediately suffer three Body Points of damage,
and the caster is reduced to 1 Body Point. The caster must have at least 2
Body Points to cast this spell.
- Fire of Wrath
- As per the spell card.
- Ball of Flame
- As per the spell card.
- Courage
- As per the spell card.
- Veil of Mist
- As per the spell card.
- Water of Healing
- As per the spell card.
- Sleep
- As per the spell card.
- Rainstorm
- The caster summons a torrential fall of rain on four connected
squares that he can see. Any monsters or characters caught under the rain
roll 1 red dice. On a roll of 1-3, lose 1 turn, 4-5 lose 2 turns, 6 lose 3
turns.
- Slick
- The caster selects 1 to 6 (roll one red dice to determine)
connected squares that he can see; these squares are covered in a slick of
water, and are very slippery. A monster or character who walks through a
square that is slicked must roll one red dice. On a 5 or a 6, the monster
or character slips and must end its turn there. Slicked squares remain
slicked for the remainder of the quest.
- Pass Through Rock
- As per the spell card.
- Heal Body
- As per the spell card.
- Rock Skin
- As per the spell card.
- *Collapse
- The caster selects 1 to 6 (roll one red dice to determine)
connected squares that he can see; the roof over these squares collapses,
and any monsters or characters underneath the collapsing rocks suffers 2
Body Points of damage. Those squares should be marked to show that they may
not be collapsed again.
- Tremble (R2)
- The caster causes the walls of the dungeon to tremble,
creating confusion and chaos. All creatures, monsters and characters, with
the exception of the caster, miss one turn while they reorient themselves.
- Tempest
- As per the spell card.
- Swift Wind
- As per the spell card.
- Genie
- As per the spell card.
- Float
- The caster travels a foot above the dungeon floor, thereby avoiding
any traps, sprung or unsprung. The caster must cast this spell before he
rolls dice for movement. At the end of his move, the caster settles on the
dungeon floor once again, and is subject to traps in the space he stops in.
3.12 Faerie Spell List
- Glimmer
- The caster summons a shimmering light that surrounds his body in
the shape of a halo. This light cancels the effect of any darkness or
darkness magic cast in the vicinity of the caster. The Glimmer lasts for
1 to 6 turns (roll one red die).
- Tinkling Laugh (R2)
- The caster causes musical laughter to erupt from any
space within his sight. The monster closest to the laughter is diverted
from his current path and is drawn to the space designated. When the
monster arrives at this space, the spell is broken and the monster may
behave as normal.
- Faerie Dust
- The caster releases a handful of sparkling magical sand that
causes him to become invisible to all creatures for 1 to 6 turns (roll one
red die). This invisibility is complete; not even the Wizard's Magic Sight
will reveal the caster of this spell.
- Gossamer Wind
- The caster causes a soft fluttering wind to blow in one
direction that he specifies. This wind will defeat any missile weapon fired
against the direction of the wind (or within 45 degrees of it) for one
turn.
- Sunburst
- The caster causes a brilliant flash to emanate from his hand.
This flash causes all creatures facing the caster within four spaces to
miss one turn while they regain their sight. The flash is also quite warm,
and will cause one body point of damage to any creatures within one space
of the caster.
- Warp (R3)
- The caster causes one creature's perceptions to become
completely warped for 1 to 6 turns (roll one red die). The target must be
within sight of the caster when the spell is cast. The target moves in a
random direction each turn (roll one red die, 1=N,2=E,3=W,4=S, 5-6=Reroll)
and does not attack until the spell is broken.
- Flitting Shadows (R2)
- The caster summons a horde of flitting shadows to
appear in the peripheral vision of a target within the caster's sight. The
target is thoroughly distracted, and makes all attacks with one die only,
and defends with one die only. The spell lasts for 1 to 6 turns (roll one
red die).
- Eerie Song (R2)
- The caster calls forth the mournful song of the Lost
Faerie. All creatures (monsters and characters with the exception of the
caster and the Undead) within sight of the caster will remain rooted to the
spot for 1 to 6 turns (roll one red die).
3.13 Necromantic Spell List
- Shroud of Darkness
- The caster envelopes an area within his sight in a
magical shroud of darkness. The area must be specified by the caster, and
must cover a block 3 squares wide by 3 squares long. The Shroud stops any
creature from using a missile weapon into and out of the area, and limits
their movement to 2 squares per turn as the fumble in the darkness. The
Shroud lasts for 1 to 6 turns.
- Wither (R1)
- The caster causes a target within his sight to wither. The
creature loses all but 2 Body Points, and may not move next turn due to
weakness.
- Drain Life (R2)
- The caster causes all creatures within two spaces of him
to lose 1 to 6 Body Points each, although they may not be reduced to a
total of less than one body point. In addition to expending this spell, the
caster must expend 2 of his own Body Points to complete the incantation.
- Chill Wind
- The caster causes a bone-chilling wind to blow through the
area. All creatures along a straight line originating from the caster lose
1 body point from the evil wind. The wind extends as far as the caster can
see.
- Summon Undead
- The caster causes a Skeleton, Zombie or Mummy to appear
from the reaches of Darkness. Roll one red die to determine the type of
Undead that appears: 1-3 Skeleton, 4-5 Zombie, 6 Mummy. Regardless of the
type of Undead that appears, you must surrender 2 of your own Body Points
when this spell is cast.
- Raise Dead
- The caster brings one creature into the realm of the Undead as
a personal servant. This spell must be cast on the turn immediately after a
monster is slain. The monster is restored to full Body Points, and is
considered an Undead creature. Additionally, the monster is now under the
complete direction of the caster, and moves after the caster. The monster
will remain a servant of the caster until the end of the Quest or until it
is killed. The caster must surrender 3 Body Points to complete this spell.
- Desecrate (R2)
- The caster may select up to six squares that he can see,
and cause them to be desecrated. All Good aligned characters standing on a
desecrated square suffer two Body Points and one missed turn. The
desecration only lasts during the turn it is cast.
- Summon Plague (R1)
- The caster calls forth a horrific plague on one target
that he can see. The target loses one Body Point per turn until death
occurs. There is no antidote.
- Open Chasm
- The caster summons all of his dark power and causes a chasm to
open before him in a straight line, one square wide and seven squares long.
The chasm may be opened anywhere within his sight. All creatures standing
where the chasm opens are instantly swallowed up and killed. However, the
caster is also slain, as he has made an unhealthy pact with the forces of
Darkness to complete this spell.
4.0 MONSTERS
Monsters in HQ are patsies. Easy to evade, easier to kill. HQ2 provides an
alternate way to handle monsters, a way that makes them much more worthy
adversaries.
In the original rules, monsters are only capable of blocking hits when a
black shield is rolled, which occurs 1 in 6 times. The characters, on the
other hand, block with white shields, which occur 2 in 6 times. To balance
things a little better, the following combat rules should be used in lieu
of the original ones.
4.01 White Shields
When a defending character or monster rolls a white shield, one hit is
blocked.
4.02 Black Shields
When a defending character or monster rolls a black shield, no hits are
blocked.
4.03 Critical Hits
When an attacking character or monster rolls at least three dice, and at
least three skulls appear, a Critical Hit has occurred. If the defending
character or monster fails to block any hits, the Critical Hit instantly
kills the defending character or monster.
5.0 SCENARIOS
Scenarios and Quests may be run in a variety of ways with the HQ2 rules.
Two common ways of playing are with Traditional Scenarios and Adversarial
Scenarios.
5.01 Traditional Scenarios
Traditional Scenarios are just that: scenarios run as specified by the Book
of Quests included with HeroQuest.
5.02 Adversarial Scenarios
Adversarial Scenarios are run the same way as Traditional Scenarios, except
that two opposing groups of characters enter the dungeon instead of one.
The opposing groups should be roughly equal in point values; this type of
scenario introduces the fascinating element of player-vs-player
interaction. Perhaps both groups are questing for a lost Amulet, the forces
of Light wishing to utilize it to protect their domains, and the forces of
Darkness wishing to twist the Amulet's power to their purposes...
To start an Adversarial Scenario, the referee ("Zargon") must specify two
entranceways to the dungeon. Each group may only exit through the way they
came, or, if the referee wishes, each group may only exit through their
adversaries' entrance. Mix it up! Change things!
APPENDIX OF WEAPONS
Weapon Name | Cost in Gold | Attack Dice | Additional Comments |
Dagger | 25 | 1 | may be thrown |
Staff | 100 | 1 | diagonal attack no shield |
Shortsword | 150 | 2 | magicians may not use |
Handaxe | 150 | 2 | magicians may not use |
Mace | 200 | 2 | no restrictions |
Broadsword | 250 | 3 | magicians may not use |
Longsword | 350 | 3 | diagonal attack magicians may not use |
Crossbow | 350 | 3 | must see target no adjacent attacks |
Battle Axe | 450 | 4 | no shield, magicians may not use |
Halberd | 400 | 4 | diagonal attack range 2 no adjacent
attacks magicians may not use
no shield |
Elven Bow | *** | 4 | must see target no adjacent attacks |
Silver Arrows | *** | +1 | may be used only with Elven Bow |
Runeblade | *** | 3 | grants one body pt to wielder per kill |
APPENDIX OF ARMOUR
Armour Name | Cost in Gold | Defense Dice | Additional Comments |
Helmet | 125 | 1 | magicians may not use |
Shield | 150 | 1 | magicians may not use |
Leather | 250 | 1 | magicians may not use |
Chain Mail | 500 | 2 | magicians may not use |
Cloak of Darkness | *** | 3 | nightblade only invisibility |
Elven Mithril | *** | 3 | elf only |
Plate Mail | 850 | 3 | movement reduced to 1 die magicians
may not use |
APPENDIX OF CHARACTERS
BARBARIAN
Point Value: 125
[NEUTRAL]
You are the greatest swordsman known to the Continent. Travelling from your
ancestral home in the mountains, you seek opponents to do battle with for
glory and satisfaction.
Attack Dice | 3 |
---|
Defend Dice | 2 |
Body Points | 8 |
---|
Mind Points | 2 |
Movement Dice | 2 |
---|
Starting Weapon | Broadsword |
---|
Starting Armour | None |
---|
DEATH BLOW: You have the ability to put all of your skill into an attack.
You may add two (and only two) defense dice to your attack dice to increase
the number of dice rolled in an attack. Doing so, however, renders you
effectively defenseless, and any attacks that are made against you until
your next turn may not be defended against.
BERSERK: You have the blood of berserkers in you. During combat you may
declare that you are going berserk, which grants you two additional attack
dice. This effect remains in place until you cannot see at least one enemy.
While you are berserk, you must move towards any enemies you see and engage
them in combat. You may go berserk once per adventure. The DEATH BLOW may
not be used while you are berserk.
DWARF
Point Value: 125
[GOOD]
You are a champion among your people and a stern reminder to the forces of
Darkness that the Dwarves shall not cease battling Evil wherever it may
rear its head. You are a fine warrior and an excellent miner, a great asset
on any dungeon excursion.
Attack Dice | 2 |
---|
Defend Dice | 3 |
Body Points | 7 |
---|
Mind Points | 3 |
Movement Dice | 2 |
---|
Starting Weapon | Handaxe |
---|
Starting Armour | Helmet |
---|
DWARVEN VISION: You have the ability to see faults and flaws in the rock
that surrounds you. You automatically detect any traps and secret doors
within three spaces of you when you end your movement. You may not detect
traps or secret doors while you are moving, or in mid-move.
TENACIOUS: Typical of your race, you exhibit an extraordinary degree of
tenacity in the face of overwhelming odds. If you suffer body hits from a
trap or attack that would normally kill you, your Body Points are instead
set to a value of one. This may only be done once per game.
CRUSADER
Point Value: 150
[GOOD]
You are the Crusader, a heroic paragon of chivalry and justice.
You are a defender of the Church of Light, and are a sworn enemy of
Darkness. Your affiliation with the Church has given you an inner strength
to combat the forces of evil in conjunction with your masterful
swordsmanship.
Attack Dice | 3 |
---|
Defend Dice | 2 |
Body Points | 7 |
---|
Mind Points | 4 |
Movement Dice | 2 |
---|
Starting Weapon | Broadsword |
---|
Starting Armour | None |
---|
UNWAVERING FAITH: You are driven by the strength of the righteous when
confronting the minions of Darkness. Roll an extra Attack Dice when
attacking an Undead creature.
MIRACULOUS HEALING: You have the ability to restore 1D6 Body Points to a comrade. Due to your code of selflessness, you may not use this ability
upon yourself.
ROYAL GUARDSMAN
Point Value: 125
[GOOD]
You are the Royal Guardsman, a loyal servant of the King and a trusted
lieutenant. You are committed to defending the Realm and its rulers, and
have volunteered to help stem the tide of Evil that is sweeping the land.
Attack Dice | 3 |
---|
Defend Dice | 2 |
Body Points | 6 |
---|
Mind Points | 3 |
Movement Dice | 2 |
---|
Starting Weapon | Any |
---|
Starting Armour | Any |
---|
KING'S CHAMPION: You act as the champion of the King. This allows you to
equip yourself with any weapon from the King's armoury, as well as any
armour you wish. You may only equip yourself, and may not 'lend' equipment
to other characters.
FIERCE LOYALTY: Your loyalty to the King has instilled a sense of great
purpose in you. When fighting against Goblins or Orcs, who are the greatest
enemies of your land, you may roll an additional Attack Dice.
SQUIRE
Point Value: 100
[GOOD]
You are a knight-in-training of the Western kingdoms, and have been tasked
to fight the minions of Evil wherever they may be found. Although you are
young and not a skilled warrior, your health and determination will serve
as advantages in combat.
Attack Dice | 2 |
---|
Defend Dice | 2 |
Body Points | 6 |
---|
Mind Points | 3 |
Movement Dice | 3 |
---|
Starting Weapon | Shortsword |
---|
Starting Armour | None |
---|
YOUTHFUL VIGOR: You enjoy the stamina of the young, and may roll three dice
instead of two when moving.
WELL LOVED: Your kind demeanor and strong principles have earned you the
steadfast friendship of your compatriots. If you are ever killed in combat,
all other characters in the party are given an extra Attack Dice in combat
until the end of the scenario.
SCOUT
Point Value: 175
[GOOD]
You are one of the finest scouts in the King's army. You have pledged your
service to him in times of need, using your keen senses and strong
intellect to locate the enemy and analyze their weaknesses. You have agreed
to assist the King in his endeavour to rid the forces of Darkness from the
dungeons and ruins by participating in raids.
Attack Dice | 2 |
---|
Defend Dice | 2 |
Body Points | 5 |
---|
Mind Points | 4 |
Movement Dice | 2 |
---|
Starting Weapon | Shortsword |
---|
Starting Armour | None |
---|
SHARP EYES: Your remarkable vision allows you to see any spear traps within
five spaces of you when you end your move. You do not detect spear traps
when moving, or in mid-move.
TACTICAL GENIUS: Your understanding of tactics enables you to maximize your
party's chances of doing the most damage possible to the enemy. If you are
the first to enter a room, no monsters may react until after your next
turn.
BOUNTY HUNTER
Point Value: 150
[NEUTRAL]
You are the Kingdom's most notorious bounty hunter. You have served many
masters, but ultimately you serve yourself. Your professionalism and great
fighting ability precede you, and those who are hunted fear your name.
Attack Dice | 3 |
---|
Defend Dice | 3 |
Body Points | 7 |
---|
Mind Points | 2 |
Movement Dice | 2 |
---|
Starting Weapon | Crossbow |
---|
Starting Armour | Leather |
---|
BOUNTY PAID: You are paid a bounty for each monster or character you kill.
The value of the bounty is equal to the point value of the monster or
character that you kill. You must escape the dungeon to collect your
bounties.
TRACKING: You have the ability to track others. You are always the last
character to move during a turn. Additionally, instead of rolling movement
dice, you may move up to the same number of spaces as the character who
rolled the highest movement total this turn. The decision to track instead
of rolling must be made by you before you roll.
ELF
Point Value: 200
[GOOD]
You are a Prince in your own land, yet you have surrendered your pleasant
and bountiful existance to aid the forces of Light in purging the Darkness
from the face of the world. Your magical relics and your deadly aim are
well known throughout the Kingdoms as well as among your foes.
Attack Dice | 5 |
---|
Defend Dice | 5 |
Body Points | 6 |
---|
Mind Points | 4 |
Movement Dice | 2 |
---|
Starting Weapon | Elven Bow |
---|
Starting Armour | Elven Mithril |
---|
LEGENDARY AIM: You are the finest archer in all of the Kingdoms of Light.
While using a bow of any kind, you may add one Attack Dice.
ELVEN TREASURES: You have brought your magical weapons with you to be used
when confronting the forces of Darkness. The Elven Bow allows you to attack
two targets per turn. The Elven Mithril gives you an additional three (3)
defense dice in combat without slowing you down. You also have twelve (12)
Silver Arrows, which automatically slay any Undead creatures that are
struck by at least one point of damage.
INFERNAL AVENGER
Point Value: 150
[EVIL]
You are the champion of evil, a knight of darkness, more monster than man.
Though wasted away from years of inflicting horror and cruelty, you are
strong with the forces of Darkness. You wish nothing more than to utterly
destroy the forces of Light so that you may sit as Lord of the Continent,
and so plunge the world into a reign of terror that will last for eternity.
Attack Dice | 4 |
---|
Defend Dice | 4 |
Body Points | 7 |
---|
Mind Points | 3 |
Movement Dice | 2 |
---|
Starting Weapon | Broadsword |
---|
Starting Armour | Shield |
---|
EVIL RAGE: You are driven by a consuming hatred for everything living, as
you yourself have passed into unlife. You may add one Attack Dice whenever
you attack a living monster or character. This has no effect upon the
Undead.
CHAOTIC SERVITUDE: Warriors of Chaos see you as their leader, and fear your
abilities in battle. Once per game you may command one Chaos Warrior in
your line of sight to swear fealty to you, regardless of his previous
intentions. Once a Chaos Warrior has been selected, he acts as your
servant.
ASSASSIN
Point Value: 125
[EVIL]
You are a creature of shadows and a bringer of death. Your mastery of the
most potent toxins has rendered you into a deadly opponent. Although your
real name is known by only a few, your reputation strikes fear in the
hearts of all.
Attack Dice | 2 |
---|
Defend Dice | 2 |
Body Points | 5 |
---|
Mind Points | 3 |
Movement Dice | 2 |
---|
Starting Weapon | Shortsword |
---|
Starting Armour | None |
---|
COUP DE GRACE: Your instinct for killing has made you highly efficient. If
you strike an opponent and do enough damage to bring them down to one Body
Point, you may declare a Coup De Grace and finish him off immediately
without rolling any dice. Your opponent has no defense against this.
SKULLDUGGERY: Your knowledge of poisons allows you to gain the upper hand
in combat. Once per scenario you may declare your weapon as being poisoned.
The next monster (except Undead) or character hurt by your weapon will
automatically lose one Body Point per turn until death. There is no
antidote.
THIEF
Point Value: 100
[NEUTRAL]
You are a master of sleight-of-hand and a con artist extraordinaire. Your
abilities have caught the attention of all of your victims as you rob them
blind right under their noses.
Attack Dice | 2 |
---|
Defend Dice | 2 |
Body Points | 5 |
---|
Mind Points | 4 |
Movement Dice | 2 |
---|
Starting Weapon | Dagger |
---|
Starting Armour | None |
---|
SNEAKY: Your profession requires that you learn a bag of tricks that could
help you escape a nasty situation. Once per game you may either: a) triple
your movement roll or b) cause one character or monster to lose two turns
in a row.
LIGHT-FINGERED: You may take any one item that is being carried by a
character that is next to you (diagonally or orthagonally); you may not
take a weapon that is in hand or armour that is being worn. Instead of an
item, you may instead take 10-60 gold pieces (roll one red dice and
multiply by ten). The character you stole from may not attack you after you
lift an item for 1 to 6 turns (roll one red dice).
*NIGHTBLADE
Point Value: 200
[EVIL]
You are the embodiment of shadows, a master of the blade and kin to
Darkness. Once you were one of the High Elves, but hatred and evil have
twisted you into a creature who hates the sun and loves only the cold touch
of the night.
Attack Dice | 4 |
---|
Defend Dice | 5 |
Body Points | 5 |
---|
Mind Points | 5 |
Movement Dice | 2 |
---|
Starting Weapon | Runeblade |
---|
Starting Armour | Cloak of Shadows |
---|
EVIL SHADOW: You have the ability to create an evil, shifting shadow that
causes fear in all who are touched by it. The shadow travels in a
straight line (not diagonally, only orthogonally) in a channel one square
wide up to a range of 12 squares. Any creatures or characters caught in the
shadow must lose 1 red dice worth of Mind Points. If their mind point total
reaches zero, the creature or character is frozen in fear for two turns.
This ability may be used once per game.
DARK TREASURES: You possess treasures that were bathed in the blood of
innocents and buried with the greatest Dark generals of the last century.
The Runeblade is a keen-edged longknife that drains life from a dying
victim. For every kill you make with the Runeblade, you gain one Body Point
for the duration of the scenario. Your Body Point total may not exceed your
original maximum. The Cloak of Shadows provides you with protection like
armour, but also gives you the ability to become invisible twice per game.
Each turn you remain invisible, roll a white die. If a White Shield
appears,
the invisibility has worn off. While you are invisible, no monster will
attack you or follow you. However, if you attack a monster or character,
your invisibility ceases immediately.
PRIEST
Point Value: 175
[GOOD]
You are a bastion of Light and act as the voice of your deity. Your quiet
prayers and unquestioning faith in the Divine give you a strength that
renders you into a formidable opponent.
Attack Dice | 1 |
---|
Defend Dice | 2 |
Body Points | 4 |
---|
Mind Points | 6 |
Movement Dice | 2 |
---|
Starting Weapon | Staff |
---|
Starting Armour | None |
---|
PRAYER: Once per turn as your Action you may pray. Praying involves asking
for aid or a blessing from your deity. Once you have chosen the blessing
you require, roll 2 red dice and compare the total with the target number
required. If you roll the total number or greater, your prayer is heard and
the blessing is bequeathed. If you fail, your prayer is made in vain.
DIVINE AURA: You are surrounded by the light of your deity, protecting you
from the forces of Darkness. If you are attacked by any of the Undead, you
roll 2 additional defense dice.
MONK
Point Value: 125
[GOOD]
You are a disciple of the Divine, a walker of pilgrimages and humble
servant of the Deity of Light. Your humility and peaceful ways make even
the worst scoundrels unlikely to attack you.
Attack Dice | 1 |
---|
Defend Dice | 2 |
Body Points | 6 |
---|
Mind Points | 4 |
Movement Dice | 2 |
---|
Starting Weapon | Staff |
---|
Starting Armour | None |
---|
PRAYER: Once per turn as your Action you may pray. Praying involves asking
for aid or a blessing from your deity. Once you have chosen the blessing
you require, roll 1 red dice and compare the total with the target number
required. If you roll the total number or greater, your prayer is heard and
the blessing is bequeathed. If you fail, your prayer is made in vain.
SERENITY: Your harmless appearance and peaceful nature make you a less
likely target even for your enemies. Monsters (except the Undead) will not
attack you unless a) you attack them first or b) you are blocking the path
to other characters that the monsters do want to attack.
WIZARD
Point Value: 200
[NEUTRAL]
You are the master of Elemental Magic and Sorcery. Your command of the
forces that surround you establishes you as a dangerous opponent and a
valuable ally.
Attack Dice | 1 |
---|
Defend Dice | 2 |
Body Points | 4 |
---|
Mind Points | 6 |
Movement Dice | 2 |
---|
Starting Weapon | Dagger |
---|
Starting Armour | None |
---|
MAGICAL TOME: Your leatherbound tome of magic holds great power. The tome
is capable of holding many spells, each which may be cast once until the
end of the scenario.
MAGIC SIGHT: Your endless devotion to the magical arts has transformed you
into a creature not entirely human. You automatically see secret doors
within three spaces of you when you end your movement. You may not use your
magic sight in mid-move or while you are moving.
SEER
Point Value: 200
[NEUTRAL]
You are the old and wizened master of Faerie magic. Life in your beloved
forests has come to a halt now that the forces of Light and Darkness have
clashed arms in a mighty battle. You realize you must do what you must to
ensure the survival of all that you hold dear.
Attack Dice | 1 |
---|
Defend Dice | 2 |
Body Points | 3 |
---|
Mind Points | 8 |
Movement Dice | 2 |
---|
Starting Weapon | Staff |
---|
Starting Armour | None |
---|
MYSTIC AURA: You are surrounded by a halo of golden sparkles, the effect of
several tiny faeries cloaking your being. Each faerie has within it a spell
that you may cast once per scenario.
PREMONITION: Your affiliation with the Faerie has given you the ability to
see into the future. Once per game you may have the contents of any room
disclosed without activating the monsters within.
NECROMANCER
Point Value: 200
[EVIL]
You are the dark lord of the Undead and Prince of the Damned. You hold
reign over the many thousands of lost souls that still lie buried under
battlefield cairns and barrow mounds. Reaching forth from your black castle
you have sworn to vanquish the forces of Light so that Darkness may reign
supreme.
Attack Dice | 1 |
---|
Defend Dice | 2 |
Body Points | 5 |
---|
Mind Points | 6 |
Movement Dice | 2 |
---|
Starting Weapon | Staff |
---|
Starting Armour | None |
---|
BLACK GRIMOIRE: Your book of dark magic holds the incantations for your
potent Necromantic spells, each of which may be cast once per scenario.
FEED OFF THE LIVING: Your powerful magic requires that you surrender much
of your bodily strength to the spirits that fulfill your wishes. Since your
own fountain of life is not bottomless, you have developed the power to
feed off the living. If you are adjacent to a creature when it is slain,
whether or not you delivered the killing blow, you receive one body point.
At no time may your body point total exceed your original maximum.
AFTERWORD
These rules are in an everchanging state. I add things, remove things and
change things pretty regularly. If you read the rules and liked them,
disliked them, or are confused by them, I'd like to hear from you. If you
have constructive suggestions, even better!
I can be reached at jd@mindlink.net. Hate mail is always welcome.
Last Updates |
1 December 1996 | new email for JD
fixed really bad HTML error
6 September 1996 | new email for JD |
21 June 1996 | reorganized |
24 April 1996 | reformatted |
24 March 1995 | Attack/Defense dice corrections to
Thief Infernal Avenger from designer |
This article is copyright 1993-6 by J.D. Frazer
(jd@mindlink.net) |
Comments or corrections? |