HeroQuest
Players Handbook

written by Jonathan Long

Elven Characters



Elves are a quiet and secretive people, normally very jovial and carefree. However, more than one enemy has learned that under this jovial skin lies a core of pure sinew and muscle. Among the Elven people one can find deadly archers and powerful magicians. They love their forests, and will fight to the death to defend them. All Elven characters, except the Seer, get one extra combat die when attacking with a bow.

Elven Archer *(1)

Good, Light Fighter
You are the Elven Archer. A creature of light and Faerie kin, you have a natural magical gift, which you have used to hone your skills as an archer. You have left the Elven forests that you love so much to defend them against the evil forces of Chaos.
Attack Dice4
Defend Dice2
Body Points6
Mind Points3
Feat of Strength14
Feat of Dexterity14
Starting ArmorNone
Starting WeaponsShortBow

Legendary Aim: The skill of the Elven Archers is known worldwide. While using a bow of any kind, you may fire two shots per turn, not neccisarily at the same target.
Magic: You are a creature of light and Faerie-Kin. You have a natural magical gift. You may cast 16 manna points of magic (or [1D6 x 4] whichever is higher) from the Faerie Spells. However, as the Archer, you have used most of your natural magical gifts for archery, and therefore it takes you longer to learn to cast spells. The Archer pays 25% more when learning new spells.

Druid *(2)

Good, Light Fighter
You are a WoodElf and a lover of the forests. You have seen the forests slowly succombing to the evils of Chaos magic, and have decided to join the fight, and your not alone. At your side stands your Familiar, an animal who has bound his\her spirit to you. Together you fight in hopes of one day returning to your beloved forests.
Attack Dice1/3
Defend Dice2
Body Points6
Mind Points4
Feat of Strength14
Feat of Dexterity14
Starting ArmorNONE
Starting Weapons5 Daggers
Familiar: The Druid travels with a familiar which may move with the Druid, or may move independently. The familiar may only move with the Druid if: a) the familiar starts his/her turn on the same space as the Druid; b) the familiar ends his/her turn on the same space as the Druid. The Druid may "pick up" the familiar and move with it if the Druid moves past (and actually steps on) the space occupied by the familiar. Note: Picking up the familiar is not considered an action, and does not interrupt the turn. To "pick up" the familiar, the Druid rolls 1D6. If the Druid rolls an even number, the familiar is "picked up" and may now move with the Druid. If the Druid rolls an odd number, the "pick up" is unsuccessful, and the Druid may continue his/her turn as normal. Note: Lesser and Intermediate Familiars never set off traps, they either fly over them or are to light or light-footed to set them off.

Action: The only "action" the familiar may perform alone is attack. Any other actions performed by the familiar (searching, etc.) must be done as a unit, i.e. the familiar may search for traps, in as so much as it is assumed that the Druid is searching for traps through the familiar. Thus, only one action is performed. Other than set "actions", a familiar may perform any function that any other character can, such as opening doors and looking around. (If a Lesser or Intermediate Familiar opens a door or looks down a corridor, the monsters within may not attack until they are in the Line Of Sight of an actual character, because they do not see the familiar as a threat.)

Attacking: The familiar may attack and defend independently of the Druid, or the two may work as a unit. The familiar also may attack regularly, or may use its special attack. The technical specifications of the familiars may be found here. If the familiar and the Druid attack together, you simply add their combat die together and roll them as one. If they are defending as a unit, you add their combined defend die and subtract one, with the familiar taking every third point of damage. Keep in mind, however, that these specs will change as the Druid changes weapons and familiars. For example, a Druid fighting with a Broadsword and a Lesser Familiar will attack with 5 dice, while fighting with a Dagger and a Greater Familiar will attack with 5 dice also.

Influence: The familiar is mentally connected with the Druid. This connection spans an eight space radius. If the Druid or the familiar moves out of range, the influence is broken, and the familiar moves under Zargon's control and command, although the Familiar will never attack the Druid. The familiar's Mind Points are also reduced to one. To re-establish the link, they must first be back in range with each other. The Druid then rolls 1D6. If the Druid rolls an even number, the link is re-established. If not, the rolls fails and the turn continues as normal. Re-establishment of the link IS considered an action. If the familiar wanders off the board, dies, or the Druid somehow loses his/her familiar, the Druid must wait until the next game to gain another, or pick up a Giant Rat if one is available. The Druid starts each game with a familiar.

Special Attack: Each familiar is endowed with its own special attack and or special abilities. These can be found here.

Magic: You are a creature of light and Faerie-Kin. You have a natural magical gift. You may cast 16 manna points of magic (or [1D6 x 4] whichever is higher) from the Faerie Spells. However, as the Druid, you have used most of your natural magical gifts to put you at one with the forests, and therefore it takes you longer to learn to cast spells. The Druid pays 25% more when learning new spells.

Elven FighterMage *(3)

Good, Light Fighter
You are a High Elf, a lover of forests and a dweller in glades, 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 skills and deadly aim are known throughout the Empire, as well as among your foes.
Attack Dice3
Defend Dice2
Body Points6
Mind Points4
Feat of Strength14
Feat of Dexterity14
Starting ArmorNone
Starting WeaponsShortBow

Legendary Aim: Elves are some of the finest archers in the land. While using a bow of any kind, you may add one attack die.
Magic: You are a creature of light and Faerie-Kin. You have a natural magical gift. You may cast 16 manna points of magic (or [1D6 x 4] whichever is higher) from either the Faerie Spells or the Elemental Spells.

Scout*(4)

Good, Light Fighter
You are one of the finest scouts in the Elven army. As a WoodElf, you are a suvivalist and a natural tracker. You have seen the forests you love threatened by Chaos Magic, and have decided to join the fight.
Attack Dice4
Defend Dice3
Body Points7
Mind Points4
Feat of Strength14
Feat of Dexterity14
Starting ArmorNONE
Starting WeaponsShortBow

Sharp Eyes: Your remarkable training and vision allow you to see any traps within 5 spaces (Line of Sight) of you when you end your move. You do not detect traps when moving, or in mid move.
Magic:
You are a creature of light and Faerie-Kin. You have a natural magical gift. You may cast 16 manna points of magic (or [1D6 x 4] whichever is higher) from either the Faerie Spells.

Seer*(5)

Good, Non-Proficiency
You are the old and wizened master of Faerie Majik. Life in your beloved forests has come to a halt now that the forces of Light and Darkness have clashed in a mighty battle. Your precognitive abilities have shown you that you must do all you can to ensure the survival of all you hold dear.
Attack Dice1
Defend Dice2
Body Points4
Mind Points7
Feat of Strength6
Feat of Dexterity8
Starting ArmorNONE
Starting WeaponsStaff

Faerie Brotherhood: You are a brother to the Faeries, and their magic flows through your veins. As such, you cast Faerie Majik at 3/4 the cost in Manna, and learn them at 3/4 the cost in gold. You may cast up to 40 manna points of magic (or [(1D6+1D8) x4] whichever is higher) from the Faerie Spells.
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 any of the monsters within.


FOOTNOTES

*(1) This is a derivation of Milton Bradley's & J.D.'s Elf.

*(2) The Legendary Aim is from J.D.'s Elf.

*(3) WAY WAY too strong for a starting character! I have gone back to the Milton Bradley original. No starting armor, but I have stuck with ShortBow as the starting weapon. I've also made Artifacts of Mr. Frazer's "Silver Arrows" and his "Elven Bow" which I have currenly given to a few of my more advanced Elven Characters. I have also started using a Manna system for the magic. See the spells for clarification.

*(4) This is a combination of J.D.'s Elf and Scout characters, with a little editing by yours truly.

*(5) I have introduced a Manna system for the magic, see the spells for clarification. I've also upped the Spellcasting ability by allowing the Elven Seer to cast spells at 3/4 the manna. See the Human Seer for clarification.


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