HeroQuest
Players Handbook

written by Jonathan Long

Gnome Characters



Gnomes are quiet forest dwellers and close friends to the WoodElves. They are little people, but this size belies their speed, agility, and tenacity in the face of danger. Gnomes a high natural defend roll due to their quick, evasive reflexes. They also get to roll one combat die each time a directional spell is cast at them. If they roll anything but a skull, they have dodged the spell.

Assassin*(1)

Neutral, Light Proficiency
You are the Assassin, a creature of stealth and shadow. Quiet and deadly, you are one in the ranks of "The Brotherhood of the Owl" a secret underground organization of killers secretly employed by the Emperor. Seen by others as secretive and suspicious, your skills are greatly valued by your comrades.
Attack Dice2
Defend Dice4
Body Points6
Mind Points3
Feat of Strength8
Feat of Dexterity15
Starting ArmorNatural
Evade
Starting WeaponsDagger

Coup De Grace: Your instinct for killing has made you highly efficient. If you strike an opponet and do enough damage to bring them down to one Body Point, you may declare a coup de grace and finish them off instantly without rolling any dice. Your opponet has no defence.

Skullduggery: Your knowledge of poisons allows you to gain the upper hand in combat. Once per scenario you may declare your weapon as being poisonous. For the next 3 turns, any creature hurt by your weapon will continue to lose 1 Body Point per round until death. There is no antidote.

Warrior

Good, Non-Proficiency
Light, quick, and agile, you are a brother to the Elves. You have seen the peaceful, quiet life of your fellow Gnomes threatened, and have decided to join the fight. Your soft spoken manner and big heart endear you to your comrades, but the fierceness with which you fight and your skill with a blade demands respect from your enemies.
Attack Dice1
Defend Dice4
Body Points7
Mind Points2
Feat of Strength9
Feat of Dexterity14
Starting ArmorNatural
Evade
Starting WeaponsDagger

Light Footed: Due to the small size of the Gnome, you may pass over unsprung floor traps without setting them off by rolling one combat die each time he steps on one. On a roll of anything but a black shield, you do not set off the trap and may continue your turn as normal.
Tenacious:*(2) Typical of your race, you show a great deal of tenacity in the face of terrible odds. If you suffer body hits from a trap or attack which lower your Body Points to zero, once per game you may reset them to one.

Mystic

Good, Non-Proficiency
You are a Mystic, a Gnome born with natural magical powers. Seen as a shaman by those of your clan, you have the ability to cast spells. While you don't look intimidating, your quick blade and Wild Magic make up for what you lack in brawn.
Attack Dice1
Defend Dice3
Body Points6
Mind Points4
Feat of Strength7
Feat of Dexterity10
Starting ArmorNatural
Evade
Starting WeaponsDagger

Wild Magic: The Mystic has the ability to cast 28 Manna Points of Magic (or [1D4 x 10], whichever is higher) from either the Faerie Spells or the Elemental Spells. The nature of magic in Gnomes is unstable, often manifesting itself in massive surges of wild power. Each time you cast a spell, roll 2D6: 1-3 = No effect; 4-6: = Surge--spell is cast at 1/2 the cost of Manna; 7-9 = PowerSurge--Spell is cast at no cost of Manna; 10-12 = Wild Surge--Spell is cast at no cost in Manna, and its effects are doubled.
Light Footed: Due to the small size of the Gnome, you may pass over unsprung floor traps without setting them off by rolling one combat die each time he steps on one. On a roll of anything but a black shield, you don't set off the trap and may continue your turn as normal.

Rogue*(3)

Neutral, Light Proficiency
A braggart and an egotistical busy-body, you are constantly looking for adventure, or trouble, whichever comes easiest. You laugh as you fight, and your bravado makes it hard for anyone not to like you. You've decided to join in the fight in hopes of gaining treasure, or to alleviate bordom,... or maybe both.
Attack Dice2
Defend Dice5
Body Points7
Mind Points3
Feat of Strength10
Feat of Dexterity14
Starting ArmorNONE
Starting WeaponsShortsword
& Dagger

Weapon Mastery: You fight with two weapons, using your primary to attack and your secondary to parry. You also have the option to attack twice instead of parrying, however, when you do this, you lose an equal number of combat die in defense.
Light Footed:
Due to the small size of the Gnome, you may pass over unsprung floor traps without setting them off by rolling one combat die each time he steps on one. On a roll of anything but a black shield, you don't set off the trap and may continue your turn as normal.

Scout*(4)

Good, Non-Proficiency
You are one of the finest scouts in the Emporer's army. A friend to the WoodElves and a dweller of forests since birth, 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 Dice2
Defend Dice4
Body Points8
Mind Points3
Feat of Strength9
Feat of Dexterity14
Starting ArmorNONE
Starting WeaponsBoomerang

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.
Tenacious:
*(2) Typical of your race, you show a great deal of tenacity in the face of terrible odds. If you suffer body hits from a trap or attack which lower your Body Points to zero, once per game you may reset them to one.

Theif *(5)

Neutral, Non-Proficiency
You are a master of slight of hand, and a con artist extraordinaire. A black sheep among your people, you are almost as nimble and light footed as you think you are. You're in this fight for the money and the adventure, plain and simple.
Attack Dice2
Defend Dice4
Body Points7
Mind Points3
Feat of Strength9
Feat of Dexterity15
Starting ArmorNONE
Starting WeaponsDagger

Sneaky: Your profession requires that you be quick and silent. The benefit is that you can sneak past spaces with monsters. By rolling anything but a black shield per each monster, you may ignor monsters in your path.
Backstab: the Thief may attampt to sneak up an enemy and perform a backstab. To do so, you must roll one combat die. If you are sneaking from behind or the side, you must NOT roll a black shield. If you're sneaking from the front side of the enemy, he must roll a skull. If you successfully sneak up to an enemy and attack, the enemy may not defend.



FOOTNOTES

*(1) I see the assassin as a hired hitman who will work for whoever has the best price. Not really evil, not really good, so I made him neutral. I also merged this character with my Gnome. Also, I created a new category for these characters. A "Light Proficiency" character can use anything a Non-Profiency can use, plus the following: Claws, Shortswords, & Hatchets.

*(2) "Tenacious", from Mr. Frazer's Dwarf.

*(3) The Gnome Rogue is a combination of my Gnome and the Mercinary character on Karnov's page. Also, I created a new category for these characters. A "Light Proficiency" character can use anything a Non-Profiency can use, plus the following: Claws, Shortswords, & Hatchets.

*(4) This is a combination of J.D. Frazer's Scout and my Gnome.

*(5) I've altered this character several times now. He bears almost as little resemblance to J.D.'s Thief as he does my Gnome. I've also altered the "Backstab" ability on the Gnome Thief. See the Human Thief for clarification.


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