HeroQuest
Players Handbook

written by Jonathan Long

Human Characters

Clergy


Humans make up the bulk of the poplulation of the HeroQuest/Warhammer world. While most human adventurers are clumsy and loudmouthed compared to their demihuman companions, they are fierce warriors, and a proud people.

The Human Clergy are sharply divided into two different "denominations". Most of the populace worships Narafa, the High God, however, there are "cults" of Druidic Priests that cover the Empire as well. Even though these two sects have no love for each other, their ultimate goal, their ultimate purpose and drive often ally them together. Each sect draws on Divine power as their strength. The High Clergy calls on Narafa Himself for their power, where the Druidic Priests call on various different "minor" deities for their power. Due to strict religeous code, Narafan Prayers may not be used on Druidic Priests, nor may Druidic Invocations or Chants be performed on Narafan Clergymen. For more information, go see the Prayers and Invocations.

Servants of Narafa

Monk*(1)

Good, Light Fighter
You are a disciple of the Divine, a walker of pilgrimages and a humble servant of the Diety of Light, Narafa. Your humility and peaceful ways make even the worst scoundrels unlikely to attack you.
Attack Dice1
Defend Dice2
Body Points6
Mind Points4
Feat of Strength9
Feat of Dexterity14
Starting ArmorNONE
Starting WeaponsStaff

Prayer: You are a clergyman. You may raise up a prayer to aid you. You must declare which prayer you are raising and roll 2D6. If the target number for the prayer is reached or exceeded, your prayer is granted. If not, the prayer is raised in vain.
Serenety: Your harmless appearance and peaceful nature make you a less likely target for even your enemies. Monsters (except undead, who are the enemy of the clergyman) will not attack you unless a) You attack them first, b) you are the only one in the room, or c) you are standing in the path to other characters they do want to attack.

Paladin*(2)

Good, Heavy Fighter
You are the Paladin, a heroic paragon of chivalry and justice. You are a defender of the Church of Light and 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 weapon skill.
Attack Dice3
Defend Dice2
Body Points6
Mind Points5
Feat of Strength16
Feat of Dexterity11
Starting ArmorNONE
Starting WeaponsMace

Unwavering Faith: You are driven by the faith of the righteous when confronting the minions of Darkness. This means that if a character in the room is undead, you attack it FIRST. Roll 1 extra combat die when attacking undead.
Prayer: You are a clergyman. You may raise a prayer to aid you. You must first declare which prayer you are raising and roll 1D6. If the target number for the prayer is reached or exceeded, your prayer is granted. If not, the prayer is raised in vain.
The paladin may not use bladed weapons.

Preist*(3)

Good, Non-Proficiency
You are a bastion of Light and act as the voice of Narafa. Your quiet prayers and unquestioning faith in the Divine give you strength that renders you a formitable opponent.
Attack Dice1
Defend Dice2
Body Points4
Mind Points6
Feat of Strength7
Feat of Dexterity7
Starting ArmorNONE
Starting WeaponsStaff

Prayer: You are a clergyman. You may raise a prayer to aid you. You must first declare which prayer you are raising and roll 3D6. If the target number for the prayer is reached or exceeded, your prayer is granted. If not, the prayer is raised in vain.
Divine Aura: You are surrounded by the light of Narafa, which protects from the forces of Darkness. If you are attacked by any Undead, you roll two extra combat die in defense.

Druidic Priests

Shaman*(4)

Good, Non-Proficiency
You are the Shaman, a Druidic Priest who serves the spirits of Wind, Water, Earth, Fire, and Life. You are ever at peace, and dispise those things which bring death, war, and dischord to your land and your forests.
Attack Dice1
Defend Dice2
Body Points4
Mind Points6
Feat of Strength7
Feat of Dexterity7
Starting ArmorNONE
Starting WeaponsAsh Staff
Misc.Chalice

Chant and Invocations: The Shaman may use chants and invocations to summon help from the gods they serve. Each chant or invocation may be used once per game.
Psychological Immunity: The Shaman is ever at peace, in unity with his or her environment. As such they are immune to all harmful psychological magic. This immunity includes: Cacophonous Song, Power Song: Pain, ShatterSong, Fear, Sleep, Cloud of Chaos, Command, Confuse, Warp, Evil Eye, Bean Sidhe's Scream, Flitting Shadows, Eerie Song, Tinkling Laugh, and Kunfuse 'Em!



FOOTNOTES

*(1) I have changed the prayer system to a 3D6 system insted of a 2D6 system, which is what Mr. Frazer had. I'll go more into detail on that on the Paladin. I have also identified the church the Monk, Paladin, and Priest serves as the church of the High God, the Diety of Light, Narafa.

*(2) This character was a slight derivation of Mr. Frazer's "Crusader", because I wanted a Paladin Character. The "Unwavering Faith" came from the "Crusader", but "prayer" was my idea. I have extended the 2 dice system of Mr. Frazer's "Clergymen" to a three dice system so that it includes the Paladin. See the prayers for further clarification. Ditto on Narafa.

*(3) The only changes are the change in the Prayer system, from a 2D6 to a 3D6, and ditto on Narafa (see Monk).

*(4) This character, and the Chants and Invocations that go with this character were created by Joe Murray. You can reach him Here. I have heavily revamped the character to suit my own uses, but I'm sure that if you e-mail him, he'd be happy to share the original with you!

Humans
Characters

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