HeroQuest
Players Handbook

written by Jonathan Long

Human Characters

Magic Users


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.

Alchemist*(1)

Neutral, Light Fighter
You are a creator of potions and you practice a skill part magic, part science. Seen as a boon by your companions, you are ever on the lookout for your magical components as you fight the legions of Chaos.
Attack Dice1
Defend Dice2
Body Points5
Mind Points5
Feat of Strength11
Feat of Dexterity11
Starting ArmorNONE
Starting WeaponsDagger

Exact Dosage: You have extensive knowledge of potions and magical brews. You know exactly how much of each potion each hero requires for maximum effect. When you or any ally in your party uses a potion, they roll 1D10:
1-4: Exact dosage is full container.
5-8: Exact dosage is 1/2 container. (2 Uses)
9-0: Exact dosage is 1/3 container. (3 Uses)
A potion may only be tested for dosage once.

Alchemy: As an alchemist, you have studied and know how to make magic brews. You also have an action that no other character has. Once per room you may search for components with which to make your potions. At the end each game (or during the game if you encounter an alchemist's bench) you may take the components you bought or found and attempt to make a potion from scratch. To do this, you must have the potion's recipe.

Bard

Good, Light Fighter
An entertainer by trade, your carefree nature and cheerful heart endear you to your companions. You have the gift of musical magic, and you're a well trained acrobat. In tight situations, you've also been known to "sing" with your sword, killing your enemies with an impish grin.
Attack Dice2
Defend Dice2
Body Points6
Mind Points4
Feat of Strength10
Feat of Dexterity18
Starting ArmorNONE
Starting WeaponsShortsword
MiscellenousLute

Musical Voice: You were born with the gift of musical magic. You cast spells by singing them. You may sing 16 manna points of magic (or [1D6 x 4] whichever is higher). See the Bard Songs.

Acrobat: You have also honed your skills as an entertainer, and you get a +1 defend against projectile weapons and spells, and you are not hindered by furniture in your way (except cupboards, bookcases, and fireplaces). Additionally, when standing on furniture, you get a +1 Attack if using a projectile weapon.

Chronomancer *(2)

Neutral, Non-proficiency
You are an ancient wizard who appears to be young. You have spent your life studying the universe and the essence of time and space. You have traveled through the cosmos and seen great civilizations. Now, you fight for the side of light and the Emporer, for you realize that the fate of this world hangs in the balance.
Attack Dice1
Defend Dice2
Body Points4
Mind Points6
Feat of Strength6
Feat of Dexterity6
Starting ArmorNONE
Starting WeaponsStaff

Magic: You are an ancient wizard who appears to be very young. You have spent your life studying the universe and the essence of time and space. You may cast 40 points of manna (or [(1D6+1D8) X 4] whichever is higher) of the Temporal Spells.
Fate: As the master of the ways of time and magic, you start each game with 2D4 Fate Points, which you may use in any way you choose.

Mage

Neutral, Light Fighter
You are the Mage, a master of both magic and the sword. You have spent your life studying your choice element and how it reacts and interrelates to the others, and now you see that fine balance being disrupted by the forces of Chaos. You have decided that, in order for your powers to grow, this Chaotic influence must be destroyed.
Attack Dice2
Defend Dice2
Body Points5
Mind Points5
Feat of Strength12
Feat of Dexterity12
Starting ArmorNONE
Starting WeaponsShortsword

Magic: You are a mage who has devoted him/herself to one spacific elemental art. You may cast 16 manna points of magic (or [1D6 x 4] whichever is higher) from one element.
Elemental Reflection: The mage is becoming an elemental creature. He/she gets one extra die in defense to all spells and effects having to do with their element, but takes extra damage from spells of thier opposing element (i.e. a fire mage gets an extra defense from fire spells, but takes extra damage from an icicle spell). The mage also gets one extra combat die when attacking any other elemental. See the magical colleges for more details.

Seer*(3)

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 Dice3
Body Points5
Mind Points7
Feat of Strength6
Feat of Dexterity6
Starting ArmorMystic Aura
Starting WeaponsStaff

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 spells that it may cast, up to 40 manna points of magic (or [(1D6+1D8) x4] whichever is higher) of Faerie Magic. These same Faeries form a protective cloak of Majik around your being, upping your defend by 1, as well as giving you 1D6 more defense to psychological 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.

Time Mage *(4)

Neutral, Light Fighter
You are a student of the magics of Time and Space, however, you lack the wisdom and long term view of the Chronomancer. Impulsive and quick to anger, you see Time as your instrument, and you are determined to have your name go down in history as a hero of the highest degree.
Attack Dice2
Defend Dice2
Body Points5
Mind Points5
Feat of Strength12
Feat of Dexterity12
Starting ArmorNONE
Starting WeaponsShortsword

Chronomancy: You are a light fighter with a little skill in Cosmic/Time Magic. You may cast 16 Manna Points of magic (or [1D6 x 4] whichever is higher) from the Temporal Spells.
Stop Blade: Once per quest you may enchant one bladed weapon with the "Stop Time" spell, and the enchantment lasts for 2D6 rounds. If you make a successful attack with this weapon (and the target loses at least 1 Body Point), the victim is "stopped" for 4 turns. The spell can be resisted by rolling 1D6 for each of the victim's Mind Points, and if at least one 6 is rolled, the spell is broken.

Wizard *(5)

Neutral, Non-proficiency
You are the Master of Elemental magic and Sorcery. Your command of the Elemental forces that surround you establishes you as a dangerous opponent and a valuable ally.
Attack Dice1
Defend Dice2
Body Points4
Mind Points7
Feat of Strength6
Feat of Dexterity6
Starting ArmorNONE
Starting WeaponsStaff

Magical Tome: Your leatherbound tome of magic holds great power. The tome is capable of holding many spells, which may be cast at any time. The tome holds 40 points of manna (or [(1D6+1D8 X 4] whichever is higher) of the Elemental Spells.
Magical Sight: Your endless devotion to the magical arts has transformed you into a creature not entirely human. You automatically detect magic users, doors, artifacts, or other magic bearing items upon entrance into any spacific corridor or room.



FOOTNOTES

*(1) This character was originally created by Karnov, and I overhauled it.

*(2) While this character is mine, I felt I needed to give credit to Karnov, from whom the magic and the idea came.

*(3) I have introduced a Manna system for the magic, see the spells for clarification. I have also altered the Seer by upping the Human defend. See the Elven Seer for clarification.

*(4) The Time Mage was shamelessly ripped off Karnov's page.

*(5) The changes to the wizard are that 1) I changed the magic system to a manna system (see the spells for clarification), and I changed the magical sight to be not that the Wizard sees secret doors, but that he sees anything magical.

Humans
Characters


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