HeroQuest v2.0 Expansion

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  HQSE 2.0 Expansion Craig Richards  V 1.0

description

My Custom Expansion for HeroQuest

Transcript of HeroQuest v2.0 Expansion

  • HQSE 2.0 Expansion

    Craig Richards

    V 1.0

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    Introduction

    Welcome to my expansion for HeroQuest Special Edition 2.0!

    This expansion will add more races, classes, skills, items and rules to the game as well as explaining

    how to play without a grid.

    I have personally been using the HQSE rules as a simple narrative based RPG system rather than just

    a board game and I have made a number of additions which will be outlined throughout this

    expansion to accommodate that.

    It is my intention that this manuscript gets updated over time with new races, classes and skills as time

    goes by.

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    Contents

    Introduction ............................................................................................................................................. 1

    Contents .................................................................................................................................................. 2

    New Rules ............................................................................................................................................... 3

    Gaming without a Grid ....................................................................................................................... 3

    Ranges ............................................................................................................................................. 3

    Movement ....................................................................................................................................... 3

    Line of Sight ................................................................................................................................... 3

    Reach Weapons ............................................................................................................................... 3

    Breath/Spread Weapons ...................................................................................................................... 3

    Area of Effect Weapons ...................................................................................................................... 4

    New Dice ............................................................................................................................................ 4

    Races ....................................................................................................................................................... 5

    Orc ...................................................................................................................................................... 5

    Drow ................................................................................................................................................... 5

    Classes .................................................................................................................................................... 7

    Monk ................................................................................................................................................... 7

    Paladin ................................................................................................................................................ 7

    Ranger ................................................................................................................................................. 7

    Skills ....................................................................................................................................................... 8

    Call Nature .......................................................................................................................................... 8

    Crushing Blow .................................................................................................................................... 8

    Quick Reflexes .................................................................................................................................... 8

    Shield Mastery .................................................................................................................................... 8

    New Items ............................................................................................................................................. 10

    Weapons ............................................................................................................................................ 10

    Armour .............................................................................................................................................. 10

    Equipment ......................................................................................................................................... 10

    Potions .............................................................................................................................................. 10

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    New Rules

    Gaming without a Grid

    I have made a few changes in order to play the game without a grid for

    outdoors or general role-play segments in turn order. I have tried to keep this

    as simple as possible to meet the rest of the rules set as closely as possible.

    Ranges

    When playing without a grid all ranges are converted to inches for 28mm

    figures and centimetres for 10-15mm figures. For instance, if a characters movement is D6 + 3 and they roll a 5 they would have a movement value of 8

    inches this turn if a 28mm figure or 8cm if a 10mm or 15mm figure.

    Movement

    Characters can use their movement as they see fit. Not just in a straight line but

    also around corners and up stairs. Climbing uses double movement points.

    Line of Sight

    Characters must be able to see their targets. Other figures block line of sight

    unless they are unconscious.

    Reach Weapons

    Reach weapons without a grid can reach enemies up to two range units away.

    Breath/Spread Weapons Some weapons will now have the Breath/Spread (X) property. This indicates that the weapon is

    capable of a conical spread from its point of origin. The (X) indicates how far the attack can reach.

    When playing on a grid, calculation is easy. For every row ahead of the point of origin the weapon

    effect spreads out by two squares for example a Breath/Spread (4) Weapon will cover the area

    marked by x where o is the point of origin for the attack:

    x x x x x x x

    x x x x x

    x x x

    x

    o

    When playing without a grid the same thing happens but the range number is the number of units

    forwards the effect reaches. The effect spreads out 45 degrees straight ahead from the point of origin.

    Breath/Spread effects cannot be dodged in the same manner as a normal weapon attack. In order to

    dodge the character must make a successful dexterity roll to get out of the way. On a successful roll

    move the character to the closest spot outside of the effects range. If there is more than one spot they

    can move to its controller chooses where to go. If the roll is unsuccessful the attack continues as

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    normal with only one defence dice rolled regardless of armour. Magic effects that give extra defence

    still apply.

    Area of Effect Weapons Another new consideration are area of effect weapons, these will be denoted by the A.O.E(X)

    Property. A.O.E effects work in exactly the same way as Breath/Spread effect except for the area the

    effect covers. In this case the (X) denotes the range again but the point of origin is at the centre of the

    effect rather than at one edge. For every range point the effect spreads by one square or range unit as

    described below.

    When playing on a grid the range denotes how many squares the effect spreads in a orthogonal

    direction from the point of origin, this in turn creates a square effect such as below for a A.O.E(2)

    effect:

    x x x x x

    x x x x x

    x x o x x

    x x x x x

    x x x x x

    When playing without a grid anything within a circle eminating from the point of origin where (X) is

    the radius is effected. If the origin is a figure rather than a point measure from the centre of the figure

    not the edge of the base.

    Dodging effects from A.O.E(X) works in exactly the same way as mentioned for Breath/Spread(X)

    effects.

    New Dice I have introduced two new dice to the game for special effects. One consists of only attack symbols,

    the other of only defence die. These are known as the Slash and Block dice respectively. When a

    weapon or effect asks for the to be rolled roll them alongside any normal dice to be rolled. The

    symbols work the same as on the normal dice only some sides have two symbols on them, both

    symbols results must be applied.

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    Races

    Orc Body Points: 5

    Mind Points: 3

    Movement: D6 + 3

    Strength: 4+

    Dexterity: 6+

    Perception: 5+

    Bonuses: Starts with the Crushing Blow Skill Restrictions: None

    Drow Body Points: 4

    Mind Points: 5

    Movement: D6+4

    Strength: 6+

    Dexterity: 4+

    Perception: 4+

    Bonuses: Starts with the Sneak Attack skill

    Restrictions: Cannot use heavy armour

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    Classes

    Monk BP -1, MP +1, Dex +1

    The monk specialises in unarmed combat. Able to train to

    turn their fists and feet into deadly weapons

    Skills Allowed

    Agility, Toughness, Whirlwind Attack, Sprint, Crushing

    Blow, Quick Reflexes

    Restrictions

    The Monk cannot use any weapons with a base of more than

    2CD. Can only wear light armour.

    Special, Unarmed Master

    The monk specialises in unarmed combat. To symbolise this monks get 2CD for unarmed Attacks.

    When monks level up they can choose to upgrade their fists for 1 extra CD. This can only be

    performed twice in a heros career. The same can also be done for defence representing the monks ability to parry attacks with their limbs.

    Paladin BP +1, Strength +1

    The paladin is a crusader for good. Wiping out evil wherever they find it.

    Skills Allowed

    Cleave, Berserk, Power Attack, Weapon Focus, Weapon specialisation, Weapon Technique, Lore,

    Crushing Blow, Shield Mastery,

    Restrictions

    Special, Smite Evil

    If there are evil NPCs present the paladin must attack them in an attempt to wipe them out. The only

    restriction to this is when he thinks a creature is too strong for him to combat. The Paladins rage can be so great that when fighting evil creatures He can go berserk. When entering combat with evil

    creatures roll a MP check. If you roll over your MP value nothing happens. If you roll under you get

    +1CD for this encounter but -1 DD.

    Ranger MP +1, Dex +1, Per +1

    The ranger revels in the natural world. Able to manipulate nature to their will.

    Skills Allowed

    Agility, Animal Training, Animal Empathy, Point Blank Shot, Sprint, Two Weapon Fighting,

    Weapon Focus (Bows), Call Nature.

    Restrictions

    The ranger may not wear heavy armour or use weapons with a base of more than 3CD.

    Special, Urban Sprawl.

    Rangers are more at home in the forests and fields than in towns and cities. Rangers get a -1 to

    perception and any checks related to MP whilst in towns and cities.

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    Skills

    Call Nature Call nature represents a rangers ability to interact and manipulate

    the natural world around him. This skill can be taken multiple

    times and its power increases with each level.

    In order to communicate with an entity the ranger must pass

    a mind check rolling equal or below their MP value. If

    failed nothing happens.

    Level 1

    The ranger can manipulate flowers and small plants as well

    as communicate with simple beings such as common birds,

    insects and mammals.

    Level 2

    The ranger can communicate with larger entities including

    cats, dogs, wolves and larger plants but not trees.

    Level 3

    The ranger can communicate with all but the largest of animals

    and plants.

    Level 4

    The ranger has complete mastery over communication with nature.

    Crushing Blow The hero can reign down a mighty crack on a single enemy. The hero cannot move and use this skill

    in the same turn. On a successful strength roll the hero can add one slash dice to the attacks pool of

    dice before rolling the attack.

    Quick Reflexes The hero can dodge and duck under attacks without taking so much as a scratch. Roll a D6 with any

    defence dice, if you roll a 6 that attack causes no damage.

    Shield Mastery This hero is particularly good with a shield. When equipped with a shield a hero with this skill can

    roll a dex check after a single attack that causes damage. If successful the hero can roll a single block

    dice immediately and add the results to their defence. This skill can only be used once per encounter.

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    New Items

    Weapons

    Weapon Cost Wgt. Attack Special Rules

    Club 70g 2 2CD Breakable, Blunt

    Mace 200g 2 2CD Blunt

    Halberd 300g 3 4CD Two Handed, Reach

    Grenade 100g 1 2CD Thrown, A.O.E(2)

    Armour

    Armour Cost Wgt. Defence Special Rules

    Tower Shield 350g 3 +2CD Movement is at -1, No two handed/secondary weapons

    Cloak 10g 1 N/A +1 to hide checks

    Equipment

    Equipment Cost Effect

    Rope 20g Can be used for a multitude of in game tasks.

    Cooking Pot 5g Can be used for a multitude of task, Wgt. 1

    Potions

    Potion Cost Effect

    Night Owl 30g Allows a hero to see in the dark for 5 turns

    Spider Foot 50g Allows a hero to climb any face for 2 turns

    Invisible 100g Turn invisible for 3 turns. Instantly wears off if you attack an enemy.