The HeroQuest Resource: Charecters
Notes on my characters: My characters were mostly influenced by the work J.D. Frazer and the work done on top of that by Jonathan Long on his website. I just recently converted to mana points and I still do not like Feats of fate and Feat of dexterity. I do not implement these on my characters. If you want, adding these shouldn't be to hard. I truly hope you enjoy and check back often.
You are an undoer and a helper of others. You cast Counter Magic and wish to see the evil of the world reversed
Notes: A counter magician has no attack of his own, be it sword or magic and may not carry a weapon. A counter magician may not wear anything heavier than robes.
You are a woods man. You do not engage in hand to hand combat but prefer to engage in combat from a distance.
Weapons- May only use bows, no hand to hand combat. It would be advisable to get him a longbow and crossbow as soon as possible.
You are but a thought upon the air. You cannot be seen easily unless you want to, you are somewhat playful and enjoy tormenting those who are your companions. Wisps are distant relatives of Air Elementals and close relatives of Gusts.
Notes on attacking wisps: To make a successful attack on a wisp the attacker must first roll one combat die. If they roll a skull then they may attack as normal, if they roll anything else they are unable to spot the wisps.
Resurrection: A wisp may not be revived by normal means (including necromancy). If a wisp dies the player must roll 1D6 If a 1-3 is rolled the wisp is dead. If a 4-6 is rolled then the wisp is resurrected.
GM note: As you can see, although a wisp doesn't look very tough at first glance they are actually quite tough. Stay tuned for wisp magic and special interaction with Gusts, both of which I will be adding soon.