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Il y a 10 heures, la queue en airain a dit :
L'idée c'est l'histoire d'Azhag qui est allé trouver sa couronne de sorcellerie dans les ruines d'une citée abandonnée. Mine de rien ça pourrait faire une petite campagne HQ, même le nom du trésor final il fleure bon HQ.
Talisman je dirais même.
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Du coup, la question est : avez vous déjà vu passer des règles pour jouer des héros de l'autre côté de la barrière de l'alignement neutre ?
Pour AHQ
http://greywolf.critter.net/ahq/heroes.htm
http://www.heroquest-revival.com/app/dow...1435525853
Aide à la création de perso à HQ
http://www.heroscribe.org/heroquestheroes/heroes.htm
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<font face="Arial"><b>Point Based Hero Creation</b></font>
<font color="#000000" face="Arial" size="-1">A friend of mine came up with these rules. The allow players to create characters other than the usual Barbarians, Dwarves, Elves or Wizards and still being totally compatible with the original.</font>
<font color="#000000" face="Arial" size="-1">All attributes cost 1pt each - Minimum 1 Maximum Attack 3 Defend 3 Body 8.
'Trained in Arms' cost 3 pts - Allows use of all weapons and armour.
'Perfect Trap Disarming' cost 2pts - this is the basic dwarven ability.
Access to a school of magic cost 3pts per school.
Heroes have 16 pts to spend.
Mind is calculated as 10 - Body.</font>
<font color="#000000" face="Arial" size="-1">Example:
The Elf costs (Attack 2 + Defend 2 + Body 6 + Trained in arms + 1 School of magic) = 16 pts
The Barbarian costs (Attack 3 + Defend 2 + Body 8 + Trained in arms ) = 16 pts
The Dwarf PV costs (Attack 2 + Defend 2 + Body 7 + Trained in arms + Trap Disarm ) = 16 pts
The Wizard PV costs (Attack 1 + Defend 2 + Body 4 + 3 Schools of magic) = 16 pts</font>
<table border="1"><tbody><tr><td bgcolor="#808080">
Additional Abilities and Flaws
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Cost
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<b>Innate Gift</b> Once per adventure a gift endows the hero with the effects of a specific spell. For example a Beserker ability could be based on the Courage spell.
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1 pt
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Starting Equipment The Hero starts off with equipment valued at 100 gold coins.
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1 pt
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Special Enemy The hero gets an extra attack die against a specific type of monster (for example Orcs).
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1 pt
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Fleet footed Add 2 squares of movement to all movement rolls.
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1 pt
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Cursed The hero rolls monster dice in defence.
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-3 pts
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Hunted The hero is pursued by an implacable enemy. Substitute the weakest monster in the Random Monster Table with the Hunter. The Hunter will always attack this hero. The Hunter is by default a Chaos Warrior, though his abilities may be altered using this point based system.
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-2 pts
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Phobia The hero loses 1 die attack and defence when facing a specific type of monster (i.e. Skeleton).
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-1 pt
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Greedy The hero must head straight to the chest, always search for the treasure first.
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-1 pt
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Club-footed The hero moves 2 squares less than his move roll. One a roll of ‘2’ he not be able to move at all.
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-1 pt
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Fearless The Hero never retreats. He may never leave a room unitl all the monsters are dead.
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-1 pt
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Coward The hero will never trigger a room.
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-1 pt
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Pious The give away half his earnings to charities after each quest.
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-2 pts
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Code of Honour The hero will never use more attack dice than those available to the monster he is attacking.
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-2 pts
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Henchman The hero begins each quest with a henchman (a monsters equivalent to an orc or zombie)
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2 pts
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