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Converting Heroes from Hero Wars to HeroQuest
This is a relatively painless process and should not significantly affect game play.
No hero points should be paid unless otherwise noted.
Note: all changes listed here are guidelines. If a narrator wishes to retain
use of edges and handicaps as described in Hero Wars, she is free to do so in her
game. If a player has specific ideas about converting his hero, the narrator has the
final say in how to do it.
| Step 1: |
Add the appropriate Religion Keyword with a rating of 17. |
| Step 2: |
Increase the homeland keyword to 17 and adjust any abilities accordingly (i.e.
add 4 to all abilities listed in the Hero Wars homeland keyword). |
| Step 3: |
Check all keywords for different abilities. If the player has already
increased an ability that was deleted from a keyword, he may keep it at the
current rating. He has the option of taking any additional abilities in the
HeroQuest keyword, but he is not required to take any new abilities if he does
not wish to.
For magic keywords, check the ability listings for the appropriate religious
level (such as the Initiate Abilities on page 118) for new abilities (such as
Soul Vision).
A shaman should determine his Fetch rating as described in the
General Conversion Notes for All Books.
A sorcerer should convert his Read [Grimoire] abilities and talismans as described
in the General Conversion Notes for All Books. |
| Step 4: |
Each player has the option of taking the Common Magic keyword if not otherwise
restricted (i.e. devotees, shamans). Any player opting for Common Magic takes the
keyword at 17 and may choose up to 5 common magic abilities. Note that taking
common magic may change the future hero point costs for magical abilities, but it
does not affect hero points spent before conversion. |
| Step 5: |
Close Combat, Ranged Combat, and Mass Combat should be split into individual
abilities, with up to three skills (generally reflecting existing specialties)
receiving the original ability rating. If more
than 3 skills are listed under one of these abilities, the player chooses which
retain the ability rating and which have a rating of 13. If the player does not
have any specialty listed, he should select one at this time to replace the broad
ability.
The narrator may require a similar process for other broadly-defined abilities the
hero may possess, or may require that the hero simply rename the ability as
described in HeroQuest (page 19). |
| Step 6: |
A hero who wishes may concentrate his magic, as long as he meets all of the
requirements specified in HeroQuest (see page 108 or Hero's Book page 27). He must spend 1 hero point to
do this. If the hero is already a devotee or shaman, he can be assumed to have
concentrated his magic, but he must immediately eliminate common magic and other
inappropriate abilities to ensure he meets the requirements of concentration, or
he will lose his religious status during conversion. |
| Step 7: |
The player must choose which followers become sidekicks and
which become retainers. If the hero has a single follower, the player can choose
whether it is a retainer or a sidekick. If he has multiple followers, he may
select one to convert to a sidekick for free; the others become retainers unless
he immediately pays 2 hero points for each one he wishes to convert into a
sidekick. In
HeroQuest, retainers have a single keyword, while sidekicks have a single keyword
and three additional abilities.
Retainers: If one of the retainer's old abilities was a keyword, it becomes
his keyword at a rating of 17. Otherwise, the player should select a keyword that
encompasses the old abilities. The individual abilities themselves are lost. If
the player wants an individual relationship to a retainer, the highest rating of
the player's old relationship and the follower's two old abilities becomes the new
relationship. Otherwise, the highest of the individual relationship ratings the
hero had to his old followers becomes his new Relationship to Retainers; the other
ratings are removed.
Sidekicks: If one of the sidekick's old abilities was a keyword, it becomes
his keyword at a rating of 17. Otherwise, the player may choose a keyword. The
remaining ability or abilities should be listed, with the player adding one or two
abilities to bring the total to three. Any existing abilities retain their
original rating, with the additional ratings assigned as per HeroQuest (spending
up to 5 points per new ability added). The hero retains his old relationship with
the sidekick. |
| Step 8: |
Change all edges to bonuses (i.e. if a weapon's edge is ^4, it receives a +4
bonus instead.). |
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Latest revision: 11 Sep 2003, new
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