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This is a new Hero type for Advanced HeroQuest. |
It is not an uncommon thing for any ordinary Warrior to also be a hunter, when he is not
fighting monsters and seeking treasure. The Hunter, however, represents an especially gifted
individual who knows the ways of the wilderness, and he may be
able to employ his gifts of stealth in the dungeon as well. He fills a similar role to the
Rogue, though he has acquired his skills for entirely different reasons.
SPECIAL RULES Hunters gain +2 on all normal rolls to Spot and Disarm traps. They are master trackers. Special Abilities: Spy, Spot Traps, Sneak Move. Hunters have -1 to Starting Weapon Skill. Theirs is not as martial of an upbringing as that of most Heroes. Hunters may Live Off the Land. Instead of visiting a settlement, a Hunter may spend the time between expeditions in the wilderness, avoiding Cost of Living expenses. |
SPY
A Hunter may attempt to spy upon a room before the heroes enter it and combat commences with any of the inhabitants, by peeking in from the doorway. Doing so reveals the contents of the room. (Of course, the GM has the option of determining that some things are beyond the Hunter's ability to see or hear.) If the Hunter rolls under his Speed on 1d12, he manages to do so without any monsters on the other side noticing.
SNEAK MOVE
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