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Affinity Keyword

Name

A description is followed by the actual keyword. A character receives all keyword abilities if he takes the keyword during character creation, but does not automatically gain all of them if he acquires the power during play.

Entry Requirements:

Specific requirements for the character to gain the Power and take the keyword. These might include gender, occupation, culture, or family restrictions, or even specific abilities and ratings.

Species or Homeland:

The species with which the power is usually associated, or the homeland in which it is found.

Abilities:

Typical things that a person can do when they gained this power. A charactercan select some of these to specialize in, thereby setting himself apart from the normal membership.

Depending on the power, different levels of initiation may have different abilities available. Most powers include at least the following abilities:

      Devotee of [Power] or Initiate of [Power], History of [Power], Mystic Vision.

Virtues:

Desired personality traits of initiates. A character may take any, all, or none of these as abilities.

Affinities and Feats:

The affinities taught by or available to initiates, followed by a list of common feats available to devotees. Some lesser powers may only provide one or more feats to initiates, rather than a full affinity.

Secret:

The secret that devotees can eventually learn from study of the power, along with suggested game mechanics for direct use of the secret.

Disadvantages:

Restrictions faced by initiates.


Amber HQ Powers

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Page last modified on August 02, 2005, at 01:25 PM by DoyceTesterman

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