Converting Anaxial's Roster from Hero Wars to HeroQuest
When detailed in both places, the entry for a creature in HeroQuest should be used in
conjunction with the entry in Anaxial's Roster. In cases of discrepencies or
contradictions, data in the HeroQuest entry (such as specific ability ratings or
weapon bonuses) should take precedence. However, where Anaxial's Roster has additional
information (such as the additional powers possessed by nymphs), such were usually
left out of HeroQuest for simplicity's sake, and the information in Anaxial's Roster
is still valid.
General Notes
- Anaxial's Roster shows many examples of rounding not in line with HeroQuest
rules (p. 79). HeroQuest rounding should be used instead.
- All references to a dangerous world modifier (-10) should be replaced with an
alien world modifier (-20) instead. Thus, a demon in an "alien" part of the
Underworld takes a -20 modifier to all abilities, just as if it was in the Inner
World or a foreign Otherworld.
Tapping
Some creatures have abilities similar to Tapping, which is not in HeroQuest.
Such creatures can use their tapping ability to drain points from entries on the
character sheet that match the description of the tap ability. Generally, the
highest ability is targeted. If the tapping creature wins the contest, the target
permanently loses an amount from its ability based on the level of defeat. The
tapping creature adds these points to its abilities as defined in the creature's
description, distributing them as evenly as possible. For example, if a memovore
attacks Hogar's Know Local Area ability and drives him to -14 AP in the extended
contest, Hogar suffers a minor defeat and loses 10% of his Know Local Area 10W
ability, and so loses 3 points. The memovore adds 1 each to its Aura of
Confusion, Detect Intruder, and Induce Amnesia abilities. This loss is permanent,
but Hogar can spend hero points to increase his rating. If the tapping creature
loses the contest, losses from the Consequences Table are applied to its Tap
ability. Thus, if the memovore is driven to -14 AP, it suffers a minor defeat and
loses 10% from its Tap Memories. If this brings the Tap ability of a memovore,
hellion, or kon-kon below zero, the creature ceases to exist. Others suffer the
concequences of the Results Table.
Poison
For poison, three entries are listed in Anaxial's Roster:
The first entry (debilitating, instant, lingering) describes how long the
poison takes to finish its effect. For HeroQuest, debilitating and instant should be
considered the same. HeroQuest states that poison can be either a simple or extended
contest and this entry can be used as a guideline for the narrator in making that
decision.
The second entry (lethal, painful, paralyzing) describes the effect. If a
lethal poison wins the contest, the victim suffers based on the level of defeat (if
done as an extended contest, lethal poisons will generally attempt a parting shot
[HeroQuest, page 69 or Hero's Book page 19]).
The third entry, potency, is the ability rating of the poison. Poison is
mindless, and will generally bid 1/4 of its starting AP in an extended contest,
although it always up to the narrator, so that an especially virulent poison might
make an "all-out attack" when first injected, reflecting its speed of action and
potency and (perhaps) the innate immunity of some people to its effects.
Specific Notes
| p. 11 |
Combat Abilities: As with the creatures in HeroQuest, creatures
described in Anaxial's Roster receive automatic augmentations from appropriate
abilities. |
| p. 12 |
Other Abilities, Variations: Starting ability for added abilities is
13, not 12. |
| p. 29 |
Nar sylla: Any integrated spirits should be treated as charms, part of
the Common Magic keyword. If the nar sylla concentrates his common magic, he can
manifest these abilities as nymphs do (see page 219).
The Ally with Kolati talent should be replaced with a spirit ally, per the normal
rules in HeroQuest (pages 137-138). |
| p. 52 |
Goldeneye: Ignore the reference to integrating spirits. Any integrated
spirits a goldeneye possesses can be treated as common magic talents in
HeroQuest. |
| p. 62 |
Zerapralor: Consider the talents as common magic talents and assume
that Zerapralor has concentrated his magic. He may embody these talents as
described on page 219. |
| p. 70 |
Mralotings: Consider the talents as common magic talents and assume
that the Mraloting has concentrated its magic. |
| p. 76 |
Satyr: Any talents should be treated as charms, part of the Common
Magic keyword and assume that the satyr has concentrated his animist magic. |
| p. 77-78 |
Unicorn:Treat a unicorn's Unicorn Law ability exactly as if it were a
Use [Grimoire] ability, with its horn functioning as the grimoire. Unicorns cannot
create talismans for the effects that they know. |
| p. 80 |
Gorthak: Consider the talents as common magic talents and assume that
Gorthak has concentrated his magic. He may embody these talents as described on
page 219. |
| p. 88 |
Manticore: Narrators should decide which abilities of a
devoured foe are "mental abilities." |
| p. 98 |
Hrognar: Consider the talents as common magic talents and assume that
Hrognar has concentrated his magic. He may embody these talents as described on
page 219. |
| p. 122 |
Typical Male Zabdamar Shaman: "Typical Talents" should read "Typical
Fetishes". |
| p. 125 |
Elves: As described on page 212 of HeroQuest, an elf bow should be
treated as a retainer rather than a spirit. |
| p. 127 |
Typical Elf Forest Guardian: Replace "Elf Bow ^4 (acts as a follower,
lending 15 AP to Ranged Combat)" with "Elf Bow 17 (+4 weapon bonus)". |
| p. 130 |
Occupations: Ignore the reference to Close Combat. Dwarf "occupational
abilities" should be treated as broadly defined abilities. |
| p. 136 |
Typical Baboon Hunter: "Typical Talents" should read "Typical
Fetishes". |
| p. 173 |
Basilisk: Note that the Death Gaze is not "pompous magic" (see
HeroQuest, page 99), but a very deadly Chaos feature that works exactly as
described. |
| p. 178-179 |
Huan To: Rather than assigning a D+40 difficulty to healing the effects
of huan to venom, treat the venom as a magical attack that has no effect unless it
attains a complete victory. If it does, then only major magical healing used
before the transformation is complete will heal the victim and prevent him from
becoming a ghoul. Once the victim is transformed into a ghoul, he is a standard
undead creature, and can be killed/destroyed normally. |
| p. 196 |
Kilin: Treat the Curse Foreigner or Wicked Person as a wizardry curse
but with doubled effect because of special magic, thus causing a -10 automatic
penalty to appropriate ability ratings (rather than -5) if the kilin is
victorious in its contest. |
| p. 205 |
Kivis: Treat a fire bear's Kivis Law ability exactly as if it were a
Use [Grimoire] ability, with the bear's flames functioning as the grimoire. Fire
bears cannot create talismans for the effects that they know. |
| p. 207 |
Luathan: Most luathans use their armor and weapons as talismans. |
| p. 207-208 |
Memovore: See the notes above about
Tapping. |
| p. 211 |
Redcap: The special rules for redcaps may be used as written, or the
edges treated as bonuses (see General Notes above) at the narrator's option.
Either way, the redcap loses 1 point for each Hurt, 2 points for an Impairment,
4 points for an Injury, and 8 points if it would otherwise by Dying. |
| p. 212-217 |
Nature Spirits: For now, all references to integrating spirits should
be taken as binding them into fetishes or charms. If a nature spirit has multiple
abilities, usually only one will have a rating equal to the Hero Wars Might; the
others will generally have lower ratings. |
| p. 219-223 |
Nymphs: Although embodied talents seem similar to spirit allies (see
HeroQuest, page 137) in some ways, they are not separate entities, and their
description in Anaxial's Roster can be used exactly as written.
The Might given in Anaxial's Roster is for a relatively weak nymph, and determined
both the nymph's Perceive Events in [Home] rating and the ratings of her talents
(for dryads, it also determined her Elfsense rating). An older or more powerful
nymph will have a higher rating in Perceive Events in [Home] and her talents. |
| p. 224-230 |
Disease Spirits: All disease spirits replace their Might with a
specific disease ability. Thus, a Boggle Trot Spirit with Might 15 now has Boggle
Trot 15, and a Creeping Chills Spirit with Might 15W has Creeping Chills 15W. |
| p.225 |
Infection: The default is for a disease to cause an illness penalty of
1/10 the disease's potency, as if it were a wizardry curse. However, the narrator
is free to apply different penalties, as described under "Illness Penalties" on
page 226. |
| p. 227 |
Fetishes and Integration: For now, ignore references to living beings
integrating disease spirits (last paragraph). |
| p. 231-232 |
Healing Spirit: A healing spirit bound into a charm or fetish acts as
like any other charm or fetish described in HeroQuest, rather than having a
limited number of uses. |
| p. 232-235 |
Passion Ghosts: These are called specters in HeroQuest. Ignore any
reference to a separate Might; the passion ghost uses its Aura of [Trait] as its
primary ability.
Ignore any special description of fetishes and charms; a fetish or charm
containing a passion ghost works exactly as described in HeroQuest. |
| p.235 |
Violence Spirit: See the
General Notes for Storm Tribe for information on berserker
magic. |
| p. 238 |
Hellion: See the general notes above about Tapping. |
| p. 240 |
Kon-kon: See the general notes above about Tapping. |
| p. 243 |
Boggle: See the general notes above about Tapping. |
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