HeroQuest Player's Handbook

Qu'Ra

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The Qu'Ra are a special breed. To a trained magic user, they pulse with a dull violet light as they draw upon the raw power of life or death as strength. The users of the Qu'Ra power of Life, known as "Light Warriors", are protectors and defenders of the common man, wielding their weapons with great power and greater honor. These Light Warriors are opposed by those who wield the Qu'Ra power of Death — they are known as "Dark Ones", and are every bit as powerful as their Light Warrior brethren.
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Light Warriors
Light Warrior Guardian Good • Heavy Fighter

The Guardian is both powerful and noble, matched only by the Paladin in battle and honor. They are dreaded by their enemies and respected by their allies.

Qu'Ra Abilities

All abilities are usable once per game via the Qu'Ra Talisman.

Speed of the DeerRoll 2D12 for movement for 1D6 turns.
Eyes of the OwlGain infravision for 1D10 turns, revealing any character within a five-space radius.
Heart of the TigerAdd 1D4 extra Combat Dice to your attack total for 1D6 turns.
Skin of the TurtleRaise your defend dice by 1D4 Combat Dice for 1D6 turns.
Feet of the CatMove through spaces occupied by enemies for 1D4 turns. Roll 1 Combat Die per occupied space — anything but a black shield succeeds.
Healing HandsHeal any one adjacent character by laying on of hands. Roll 1D6 — on anything less than 5 the heal succeeds. May not restore more Body Points than the Light Warrior currently has. Will not raise above starting number.
Attack Dice4
Defend Dice4
Body Points7
Mind Points3
Feat of Strength14
Feat of Dexterity11
Starting ArmorQu'Ra Aegis
Starting WeaponsShadowChaser
MiscellaneousQu'Ra Talisman
Light Warrior Ranger Good • Light Fighter

The Ranger serves as the eyes and ears for the Light Warriors. They are matched only by the Elven Druids in their skills as an archer and forester.

Qu'Ra Abilities

All abilities are usable once per game via the Qu'Ra Talisman.

Speed of the DeerRoll 2D12 for movement for 1D6 turns.
Eyes of the OwlGain infravision for 1D10 turns, revealing any character within a five-space radius.
Heart of the TigerAdd 1D4 extra Combat Dice to your attack total for 1D6 turns.
Skin of the TurtleRaise your defend dice by 1D4 Combat Dice for 1D6 turns.
Feet of the CatMove through spaces occupied by enemies for 1D4 turns. Roll 1 Combat Die per occupied space — anything but a black shield succeeds.
Healing HandsHeal any one adjacent character by laying on of hands. Roll 1D6 — on anything less than 5 the heal succeeds. May not restore more Body Points than the Light Warrior currently has. Will not raise above starting number.
Attack Dice3
Defend Dice2
Body Points6
Mind Points4
Feat of Strength11
Feat of Dexterity14
Starting ArmorNone
Starting WeaponsEagleBow
16 Justice Arrows
6 Slayer Arrows
MiscellaneousQu'Ra Talisman
Note: Due to the Light Warrior's close affinity with the forces of life, they are usually found with a level one familiar.
◆ Qu'Ra Artifacts
ShadowChaser

This Longsword was specially made by the Dwarves of the World's End Mountains for the Light Warriors. A streak of amethyst runs from the hilt almost to the point, which the Light Warrior uses to channel their own power. Roll 4 Combat Dice to attack, both adjacent and diagonal. May attack the same target twice in one turn. On a successful attack against any Undead, they lose an additional 1D4 Body Points. Emits a dull violet glow, illuminating a radius of two spaces.

EagleBow

Specially made by the Elven Archers of the Lothiern Forests for the Light Warriors. From a distance, these bows are often mistaken for an eagle with wings extended, so lifelike is the sculpture. Arrows shot from this bow make a strange shrill sound like the cry of an attacking raptor. Roll 3 Combat Dice to attack. Once per game, cause any one arrow to "Screech" — instilling Fear in any monster in earshot, lowering their attack and defend by 2 (never below 1). Monsters defend by rolling 1D6 per Mind Point; on a 6, the Fear is defended.

Qu'Ra Aegis

A small shield worn strapped to the arm to free up movement of the second hand. The aegis bears the crest of the Light Warriors — a white background with a violet cross botonée. The aegis has a core of amethyst and allows the bearer to cast "Turn Undead" once per game. All Undead the caster can "see" are turned and cannot make any offensive actions for 1D4 turns.

Qu'Ra Talisman

A gold cross botonée with a cut amethyst at the end of each branch. The Talisman helps the Light Warrior channel their energies to aid them in battle, allowing each of their Qu'Ra abilities to be used once per game.

LightBringer

This mighty battle axe was fashioned in the forges of Mt. Salamandos by the Dwarves of the World's End Mountains. Possession of a LightBringer is a sign of great respect and honor. Roll 5 Combat Dice to attack. On a successful attack against Undead, they lose an additional 1D6 Body Points. The LightBringer has amethyst in its core and throbs with a visible violet light, illuminating a radius of three spaces. May be thrown at any character you can "see" and returns to your hand.

May only be used by Light Warrior Guardians.

Justice Arrows

Made by the Elven Archers of the Lothiern Forests for the Light Warriors, these are the favorite of the Rangers. The tips have a vein of amethyst in them — using these arrows enhances your aim, lowering your target's defend by one.

Slayer Arrows

Made by the Dwarven Smiths of the World's End Mountains for the Light Warriors. They have a tip of pure, cut amethyst — the strongest arrows in the Light Warrior's repertoire. The amethyst tip enhances aim, lowering the target's defend by two dice (never below 1). On a successful attack, the arrow does an additional 1D8 Body Points of damage.