HeroQuest Player's Handbook

Non-Race Specific Characters

These characters do not belong to any of the standard racial categories. They are unusual, powerful, and sometimes deeply strange. You have been warned.
Unicorn Updated Good • Non-Proficiency

The Unicorn is a creature of pure majik and light. Pure by nature, it cannot abide evil — a powerful ally and a dreaded enemy.

Unicorns cannot use Humanoid weapons and armor. Instead they use special armor called Barding. Their size and build allow them to attack diagonally, and they automatically jump over any traps, sprung or unsprung.

Special Abilities

Magical Horn Your magical horn grants two abilities. Once per game you may teleport to any part of the board that you have "seen." Once per game you may cast the Pure spell without expending any Manna.
Mystical Essence You are a creature of light and Faerie-Kin with a natural magical gift. You may cast 24 manna points of magic (or [1D10 × 4], whichever is higher) from the Faerie Spells.
Attack Dice3
Defend Dice3
Body Points7
Mind Points5
Feat of Strength16
Feat of Dexterity6
Starting ArmorNone
Starting WeaponsHorn
Spectral Chaos Warlock Neutral • Non-Proficiency

You are a creature of shadow and mystery. Once controlled by the forces of Chaos, you learned too late its destructive power. Now, like a hellspawn, you cloak yourself in the powers of Chaos in order to do battle with them.

Special Abilities

Chaotic Essence You are a creature of dark magic and quasi-undead who learned too late the true nature of chaos magic. You may cast five Chaos Spells (or 1D8, whichever is higher) — and you dare no more, for more would drag your mind back into chaotic servitude. See the footnote below for leveling rules.
Tao Cloak This magical cloak is saturated in the life force of the wearer, imbuing it with a life of its own. It serves as both armor and weaponry. When willed to be a weapon, roll 1D10:
RollAttack Dice
0–21 Combat Die
3–52 Combat Dice
6–93 Combat Dice
Attack Dice3–2–1
Defend Dice5
Body Points5
Mind Points5
Feat of Strength7
Feat of Dexterity7
Starting ArmorTao Cloak
Starting WeaponsTao Cloak
Cyborg Neutral • Heavy Fighter

You are a Cyborg — half human, half machine. You were hit by a temporal displacement blast and knocked back into a past that is not your own.

Special Abilities

Mechanical Advantage Due to your cybernetically enhanced strength and speed, you are a master of hand-to-hand combat, rolling 3 dice even when attacking bare-handed. When using any hand-held weapon, you may add two additional dice to your attack strength.
Temporal Retraction The Cyborg's internal computer is constantly running and using power. At the beginning of each Action phase, you have a special "Power" phase. Check your Mind Points, roll the appropriate dice, and consult the Cyborg Power Tables (1.1–1.8). If power is high enough, you may attempt a Temporal Retraction — pulling a weapon from the future using the temporal technology in your computer systems.
Magical Disruptiveness Your molecules are not quite in sync with this reality. You cannot touch magical artifacts of any kind (including potions). The only exception is Temporal Magic, which affects you normally. For each consecutive round in physical contact with a magical artifact, or with a spellcaster casting adjacent to you, roll +1 Combat Die — for each skull rolled, lose 1 Body Point. If you ever roll three skulls in a single round, your molecules scatter and you disintegrate. You are immune to all potions and psychological/physiological spells (see Table 1.10). You are, however, highly susceptible to lightning — it does double damage, lowering both Mind Points and Body Points.
⚙ See Cyborg Tables 1.1–1.10 for full Power Grid, Temporal Retrieval, Weapon Specs, and Magical Resistance rules.
Attack Dice3
Defend Dice3
Body Points8
Mind Points5
Feat of Strength19
Feat of Dexterity10
Starting ArmorNone
Starting WeaponsLaser Pistol (6 charges)

✦ Footnotes

The Spectral Chaos Warlock has special leveling rules. The Warlock is essentially a recovering addict — they know they cannot overuse their Chaos magic, or they will be dragged back into servitude by the powers of Chaos. Unlike other true magic users, the Warlock cannot level up their spellcasting abilities. If the Warlock upgrades their Mind Points, they instead gain 1 extra D6 of damage resistance against the following spells: Acid Spray, Ball of Flame, Chaos Bolt, Evil Eye, Firestorm, Rock Shards. With enough Mind Points, the Warlock can become nearly immune to the effects of Chaos Magic itself.