Low Level Rules
Your Character
The Heroquest system is a points-based system. All character start as a basic, with a fixed set of skills regardless of the eventual race or class. Subsequently characters gain points from going on adventures, typically one point per hour of the adventure. These points are then spent by the player buying skills, powers and abilities for their character. Before a character can begin choosing skills on which to spend their points they must choose a race and a class as described below. The choice of race and class will determine how many points the various skills and abilities will cost you to purchase (a human warrior is able to gain life points for less points than an elven mage for example).
A character with between 1 and 199 points is referred to as low level in the rules. In game your character is a green adventurer who has not yet been accepted by a guild. You live in large barracks with all of the other aspiring guild members and continue to receive training in the fundamentals of adventuring.
Class
Your character class is your choice of profession and will determine what skills are most easily learnt by you. It will also determine which Guilds you will be able to join upon reaching 200 points. There are four classes available to choose from.
Warrior
Warriors are the backbone of any adventuring group. They excel in physical combat and obtain weapon skills and life points more cheaply than the other classes. Warriors come in many different types, be they armoured knights, fur clad barbarians or fleet-footed elven archers. They are the only class that is consistently able to go toe to to with any enemies they may meet. Upon reaching Rank 20 (200 points) a Warrior will join one of the Warrior Guilds who will grant the character more advanced teachings.
Acolyte
Acolytes draw upon the power of the Spheres as their primary skill. Acolytes call upon the power of the Spheres to cast invocations, be they to cure the wounds of their fellow party members or steal the life from their foes. Acolytes will generally be dedicated to furthering the causes of their Sphere (Good, Evil or Neutrality) and their role in a group will often depend upon which Sphere they follow. Acolytes who follow the Good Sphere are vital members of any group as it is their healing invocations which hold a party together. Acolytes make reasonable fighters as they are able to wear armour without it interfering with their ability to cast invocations. Upon reaching Rank 20 (200 points) an Acolyte will join one of the Priestly Sects who will grant the character more advanced teachings.
Mage
Mages utilise elemental forces known as mana to cast spells, both upon themselves and their foes. Magic is a powerful weapon but it requires much dedication and study, rendering the study of more martial pursuits difficult for Mages. Mages are often vulnerable during a fight but their spells can make a big difference to any party. Upon reaching Rank 20 (200 points) a Mage will join one of the Schools of Magic who will grant the character more advanced teachings.
Scout
Scouts are the jack-of-all-trade of the adventuring world. Although many act as scouts for parties they are not restricted to this and have useful access to all skills. Scouts often employ the sneaky skills of subterfuge but can call upon all the skills when practising their profession. Upon reaching Rank 20 (200 points) a Scout will join one of the Scouting Guilds who will grant the character more advanced teachings.
Race
A characters race of birth determines not only what he looks and sounds like but also an indication towards their outlook on life. Your choice of race will have an effect on the cost of certain skills, although not as great as that of your choice of class. There are three choices of race for a total of twelve possible combinations and twelve points tables.
Human
Humans are best at power skills as well as having all round abilities fairly cheaply. Humans come in all shapes and sizes; they have a wide range of outlooks and are the most variable (and adaptable) of all the races.
Elf
Elves are known to be slim and dextrous and as such their points tables are biased towards magic and dexterity and away from bodybuilding and power abilities. Elves have pointed ears and tend to be gentler in nature than their human counterparts. They also tend to have closer links with the elements.
Elves gain free level 1 Spell Slots as they advance in rank. Mages gain one level 1 slot for every full rank (10 points) they earn, Priests and Scouts earn one for every two full ranks and Warriors one for every three full ranks.
Not all that buy from the elven tables must be elves. If the race you are playing is magically very active then the elf tables are most appropriate for you. Sprites, creatures from the lower (or upper planes) and Drow are all appropriate for the elven table. Some makeup or prosthetic is required (horns, ears, etc.).
Half-Orc
These characters are not known for their racial intelligence, they are not very charismatic and often speak in guttural voices. They pick up basic weapon skills easily, but find the finer points of fighting more difficult. Magical skills are beyond most half-orcs. However they have good constitutions and don't always smell.
Again, not everyone who picks off the Half-Orc table is a Half-Orc: dwarves, grimlocks and other races that have low or no magical ability are appropriate. Generally any two of makeup, prosthetics or guttural voice are deemed appropriate.
Race, Class and the Cliché
To summarise what is expected: You don't have to hold to the cliché about your Class, but you must hold to the cliché about your Race. If someone looks at you, that person must be able to determine what race type, (of the three) you are. The exact details don't matter but you must make a reasonable attempt. Your actual class and how you role-play is otherwise up to you.