Hello fellow Andori,
Introductions are in order as you can tell I'm posting in English (my apologies for this, I hope that's alright?). I myself am Belgian and have been lurking the forum for some time with the help of Google Translate. I got into Andor early 2020, and only realized a few months ago how deep the rabbit hole truly goes.
Second of all, I am truly sorry if this is NOT the right place to post/discuss hero concepts. In a welcome-post I found a reference to a hero idea thread, but that seemd to have gone quiet half a year ago. I also wasn't quite confident to have these published in the Fan Heroes section.
I guess like many Andor fans, I too wanted to try my hand at creating my own heroes (or legends). It's one of the aspects of the game that really appealed to me.
Enough chit-chat, on to business: the concepts.
Hero: Vagrant (The Stranger's board)
Name: Turah/Turih, Vagrant from the East
Rank: 39
Strength: 1-14 (default)
Will: 0-20 (default)
Dice: 1-3 (1/willpower row, default)
Special ability: When Turah attacks first, he may - in the first round of combat - attack an enemy from and adjacent, higher numbered field. He rolls his dice together and moves to the opponent’s field. In this round the opponent rolls with one less die. This also works against final adversaries.
Notes: this is my take on an assassin-type character without calling it an assassin. The higher-numbered field requirement is to simulate "backstabbing" the opponent or catching them by surprise. I’m not sure how well this hero works in Journey to the North or The Last Hope.
Hero: Mesmer (inspired by Guild Wars 2)
Name: WIP
Rank: WIP
Strength: 1-10 (Fenn/Fennah’s board)
Will: 0-14 (Fenn/Fennah’s board)
Dice: 1-2-2 ((Fenn/Fennah’s dice)
Special ability: Each day and depending on the amount of willpower points available, the Mesmer may summon up to 3 phantasms to its current space. All available phantasms may be individually moved up to 4 spaces for 1 hour. At the end of each day or whenever the phantasm's effect has been used once, the phantasm fades and can not be summoned again until the next day. Phantasms fade when the hero’s Willpower Points drop below the requirement.
Phantasm of Shielding (requires > 0WP to summon and maintain): Prevents 2 Willpower Points of damge to a single hero who shares its field. Source of damage irrelevant (combat, fireballs, event cards, …). Fades after use.
Phantasm of Power (Requires >= 5 WP to summon and maintain): Adds 2 Strength Points in combat to a single hero who shares its field. Fades after use.
Phantasm of Time (requires >= 10WP to summon and maintain): Adds 2 hours to a single hero who shares its field. Fades after use.
Notes: The Phantasms are represented with a figurine on the game board (like Kheela’s Water Spirit) and a tile on the hero board (like Fenn's unique items) to keep track of whether it has been summoned this day or meets the willpower requirements. Summoning Phantasms is a free action, moving them is not. I'm not sure about the Phantasm of Time, an additional 2 hours each day may be imbalanced. Alternatively, I had the idea of having it re-roll up to 2 dice for the affected hero.
Sorry for the long post, I hope you like these concepts.
Any feedback would be much appreciated and perhaps I may publish them in due time (although I'd need a graphic artist for the Mesmer's board!).
Kind regards,
Blakemoore
Edit 1: Phantasm changes, readability