High Elf Archmage

By JediKnightAmoeba, in Talisman Home Brews

This is a character I put together some time ago. He has not been play-tested much but was modeled after Teclis from Warhammer Fantasy Battles.

Begin the game with 2 tokens (1 blue, 1 red) representing the 2 potions.

High Elf Archmage

Let me know what everyone thinks. I believe he would be really tough although in the 5 times I have tried him he ended up dying relatively quickly and made little impact.

not discarding spells is a big nono, syphoning strength or lifetapping every turn is gamebreaking.

9 craft is a bit much even if he's 1 strength, becoming 1craft/5 strength doesnt seem very elven but is fairly balanced..I assume the ability can take him below starting craft?

is it possible to drink both potions and have 5 strength 9 craft? or would it be 5/5...? need clarification

I really like the counterspell for fate rule but the potions need work.

perhaps something like a bolster or a psionic blast for the strength one, i dont think the craft one should make him stronger in psychic combat or at most add 2, perhaps give him invisibility instead?

Hello,

I would be concerned with the ability "not effected by spells, including the command spell". He can run around building up to crazy levels of kit, spells, followers and the like and not worry about getting to the crown. When someone else gets the crown they could just "ignore" the most of the end game variants march up and mop up the poor sap that ran there in a hurry and risked everything for victory and glory!

I am simplifying this a little but the point is, simply making this an ability they can switch on/off without a cost (which should be significant) could unbalance things.

Just a thought.

He is definitely very tough. My friend and I each made a Talisman character years ago after our WFB armies....I used Teclis and he used Gotrek. This was the original workup and yeah, needs work. I appreciate the input. We had over 100 characters for Talisman 3rd edition that we made....some were ridiculous, some just stupid. This is one of the first I made for 4th edition Talisman and I ran across this card when I was looking on an old thumbdrive the other day. I really liked the idea of the spending fate for a spell trick. In fact I think this is a mechanic I could use for other character designs.

The idea of the Potions was based off 6th edition WFB: Only one may be in effect at any one time. The -1 to rolls would be cumulative for the remainder of the game, so if ended up drinking both potions and they both wore off due to an event being drawn, he would be -2 to all rolls for the rest of the game.

If you're gonna do a character with something like that just say you can spend a fate (more fair would be 2 fate or both a light and dark fate) to counter a spell, constantly digging through the spell deck is gonna slow the game to immense levels.

> Strength 1 / Craft 5 alone makes this character nigh unplayable IMHO. I'm not surprised to learn that he died really quickly everytime you tried it. Notice that the other character with 1/5 starting values has an extremely powerful spellcycling ability + an ability to evade that helps her to mitigate somewhat her poor Strength. You character has nothing of the sort (unless we count potential a Sariour Potion shenaningans).

> Regarding his second ability, notice that there are only 2 Counterspell spells in the Spell deck. And after these are cast, they move to the discard pile, rendering this ability useless (since the High Elf Archmage can only sort through the Spell deck, not the discard pile). Might I suggest a wording similar to my Hexer? https://community.fantasyflightgames.com/topic/129202-my-collection-of-custom-characters/?p=1370811

> It's not clear what the -4 Craft/Strength implies: can they go below their values?

> What is base Strength? There is no base Strength in Talisman. If you meant Strength value it's even more confusing, since your character already has Strength value 1, so how can the Sariour Potion reduce it to 1?

> The ability not to discard Spells is very powerful and potentially broken, as noted above.

> Your character is potentially able to force a stalemate. Since the effect of the Potions lasts indefinitely until an Event is drawn, if there are only 2 chracters remaining (the High Elf Archmage + a character on the Crown of Command), the HEA can potentially use the Sariour Potion, enter the Inner Region, and proceed to go back and forth between the Plain of Peril and the next space. Since no Event cards can be drawn this way and since the HEA is immune to the Command Spell, this effectively creates an unwinnable stalemate.

> -1 to all rolls for the rest of the game seems a too big penalty to me. A confusing penalty as well. Low rolls are not always bad.

> It's not stated anywhere in the character cards that the Potions are one-use only. I'm assuming they are, but it's not stated.

Edited by Loudo