Recreating the "Missing" Characters

By Slev, in Talisman Home Brews

Updated the images, we've a lot more illustrations.

I’ve been looking through my first pass characters still outstanding. I’m of the opinion that the following characters are about right, and are reasonably interesting (text version for ease of reference). I’ll leave these notes up to the start of next week, the go with them if there is no feedback.

Hobgoblin (Hobgoblin)

Strength 3 - Craft 2 - Life 4 - Fate 2

Evil - Crags

1. You do not need to roll the dice in the crags, unless you wish to. If you chose to roll, you must accept the result.

2. When you encounter a Goblin, they become your Follower. You may discard them during combat to add their Strength to your own.

3. When you encounter a Hobgoblin, you may dismiss it by moving it to an unoccupied space in the same region. If you do not, you may evade it.

4. You are unaffected by the Siren.

Pixie (Witch Doctor)

Strength 4 - Craft 4 - Life 4 - Fate 3

Good - Forrest

1. You start the game with one spell.

2. When earning Craft through Trophies, you only need six Craft to improve.

2. You may discard two Craft worth of Trophies to draw one Spell, once per turn.

2. When you encounter another character, you may choose to teleport them instead of fighting them. Good figures are placed in the Chapel. Evil characters are placed in the Ruins. Neutral characters are placed on their starting space.

Norn (Space Pirate)

Strength 4 - Craft 3 - Life 4 - Fate 4

Neutral - Chapel

1. Your alignment counts as whatever you want it to when it comes to gaining and losing Fate.

2. You may choose to add 1 when rolling for the Warlock, Witch, and Enchantress. If you draw cards for the Warlock, draw one extra, but return one of them to the bottom on the deck.

3. You may evade any space by spending one Fate.

4. When you purchase anything, you receive one Gold at the end of the turn. You only receive one Gold, no matter how many items you purchase.

Adventurer (Archaeologist)

Strength 2 - Craft 4 - Life 4 - Fate 3

Neutral - City

1. Whenever a space requires you to roll a dice, you may choose to add or subtract 1 to the roll.

2. You may pay one Fate or one Life before rolling the dice for Combat. If you do so, roll an extra die and add it to your total.

3. You may carry up to two additional Objects.

what do you mean by outstanding? Outstanding means amazing...

There's more than one meaning :P
Outstanding as in "left to be dealt with".

Beyond those four the list of stuff that needs a little extra is:

Hunter
Pugilist
Watchman
Revenant
Kobold
Fortune Teller
Fallen Knight
Artificer
Cantor
Orc

And the list of stuff that just plain needs work:

Duellist
Gorgon
Dryad
Wight
Squire
Flagellant
Golem
Flagellent

I’m of the opinion that the following characters are about right, and are reasonably interesting

Norn (Space Pirate)

1. Your alignment counts as whatever you want it to when it comes to gaining and losing Fate.

Now does that work on the Graveyard?

Edited by Bludgeon

Fair enough, playing with the format to get a simialr feel...

Hobgoblin (Hobgoblin)

Strength 5 - Craft 2 - Life 5 - Fate 3

Evil - Crags

1. You do not need to roll the dice in the crags, unless you wish to. If you chose to roll, you must accept the result.

2. When you encounter a Goblin, Hobgoblin, or Wolf, they become your Follower. You may discard them during combat to add their Strength to your own.

3. When you encounter a Monster, you may dismiss it by moving it to an unoccupied space in the same region. If you do not, you may evade it.

4. Whenever you roll dice related to Strength, you may re-roll 1's witout the need to spend Fate.

Edited by Slev

Re-worded based on feedback

Norn (Space Pirate)

Strength 4 - Craft 3 - Life 4 - Fate 4

Neutral - Chapel

1. When a space or card could cause you to gain and/or lose Fate based on your Alignment, you may count you Alignment as whatever you wish.

2. You may choose to add 1 when rolling for the Warlock, Witch, and Enchantress. If you draw cards for the Warlock, draw one extra, but return one of them to the bottom on the deck.

3. You may evade any space by spending one Fate.

4. When you purchase anything, you receive one Gold at the end of the turn. You only receive one Gold, no matter how many items you purchase.

The idea with the Graveyard for example, is that the Norn could pick whatever Alignment she wants, since it can effect how much Fate she gains/loses.

Edited by Slev

Re-worded based on feedback

Norn (Space Pirate)

Strength 4 - Craft 3 - Life 4 - Fate 4

Neutral - Chapel

1. When a space or card could cause you to gain and/or lose Fate based on your Alignment, you may count you Alignment as whatever you wish.

2. You may choose to add 1 when rolling for the Warlock, Witch, and Enchantress. If you draw cards for the Warlock, draw one extra, but return one of them to the bottom on the deck.

3. You may evade any space by spending one Fate.

4. When you purchase anything, you receive one Gold at the end of the turn. You only receive one Gold, no matter how many items you purchase.

The idea with the Graveyard for example, is that the Norn could pick whatever Alignment she wants, since it can effect how much Fate she gains/loses.

I like that character now. Pity there's no synnergy between those abilities but otherwise looks quite solid (wording needs some work obviously), as with all characters.

Fair enough, playing with the format to get a simialr feel...

Hobgoblin (Hobgoblin)

Strength 5 - Craft 2 - Life 5 - Fate 3

Evil - Crags

1. You do not need to roll the dice in the crags, unless you wish to. If you chose to roll, you must accept the result.

2. When you encounter a Goblin, Hobgoblin, or Wolf, they become your Follower. You may discard them during combat to add their Strength to your own.

3. When you encounter a Monster, you may dismiss it by moving it to an unoccupied space in the same region. If you do not, you may evade it.

4. Whenever you roll dice related to Strength, you may re-roll 1's witout the need to spend Fate.

That's much better. Strength 5 might be a bit too much, since his adventure counterpart has S3.

Now the challenge will be to make Orc not similar to hobgoblin.

Or maybe it wouldn't be a bad idea to just merge those 2 into a single new character.

Edited by Bludgeon

Will drop the Hobgoblin to S4.

Had an idea for the Orc...

So, that leaves the Pixie and Adventurer to be given critiques if peopel think there's anything wrong there.

I'll add one more to teh discussion for now...

Hunter (Ranger)

Strength 3 – Craft 3 – Life 4 – Fate 2

Good – Village

1. You do not need to roll the dice in the Crags, Forrest, & Chasm, unless you wish to. If you chose to roll, you must accept the result.

2. You may choose to ignore the effects of the Storm and the Blizzard.

3. You do not lose a life in the Desert.

4. You may add 1 to your combat rolls against Dragons and Animals.

I've updated the images for the Norn & Hobgoblin.

And in the mean time, here's where the Orc is up to. He has similarities with the Hobgoblin, but he's different.

Orc (Orc)

Strength 4 – Craft 2 – Life 4 – Fate 2

Evil – Crags

1. You do not need to roll the dice in the Crags or Forrest, unless you wish to. If you chose to roll, you must accept the result.

2. When you encounter a Goblin, Hobgoblin, or Wolf, you may roll 1 dice. If you roll higher than their Strength, they become your Follower. You may discard them during combat to add one to your Strength.

3. If you have a Wolf as your follower, you may ride it. You may roll 2 dice and add them together to determine how far you move.

4. When earning Strength through Trophies, you only need six Strength to improve.

5. You receive +1 Strength while equipped with a Weapon.

4. When earning Strength through Trophies, you only need six Strength to improve.

Change that to "1 less". Characters don't always need 7 trophy points to gain 1 strength.

Why changing ranger's name?

Edited by Bludgeon

good call on the wording.

"Ranger" has a number of connotations, of which "hunter" is one. It doesn't make a great deal of difference.

Well, the four on the deck have had little feedback, I'll assume we're good.

Adding a coupple more, the current slate for consideration:

City Watch (Soldier)

Strength 4 – Craft 3 – Life 4 – Fate 3

Good – City

1. You begin the game with a Helmet and Sword from the purchase deck. If you lose these, you may replace them in the City for free.

2. You are immune to the Patrol, Lost, and City Patrol cards.

3. You do not have to pay the Mercenary for his services.

4. Whenever you defeat an Outlaw, you receive 1 Gold.

Kobold (Goblin Fanatic)

Strength 2 – Craft 3 – Life 4 – Fate 2

Evil – Ruins

1. You may not use Weapons .

2. You roll an extra dice during Strength Combat and add it to the total. If you roll doubles, you automatically lose.

3. When you encounter an Animal, you may roll 1 dice. If you roll higher than their Strength, they become your Follower. You may discard them during combat to add their Strength to your own.

4. You and 1 to your Strength and/or Craft in Battle against Elemental enemies.

Pixie (Witch Doctor)

Strength 4 - Craft 4 - Life 4 - Fate 3

Good - Forrest

1. You start the game with one spell.

2. When earning Craft through Trophies, you need one fewer Craft to improve.

2. You may discard two Craft worth of Trophies to draw one Spell, once per turn.

2. When you encounter another character, you may choose to teleport them instead of fighting them. Good figures are placed in the Chapel. Evil characters are placed in the Ruins. Neutral characters are placed on their starting space.

Adventurer (Archaeologist)

Strength 2 - Craft 4 - Life 4 - Fate 3

Neutral - City

1. Whenever a space requires you to roll a dice, you may choose to add or subtract 1 to the roll.

2. You may pay one Fate or one Life before rolling the dice for Combat. If you do so, roll an extra die and add it to your total.

3. You may carry up to two additional Objects.

Ranger (Ranger)

Strength 3 – Craft 3 – Life 4 – Fate 2

Good – Village

1. You do not need to roll the dice in the Crags, Forrest, & Chasm, unless you wish to. If you chose to roll, you must accept the result.

2. You may choose to ignore the effects of the Storm and the Blizzard.

3. You do not lose a life in the Desert.

4. You may add 1 to your combat rolls against Dragons and Animals.

Orc (Orc)

Strength 4 – Craft 2 – Life 4 – Fate 2

Evil – Crags

1. You do not need to roll the dice in the Crags or Forrest, unless you wish to. If you chose to roll, you must accept the result.

2. When you encounter a Goblin, Hobgoblin, or Wolf, you may roll 1 dice. If you roll higher than their Strength, they become your Follower. You may discard them during combat to add one to your Strength.

3. If you have a Wolf as your follower, you may ride it. You may roll 2 dice and add them together to determine how far you move.

4. When earning Strength through Trophies, you need one less Strength to improve.

5. You receive +1 Strength while equipped with a Weapon.

Pixie (Witch Doctor)

Strength 4 - Craft 4 - Life 4 - Fate 3

Good - Forrest

1. You start the game with one spell.

2. When earning Craft through Trophies, you need one fewer Craft to improve.

2. You may discard two Craft worth of Trophies to draw one Spell, once per turn.

2. When you encounter another character, you may choose to teleport them instead of fighting them. Good figures are placed in the Chapel. Evil characters are placed in the Ruins. Neutral characters are placed on their starting space.

1. Why changing name? witch doctor is great and it's a fantasy staple, and it's not like other existing characters?

A more generic question would be why do you feel the need to change names of characters that don't need their names changed?

2. Pixies are tiny, how do you explain STR 4?

3. Forest, not Forrest

4. Again, all abilities have incorrect wording, but that can be left for last.

5. 3rd ability is weak, replace it with: discard a craft trophy to look at the top spells equal to trophy value, than take as many as your craft allows from those.

Edited by Bludgeon

Pixie is supposed to be Strength 2, but I can't type :P

Changed from Witch Doctor to make it fit with European fantasy background. Also lets us use the art.

Good shout on the craft for spells ability.

Pixie (Witch Doctor)

Strength 2 - Craft 4 - Life 4 - Fate 3

Good - Forrest

1. You start the game with one spell.

2. When earning Craft through Trophies, you need one fewer Craft to improve.

3. You may discard one Trophy per turn to draw Spells equal to that Trophie's Craft. You must then discard down to your spell limit.

4. When you encounter another character, you may choose to teleport them instead of fighting them. Good figures are placed in the Chapel. Evil characters are placed in the Ruins. Neutral characters are placed on their starting space.

Edited by Slev

Pixie is supposed to be Strength 2, but I can't type :P

Changed from Witch Doctor to make it fit with European fantasy background.

Why? We already have firelands with genies, efreets etc.

Which entered European mythology off the back of the crusades.

I just felt that the character didn't fit, and we had character art left over from BI, which killed two birds with one stone. If you don't like that particular change, you can always hunt down some art and create a variant card with the same rules :D

I'm not gonna use any of those characters unfortunatelly unless I have miniatures for them. And if I happen to hunt any down, I will probably have to use matching, different, artwork anyway.

Edited by Bludgeon

With the Pixie addressed, time to add another one to the list O' doom...

Fortune Teller (Astropath)

Strength 2 – Craft 4 – Life 4 – Fate 3

Neutral – Crags

1. You start the game with one Spell and three Gold.

2. When you attack another character, you may choose to make the attack psychic combat. You may not do this when you are attacked by another character.

3. At the start of any combat you may See the Future to stay out of danger. Roll one die. On a 3-6, you Evade. On a 1-2, nothing happens.

4. When selecting a Warlock’s Quest, select twice and decide which one to keep.

City Watch (Soldier)

Strength 4 – Craft 3 – Life 4 – Fate 3

Good – City

1. You begin the game with a Helmet and Sword from the purchase deck. If you lose these, you may replace them in the City for free.

2. You are immune to the Patrol, Lost, and City Patrol cards.

3. You do not have to pay the Mercenary for his services.

4. Whenever you defeat an Outlaw, you receive 1 Gold.

Kobold (Goblin Fanatic)

Strength 2 – Craft 3 – Life 4 – Fate 2

Evil – Ruins

1. You may not use Weapons .

2. You roll an extra dice during Strength Combat and add it to the total. If you roll doubles, you automatically lose.

3. When you encounter an Animal, you may roll 1 dice. If you roll higher than their Strength, they become your Follower. You may discard them during combat to add their Strength to your own.

4. You and 1 to your Strength and/or Craft in Battle against Elemental enemies.

Adventurer (Archaeologist)

Strength 2 - Craft 4 - Life 4 - Fate 3

Neutral - City

1. Whenever a space requires you to roll a dice, you may choose to add or subtract 1 to the roll.

2. You may pay one Fate or one Life before rolling the dice for Combat. If you do so, roll an extra die and add it to your total.

3. You may carry up to two additional Objects.

Ranger (Ranger)

Strength 3 – Craft 3 – Life 4 – Fate 2

Good – Village

1. You do not need to roll the dice in the Crags, Forrest, & Chasm, unless you wish to. If you chose to roll, you must accept the result.

2. You may choose to ignore the effects of the Storm and the Blizzard.

3. You do not lose a life in the Desert.

4. You may add 1 to your combat rolls against Dragons and Animals.

Orc (Orc)

Strength 4 – Craft 2 – Life 4 – Fate 2

Evil – Crags

1. You do not need to roll the dice in the Crags or Forrest, unless you wish to. If you chose to roll, you must accept the result.

2. When you encounter a Goblin, Hobgoblin, or Wolf, you may roll 1 dice. If you roll higher than their Strength, they become your Follower. You may discard them during combat to add one to your Strength.

3. If you have a Wolf as your follower, you may ride it. You may roll 2 dice and add them together to determine how far you move.

4. When earning Strength through Trophies, you need one less Strength to improve.

5. You receive +1 Strength while equipped with a Weapon.

Fortune Teller - everything fits thematically together, but he is rather weak. He's got nice defensive ability, but nothing to help him secure victory. Not the worst character however.

City Watch - Last ability doesn't do anything if you play without Cataclysm or some homemade outlaw enemies. Even with cataclysm there are only 3 cards with that subtype.

Kobold - How will you explain 1st and 2nd ability of the kobold? Will his artwork also feature giant ball on a chain?

Adventurer is a very generic name, how about artifact seeker or something similar? Good abilities, finally.

I see you've come around about the ranger :)

For his first ability I suggest removing Chasm, and putting it as a separate ability that reads "When you land on the Chasm, you may ignore that space" (I don't recall proper wording for that off the top of my head). The reason for this is so the ability works on both original board and the cataclysm board.

Orc - add pack of wolves to 2nd and 3rd abilities.

Fortune Teller - OK then, needs work.

City Watch - We could add "cultist" to the list too.

Kobold - folklore has kbolds composed of fire, or with an affinity with fire. A Firey Kobold is our key.

Adventurer - I'm going to look though the list of existing characters and see whee there's a good naming slot for him. It'll do for now.

Ranger - Good call, will look at the wording.

Orc - Nice catch!

I'm updating the fed-back characters at the moment, but waiting for Photobucket, which is currently down. Current list to be dealt with:

Fortune Teller (Astropath)

Strength 2 – Craft 4 – Life 4 – Fate 3

Neutral – Crags

1. You start the game with two Spells and three Gold.

2. When you attack another character, you may choose to make the attack psychic combat. You may not do this when you are attacked by another character.

3. At the start of any combat you may See the Future to stay out of danger. Roll one die. On a 3-6, you Evade. On a 1-2, nothing happens.

4. When selecting a Warlock’s Quest, select twice and decide which one to keep.

5. When you roll the dice for Movement, you may reduce the total by 1, to a minimum of 1, or increase it by 1.

Revenant (Cyborg)

Strength 5 – Craft 1 – Life 4 – Fate 1

Evil – Ruins

1. If you wish, you may add one to any dice roll you make for Movement.

2. If you are defeated in battle, roll one die:

1-4) you lose the battle as normal;

5-6) you do not lose the battle, it is counted as a stand-off instead.

3. If you attack a character, you may choose to fight a second round of combat. Any Spells, Magic Items, and other bonuses carry over into the second round of combat.

4. You are unaffected by Pestilence, the Siren, and the Leper. You are also unaffected by special abilities of Herald of Disease, and Horseman of Disease.

Artificer (Astronaut)

Strength 3 – Craft 3 – Life 4 – Fate 3

Neutral – Forrest

1. You start the game with the Armour, a Sword, and a Water Bottle from the Purchase deck. If you lose any of these, you may replace them in the City for free.

2. You start the game with one Spell.

3. The first time you complete a Warlock's Quest, gain one Craft.

4. You may heal one Life per turn, for free, at the Runes.

Fallen Knight (Chainsaw Warrior)

Strength 4 – Craft 2 – Life 4 – Fate 2

Evil – Sentinel

1. In psychic Combat, you may add one to your Craft.

2. You may roll two dice in battle and use the higher attack roll to determine your attack score.

3. You are never affected by Panic .

Pugilist (Samurai)

Strength 4 – Craft 2 – Life 5 – Fate 2

Neutral – Village

1. You may pay one Life before rolling the dice for Combat. If you do so, roll an extra die and add it to your total.

2. You may attempt to STUN other characters. To do this, you attack with your Craft against their Strength. If you win, instead of the usual effects, the target must discard all their Spells, and cannot use any Special Abilities on their next turn.

3. At the Village or City, you may pay 1 Life and gain 1 Gold, up to once per turn

Cantor (Scientist)

Strength 2 – Craft 5 – Life 4 – Fate 4

Neutral – Forrest

1. You start the game with two Spells.

2. During the game, you always have at least one Spell, (gain a Spell each time you cast your last Spell).

3. If you spend a gold or a life, you may re-roll the dice when attempting to open the Portal of Power.

Edited by Slev

Been contrasting & comparing and tweaking as a result. I'd still appreciate feedback, even if it's "That looks fine, carry on".

Fallen Knight (Chainsaw Warrior)

Strength 4 – Craft 2 – Life 5 – Fate 2

Evil – Sentinel

1. In psychic Combat, you may add one to your Craft.

2. You may roll two dice in battle and use the higher attack roll to determine your attack score.

4. You are never affected by Panic.

Cantor (Scientist)

Strength 2 – Craft 5 – Life 4 – Fate 4

Neutral – Forrest

1. You start the game with two Spells.

2. During the game, you always have at least one Spell, (gain a Spell each time you cast your last Spell).

3. If you spend a gold or a life, you may re-roll the dice when attempting to open the Portal of Power.

4. After rolling the dice while praying, you may add 1 to the score.

Pugilist (Samurai)

Strength 4 – Craft 2 – Life 6 – Fate 2

Neutral – Village

1. You may pay one Life before rolling the dice for Combat. If you do so, roll an extra die and add it to your total.

2. You may attempt to STUN other characters. To do this, you attack with your Craft against their Strength. If you win, instead of the usual effects, the target must discard all their Spells, and cannot use any Special Abilities on their next turn.

3. Whenever you roll a 6 for your move, you may Perform instead of moving. You gain 1 Gold and your turn ends immediately.

Revenant (Cyborg)

Strength 5 – Craft 1 – Life 4 – Fate 2

Evil – Ruins

1. If you wish, you may add one to any dice roll you make for Movement.

2. If you are defeated in battle, roll one die:

1-4) you lose the battle as normal;

5-6) you do not lose the battle, it is counted as a stand-off instead.

3. If you attack a character, you may choose to fight a second round of combat. Any Spells, Magic Items, and other bonuses carry over into the second round of combat.

4. You are unaffected by Pestilence, the Siren, and the Leper. You are also unaffected by special abilities of Herald of Disease, and Horseman of Disease.

Artificer (Astronaut)

Strength 3 – Craft 3 – Life 4 – Fate 3

Neutral – Forrest

1. You start the game with the Armour, a Sword, and a Water Bottle from the Purchase deck. If you lose any of these, you may replace them in the City for free.

2. You start the game with one Spell.

3. The first time you complete a Warlock's Quest, gain one Craft.

4. You may heal one Life per turn, for free, at the Runes.

Fortune Teller (Astropath)

Strength 2 – Craft 4 – Life 4 – Fate 4

Neutral – Crags

1. You start the game with two Spells and three Gold.

2. When you attack another character, you may choose to make the attack psychic combat. You may not do this when you are attacked by another character.

3. At the start of any combat you may See the Future to stay out of danger. Roll one die. On a 3-6, you Evade. On a 1-2, nothing happens.

4. When drawing Cards, other than Adventure Cards, draw one extra card, and then choose one of those cards to discard.

5. When you roll the dice for Movement, you may reduce the total by 1, to a minimum of 1, or increase it by 1.

Updated some of the images today.

In my head, I'm splitting this into two "character" packs of 12, to match the Mephisto characters, and four others for another project I've in mind...