secret promo charakters ?

By gonrhade, in Talisman

Old Master said:

Hi Velhart,

I do not know about 39/40 sided dice but I do own two 30 sides dice from way back in the 80'sserio.gif

I've never use the idea of "giving a number to character", usually the character cards are spread face down on the table and chosen.

You might try to put the most powerful characters at the lower and highest dice number but them with the law of probability these may not be played as often as those in the mid-numbersorpresa.gif

I've you thought on when a new expansion come out! Will you reshuffle the player number? Get a 50 or 60 side dice or 2 30...?

Will you print the number on the character card or on a separate reference sheet?

I do hope that the character count will not stop at 45enfadado.gif

Cheers

The idea was to print it out on paper, and if more characters will come, then i will changed the numbers.

If i use for example 2x a 30 sided die, then how high is the chance that you roll a 2 ( 2x a 1)

The character that has number 2 need the same chances as a character who has number 8, 12 ,15 etc

This hinders me a little..

Velhart said:

The character that has number 2 need the same chances as a character who has number 8, 12 ,15 etc

This hinders me a little..

Yes I see, that is why I did ask you the question since you like to change your most favorite and least favorite list and also which you feel is stronger at the moment. Do you feel that putting the strongest character at number 2 will be like almost banning that same character from play?

Cheers

Old Master said:

Velhart said:

The character that has number 2 need the same chances as a character who has number 8, 12 ,15 etc

This hinders me a little..

Yes I see, that is why I did ask you the question since you like to change your most favorite and least favorite list and also which you feel is stronger at the moment. Do you feel that putting the strongest character at number 2 will be like almost banning that same character from play?

Cheers

Yes, that's how i feel about it.

If a character has number 7, then the player can roll a 6+ 1= 7 or a 5+2= 7 or a 3+4 =7 etc

But a character that has number 2 can only roll a 1+1...

This is not fair...

____________

But i was thinking about someting else...

If i use a bag and place all the names on paper inside the bag and shuffle it, then everyone can randomly grab a name inside the bag...

Every character has a chance then..AND we has also no problem with the different colors from Mephisto, Frostmarch or any other future character cards..

...or just shuffle them and deal them out...

talismanisland said:

...or just shuffle them and deal them out...

Nah, that;s too easy for me.

I like to pick a card from nr 1 to nr 39.

I am doing this already with the ending cards.

I shuffle them first and then i roll a die.

The die decide which card (in order) must be picked.

I was wondering about something...

The Martyress says that she can sacrifice herself to win the battle.

the creatures are destroyed....( But can she keep destroyed creatures as a trophy?

Velhart said:

I was wondering about something...

The Martyress says that she can sacrifice herself to win the battle.

the creatures are destroyed....( But can she keep destroyed creatures as a trophy?

I think - yes. FireBall also is killing the Enemy, but the Spell don't says us what's next with the card. However, according to the FAQ, we can take the Enemy as a tropy.

Nemomon said:

Velhart said:

I was wondering about something...

The Martyress says that she can sacrifice herself to win the battle.

the creatures are destroyed....( But can she keep destroyed creatures as a trophy?

I think - yes. FireBall also is killing the Enemy, but the Spell don't says us what's next with the card. However, according to the FAQ, we can take the Enemy as a tropy.

That's right, but the card says: destroyed..

Is destroyed then the same as killed?

It could be the same meaning...

Anyway, some other characters from mephisto mentions in their ability that they cannot keep them as trophies, but the Martyress does say nothing about it...

As long as you have a D10 (from any AD&D or similar game), you can do any number of cards.

Roll it once for 1-10. Roll it twice (once for the tens and another for the singles) for 1-100. 3 times for 1-1000, and so on.

If you roll higher than the number of cards, say, 45 if you have 45 cards, reroll.

If you like math, then assign a value per card, i.e. if 50 cards or less, it's 2% per card. If 33 cards or less, it's 3% per card. And so on. If this line made your eyes glaze, then just reroll when past 45, or whatever the number of cards there is.

If you only have a D6, then shuffle the cards, and divide as evenly as you can into 6 piles. Don't look at what card goes where. Roll a dice. Pick that pile out of the 6. Then, divide THAT pile as evenly as you can into 6. Roll a dice. And so on, until you have less than 6 cards. Roll the dice one final time. Voila. As long as it's shuffled, it's evenly random overall. (For the math-ies out there, the percentage only varies if the cards are face up and ASSIGNED when using the D6 system. If face down, THAT draw isn't even, but, since each draw is shuffled, a Chi Square test of 1,000 draws, say, will prove that it's matching odds)

Or do the staircase method. Whatever works. Heh.

My final updated talisman mephisto characters.

Everything on one page nowgui%C3%B1o.gif

Excorcist
Strength: 2 Craft: 4 Life: 4 Fate: 4 Gold:

Special Abilities
- You begin the game with one Spell.
- 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.
- If you defeat a Spirit in psychic combat,
you gain a Spell, if your Craft permits it.
-You may choose to automatically destroy
any spirits without resorting to psychic combat.
When you destroy a spirit in this manner,
you may not keep the enemy as a trophy,
and you may not gain a spell.
- You can destroy (discard) objects, which are
forbidden for good characters, when they come
into your possession. If you destroy a object
this way, you gain a Spell, if your Craft permits
it.

Start: City Alignment: Good
___________

Juggler
Strength: 2 Craft: 4 Life: 4 Fate: 5 Gold:

Special Abilities
Instead of attacking another character, you can
impress him with your skills and take away
a gold from him.
- Instead of attacking a monster in battle, you can
try to confuse it. Roll a die and add your
Craft: if you exceed the Strength of the monster,
you can avoid it. If you fail, you must fight.
- At the Tavern, City, Village, Castle and on the
Market you can earn one gold with a performance.
If you do, you may not take any actions on that
space in this turn.

Start: City Alignment: Good
_____________-

Illusionistess
Strength: 2 Craft: 4 Life: 4 Fate: 3 Gold:

Special Abilities
- You begin the game with one Spell.
- Instead of attacking another character or
creature, you can let fight a Simulacrum of your
own. The Simulacrum fights with your values,
however without your objects, followers and spells.
If the Simulacrum wins the battle against a character,
you can take a gold or object from him. Creatures
are discarded and you can not take them as a trophy.
If the Simulacrum loses, you don’t suffer damage.
- If you land on a adventure card, you can disguise
your alignment with an illusion. Roll a die: On a
4-6 you can lay a claim to the effects of another
alignment as your own.

Start: City Alignment: Good
_________

Martyress
Strength: 3 Craft: 3 Life: 4 Fate: 4 Gold:

Special Abilities

- 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,
- When you are involved in a battle, you can
immediately decide to sacrifice a life. In this case
you automatically win the battle. Creatures are
considered to be destroyed and hostile characters
lose either automatically a life, or they give you
a gold or an object.
- After rolling the die when praying, you may add
1 to the score.
- You are always good: Ignore any effect that
changes your alignment.

Start: Village Alignment: Good
__________

Courtisan
Strength: 2 Craft: 4 Life: 4 Fate: 4 Gold:

Special Abilities

- Instead of attacking another character, you can
try to seduce him. The character loses his next
turn and has to give you a object or gold, which is
his choice.
- Instead of attacking another character, you can
ingratiate with one of his followers, and you can
take the follower.
- After you bought something from a stranger, you
can confuse him. Roll one die:
1-4: No effect
5-6: You don’t have to pay anything
- When you meet a stranger, who offers something
to a character with a certain alignment, you can
impress him. Roll one die:
1-2: The stranger reacts, as if you have the wrong
alignmnent
3-4: No effect
5-6: The stranger reacts, as if you have the right
alignment.

Start: City Alignment: Neutral
____________

Apprentice Magician
Strength: 3 Craft: 3 Life: 4 Fate: 5 Gold:

Special Abilities

- You begin the game with one Spell.
- During the game, you always have at least
one Spell. (Gain a Spell each time you cast your
last Spell)
- You must roll a die whenever you cast a spell.
1 : The Spell fails and you lose a life
2 : The Spell has no effect
3-6: The Spell works as normal
When your Craft reaches 7 or higher, you don’t
have to roll a die anymore.
- Whenever you draw a Spell you do not wish to
keep, you may discard it and draw another one
to replace it, which you must keep.

Start: City Alignment: Neutral
___________

Djinn
Strength: 3 Craft: 3 Life: 4 Fate: 4 Gold:

Special Abilities

- You begin the game with one Spell.
- You need not roll the die in the Forest or
the Crags unless you wish to. If you choose
to roll, you must accept the result.
- You don’t lose a life in the Desert.
- When you win a battle against another
character, you can take either a life, a gold,
an object or a follower from him.
- You can combine all kind of opponents
(animals, monsters, dragons, spirits e.o.) as
trophies, in order to exchange them against
either a Strength or a Craft counter.

Start: Forest Alignment: Neutral
____________

Fortune Knight
Strength: 3 Craft: 3 Life: 4 Fate: 6 Gold:

Special Abilities
- You may spend fate tokens in order to force
monsters or other characters to re-roll their die
in battle.
- Instead of attacking another character, you may
challenge fate. You and your opponent both roll
a die and add your current Craft. If you win,
you gain a fate token, otherwise you lose a fate
token or a life, which is your choice.
- You may take a risk before every die roll. On
every even result, the die roll is increased by one.
On every odd result, the die roll is lowered by one.
- You can exchange trophies against fate tokens.
Gain one fate token for each trophy.
- Every time, if you have the choice to roll a die, you
have to do this.
- You are always neutral. Ignore any effect, which
change your alignment.

Start: City Alignment: Neutral
_______________

Satan Servant
Strength: 2 Craft: 4 Life: 4 Fate: 4 Gold:

Special Abilities
- 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.
- If you encounter a Spirit, you may choose
another character who will be attacked
immediately instead of you. The Spirit moves
immediately to the space of the chosen one.
- You can claim the following cards at a roll of
1-4, when another player draws them. Devil,
Mephistopheles and Phantom.
- Instead of rolling a die on the Graveyard and the
Cursed Glade, you may choose to gain a life, a
Spell or be teleported to any space in your region.
- You may not voluntary enter the City, Tavern,
Village or Castle. If you are forced to enter these
locations, then you may not use the possibilities
of these places.
- You may not use a weapon in battle except the
Runesword. You may also not use a Armour or
Helmet during battle.

Start: Graveyard Alignment: Evil
____________

Goblin Shaman
Strength: 2 Craft: 4 Life: 4 Fate: 4 Gold:

Special Abilities

- You begin the game with one Spell.
- Goblins and Ogres will not attack you,
although you may choose to attack them.
- Whenever you defeat a Goblin in battle, you
can keep it as a follower instead of a trophy.
- When you attack a character or monster, you
can send a Goblin follower to battle it. If the
Goblin follower is defeated, then it goes to the
discard pile.
- Instead of losing a life, you may sacrifice a
Goblin follower at any time and the Goblin
follower goes to the discard pile.

Start: Crags Alignment: Evil
__________

Black Witch
Strength: 3 Craft: 3 Life: 4 Fate: 4 Gold:

Special Abilities

- You need not roll the die in the Forest
unless you wish to. If you choose to roll, you
must accept the result.
- When you roll for your move, you can roll
two dice, and add them together.
- Alternative: You can choose one of the results
to use for your move.
- If you are the target of a opposing Spell, roll
immediately one die:
1-3: the Spell affect you as usual.
4-6: you automatically avoid the Spell.
This is not valid, when the Crown of Command
will be used against you.

Start: Cursed Glade Alignment: Evil

____________

Shape Shifter
Strength: 2 Craft: 4 Life: 4 Fate: 1 Gold:

Special Abilities
- 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.
- If you defeat another character in psychic
combat, and you choose to take a life from
him, you can adopt it’s shape. If you take the
shape of another character, you can use his current
Strength and Craft, as long as you keep its shape.
You can not adopt his abilities.
- If you lose a life, you change immediately to
your own shape.
- If you meet a stranger, you can adopt another
shape, which appears sympathetic to the stranger.
After rolling the die for the stranger, you may
add 1 to the score.
- You can adopt at any time your natural shape.
This functions also, when you are changed in a
toad.

Start: Graveyard Alignment: Evil

Really appreciate yours and everyone else's work in translating these characters! Hope to add some to the mix in this weekend's game! Is anyone using miniatures for these? I wonder if there are some suitable Runebound matches....

I use these cardboard standards that came in the next mephisto magazine

mephisto_tokens.jpg

Yea, I have those but would rather use figurines.... Don't want those characters to feel bad for being 2d.

I have only checked the Black Witch (Schwarze Hexe) and the Satan Servant (Satansdiener) from Velharts translation,

the others will follow. There are some minor errors!

The Black Witch will start in the Forest (German: Tiefer/Böser Wald) not the Cursed Glade (German: Verwunschene Lichtung)!

The Satan Servant must take the Devil, the Mephistopheles or the Phantom on a roll of 1-4 (there is no can in German text) .

Weapon, Armour and Helmet shoud be written in the same font.

inkblob said:

Yea, I have those but would rather use figurines.... Don't want those characters to feel bad for being 2d.

Well, as a quick fix you could use the ones I made a while ago in Strange Eons.

Mephisto_Tokens.jpg

They are a little more substantial than the ones from the magazine, and you can download a PDF of them from my site.

Thankyou, very much appreciate the offer! I pillaged my Runebound and Descent boxes for figs and came up with some pretty good matches. We did the token draw method, and I colour coded the bottom of the figs to match the corresponding entry on the numbered character list for Mephisto cards, worked out great. Now I just have to find better tokens than card board squares. I went to the game store and bead store but couldn't find anything suitable that didn't cost at least $25-50. I'll check the craft stores next.

Here's the figs I came up with, I don't know all of their actual names so hopefully this will be enough for anyone in the same boat to go on. What's great about these is they are the same scale and match up with the rest of the figs. Image thumbnails open up to biggified version

mephisto1th.jpg

mephisto2th.jpg

I think that I'm not going to modify the German cards at all, growing very fond of the German names for all the characters happy.gif I've printed out a bunch of translated descriptions, and will eventually make nice copies to laminate.

I don't know each translation version of the mephisto promo cards,
but there are several errors in the english translations.

for example:

Magielehrling (Apprentice Magician)

Wrong translation:
Whenever you draw a Spell you do not wish to
keep, you may discard it and draw another one
to replace it, which you must keep.

German:
Immer wenn du einen Zauber ziehst,
kannst du den Zauber aus dem
Ablagestapel auswählen.

Right translation:
Whenever you draw a Spell,
you may choose the Spell
from the discard pile.

My suggestion:
Whenever you draw a Spell card, you may
choose the top card on the Spell deck or
you may take one discarded Spell from
the discard pile.


I try to make some printable translated sheets soon.

I keep my characters as they arecool.gif

I know that the last ability from the apprentice magician is different than what the germany text says, but the character is otherwise too powerful, if she can get the cards from the discard pile.

These are perfect azoic. I'm going to print out some cards just using the text from these. These cards would just be pretty if it wasn't for everyone's wondeful help, thanks so much!

I kind of like how the MA gets to rifle through the discards, I could see her doing that, learning from the scraps of other magicians. Not all characters are equal and there needs to be more competition for the Alchemist gui%C3%B1o.gif

As soon as the MA got her hands on a powerful spell like random etc then she can cast it almost every turn in the game.. ( that;s not so fun is itgui%C3%B1o.gif

The game is then unplayable..

Good point. I'd then say she could do that once per discarded spell and then it's used up, it wouldn't get reshuffled back into the deck even with the Demigod card or anything else that asks you to reshuffle the discard pile. It's a cool ability, you just want to break that infinite loop.

The only thing what i have changed now is the start position from the Black Witch(to make it forest), and the avoid ability from the juggler.(to make it evade)happy.gif

i keep the others as they are..

I posed this conundrum to my wife, how MA could pull a card from discard, cast, repull ad infinitum, and she immediatly said that MA could only cast it once then it's out of the game. So that will make it a houserule here, I really like the idea of MA digging through the scraps on the floor, learning how to be a better magician that way happy.gif The Warlock starts in the Middle Region, why did you move the BW?

inkblob said:

happy.gif The Warlock starts in the Middle Region, why did you move the BW?

Well, The Black Witch says that she start in a evil forest.

And a cursed glade is actually not a forest.

The confusion is that with the black witch first ability, they call it (tiefer wald), while her start position is (böser wald) evil forest

I wonder why mephisto made a difference with the wordings

And about the juggler. avoiding the monster, is the same idea as evading the monster before combat begins, so we decide to change it.