new character- the sultan

By darthmax1, in Talisman Home Brews

strength - 2

craft - 4

life - 4

fate - 3

alignment - good

starts at the oasis

if you have no spells at the start of your turn, draw one. draw up to your craft value at the desert and oasis

does not need the water bottle in the desert

you may discard any amount of spells in your hand for a + 1 bonus per spell added to your attack roll in battle and psychic combat

See Sultan. The abilities ascribed to this character might suit a Magus.

JCHendee said:

See Sultan. The abilities ascribed to this character might suit a Magus.

So would a Magus... without the burden of the true meaning of the term Sultan.

its a game....not a vocabulary test. besides, sultan fits this character perfectly do you like to split hairs? hes from the desert and he is more powerful there than other places. i guess i could call him a towel head, but that would be derogotory. also, magus doesnt give any clue to him being an arabian themed character. be happy dude. besides not liking the name ive given my guys, do you have any feedback on the ideas i came up with?

darthmax said:

....magus doesnt give any clue to him being an arabian themed character.

Are you joking?

darthmax said:

besides not liking the name ive given my guys, do you have any feedback on the ideas i came up with?

See other notes with links in others of your character topics related to past characters. Some may (or may not) reappear in future expansions.

Darthmax - I would suggest that you not post ideas for discussion if you are going to take offence so easily at simple suggestions. You have done it now in three different threads.

This forum is supposed to be a melting pot of ideas, which you may simply ignore or take heed of.

When people think of ideas, it is easy to be precious about them, but that is the whole idea behind the process of testing and refining. Sometimes the finished result bears little or no resemblence to what you had in mind at the time.

I have had many (and I mean many) ideas that at first glance looked fantastic (to me), but in practice they ended up less than great.

As I say, you may ignore anything offered here, or take note of it. The choice is yours, but please do not use thinly-veiled insults because you don't agree with what people are saying.

darthmax said:

...do you have any feedback on the ideas i came up with?

Very well... Drawing a spell at the beginning of his turn means he will always have 1 at least. This combined with the ability to discard them for combat bonus might be acceptable for Psychic Combat, but in Battle as well, this makes him overgunned. Since he can draw max spells on his stating space - a 2 card draw space - this means he has geometric advantage in that space for fishing into the Adventure deck. While it is true that it is only one space, the Middle Region is smaller than the Outer Region, and by pure probabilities on a D6, hitting that singular space will happen more often than hitting any one unique singular space in the Outer Region. For other characters with a Spell draw on a single space in the Outer Region, he again has another advantage. In addition, he doesn't have to take the probability risk that others do in trying to hit the Oasis without hitting one of the Deserts.

All of this too much. Consider....

Eliminate Spell discard bonuses for Battle; Psychic Combat only, since most mages and theurges in the game are oriented to that alone.

Instead of drawing maximum spells in the Oasis, have him able to draw 3 and choose 1, but in this case he does so at the end of his turn. So if he lands on the Oasis with no spells, he must choose to draw 1 blindly at the beginning of his turn or wait until the end of his turn to do a little "research" (or whatever justification).

JCHendee said:

darthmax said:

...do you have any feedback on the ideas i came up with?

Very well... Drawing a spell at the beginning of his turn means he will always have 1 at least. This combined with the ability to discard them for combat bonus might be acceptable for Psychic Combat, but in Battle as well, this makes him overgunned. Since he can draw max spells on his stating space - a 2 card draw space - this means he has geometric advantage in that space for fishing into the Adventure deck. While it is true that it is only one space, the Middle Region is smaller than the Outer Region, and by pure probabilities on a D6, hitting that singular space will happen more often than hitting any one unique singular space in the Outer Region. For other characters with a Spell draw on a single space in the Outer Region, he again has another advantage. In addition, he doesn't have to take the probability risk that others do in trying to hit the Oasis without hitting one of the Deserts.

All of this too much. Consider....

Eliminate Spell discard bonuses for Battle; Psychic Combat only, since most mages and theurges in the game are oriented to that alone.

Instead of drawing maximum spells in the Oasis, have him able to draw 3 and choose 1, but in this case he does so at the end of his turn.

SULTAN

STR 2

CFT 4

LIF 4

FTE 3

ALIGN GOOD

STARTS AT OASIS

1 BEGINS PLAY WITH ONE SPELL

2 YOU DONT LOSE LIFE WHEN YOU LAND ON THE DESERT

3 WHEN YOU LAND ON A DESERT, YOU MAY DRAW A SPELL.

4 WHEN YOU LAND AT THE OASIS, IF YOU HAVE NO SPELLS AT ALL, DRAW UP TO YOUR CRAFT ALLOWANCE , OTHERWISE DRAW ONE

5 WHEN YOU ARE ABOUT TO ENGAGE A CHARACTER OR ENEMY IN BATTLE OR PSYCHIC COMBAT, YOU MAY DISCARD SPELLS, UP TO YOUR CRAFT LIMIT, TO ADD 1 TO YOUR ATTACK ROLL FOR EACH SPELL DISCARDED

.................SO, I GOT RID OF HIS AUTO DRAW EACH TURN ALTOGETHER, MAKING IT HARDER TO GET SPELLS, WEAKENING HIM AS A MAGE/CRAFT GUY AND STRENGTHENING HIM SLIGHTLY IN BATTLE. . I DONT THINK HE WILL DRAW ENOUGH CARDS TO BE OVERPOWERED, GUESS ILL NEED TO PLAYTEST HIM TO BE SURE. SO, WHAT DO YOU THINK? BTW, SORRY IF I OFFENDED YOU EARLIER.

This is better, but that he can draw a Spell on three spaces in the inner region while also being immune the Deserts still is questionable. As to offense, you may have thought I did the same. Keep in mind that debates in here can be fierce without being heated. It's how we try to refine what we're doing, the crucible for the ingredients we toss into our home brews. I meant no direct offense, I am simple direct. There's not point in discussion if we can't be direct.

JCHendee said:

This is better, but that he can draw a Spell on three spaces in the inner region while also being immune the Deserts still is questionable. As to offense, you may have thought I did the same. Keep in mind that debates in here can be fierce without being heated. It's how we try to refine what we're doing, the crucible for the ingredients we toss into our home brews. I meant no direct offense, I am simple direct. There's not point in discussion if we can't be direct.

[/quote i didnt take any offense, and i didnt mean to give any, if i did. i definately dont want to use any words on my creations that are offensive to ethnic groups. im not concerned that their names reflect on them perfectly, but i do want them to be close. i pondered " the sheik " for a moment, but the SULTAN just sounds to me like more of a character that dabbles in magic than a sheik. as far as shang hai, no other word , in my opinion, describes what is happening better. waylay and kidnap are definately close, but neither causes me to picture anything close to impressed service on a ship.

honestly, this guy ( pirate ), began as sort of a foil to the swashbuckler. more or less an evil version of the swashbuckler. i think i may change him to the BUCCANEER. WOW, I LOVE CORN FOR A DOLLAR LOL

maybe ill just the whole " no waterbottle" thing altogether and he can buy one like everyone else if he wants to hang out in his stompimg grounds.

my worry is that if i limit him too much, that late in the game when spaces tend to be cluttered in the middle region, he will be wasting time trying to land on useless spaces to get one spell. this guy will spend a large portion of his time up in a much more dangerous region, with stronger enemies and rapidly dwindling oppurtunities to draw cards. being up here was why i decided to have him able to use spell to buff his battle rolls too

OT - If being forcibly taken aboard a vessel is what you are alluding to, then "Press Ganged" is likely to be what you would want to use.

OT - I would take a Buccaneer to be a roguish Swashbuckler, so go with that!

As to the Sultan, I can see JC's point, as a Sultan is not inately magical, in the same way that a character called a King would not give the impression of magical use.

When I think of this type of person, I keep coming up with Jafar from Alladin! Though he was a Grand Vizier, which in itself is not magical, but he did practice dark arts. Desert Magus.... Nomadic Mage... I dunno...

You're concern about him starting in a dangerous zone is legitimate. I've always questioned that choice, since the new Warlock character isn't the first such to do this; it's been done a number of times before in fan characters. But remember that he doesn't have to stay up there... he can leave to the Outer Region.

There is also a counterbalance to the extra threat there. Combined with judiicious ability to use spells for bonuses, the Middle Region by percentages is where more cards are drawn than in the Outer Region. Yes, it is smaller, so sometimes it can fill up quicker... if characters aren't trying to clear out Enemies. But the higher rate of draws can (on average) mean he has a higher chance of getting to Objects, Magic Objects, and Followers as well as drawing and placing beneficial Places and Strangers in his zone and outside of the initial reach of Outer Region characters. His draw of threats and benefts will balance out, being a little more extreme in both cases.

Almost all times I've seen a character played that starts in the middle region it has rarely stayed there long. They exit to the Outer Region, at least for a while, in order to take a break if their are getting pounded. The Warlock may be and exception, though I think he's overgunned as well. I wouldn't be overly concerned that your character needs to have extra potent advantage for survival there, because he won't be there for long as used by most players. His special abilities there will still kick in when he returns, but if those abilities are too severe vs the average commercial character, players will spot this as an unfair advantage.

I think you ARE getting closer to that better balance in the latest adjustments. Lastly, about the Magus....

In all worldwide references, no matter which of three dominant definitions is used, the character is magical and or theurgical and ALWAYS thought of as from the Arabian subcontinent... just like the Sutlan or Vizier. A Sultan is the western equivalent of nobility by birth, appointment, and/or conquest. I think Jon's suggestion of a Vizier might work as well, though such doesn't bring to mind someone capable in Battle. And most viziers of the near east in folktales were not Good. Stil, with that term used, your character could be the stand-out exception. The spell emphasis you have going here just doesn't feel in sync with the term "Sultan." And that's more the point I was trying to make than just the definitions.

The definitions I cited were a reference to how the world at large sees the use of these terms. Tthe source I presented isn't even a good one, by the by, but it was the most convenient to share. It has a lot of the same problems that Wikipedia suffers from. Let's face it, though titles and illustrations don't mean squat to the actual play of a character, they do invoke the imagination, as you yourself implied. If what is imagined by the majority of players through "meaning," not just term, jars the imagination off the mark, that's just not good for the "spirit" of your character. That's really all I intended, by my own experience.

ADDENDUM: Change "Craft limit" to "Spell limit"; some players might mistakenly think that with a Craft of 4 he can draw and keep 4 spells, counter to the spell limit rule. Also, whatever term you use in the end for a title will need a matching illustration. This further reinforces the imagined status of the character, so the two should match your intention for the spirit of the character. Once you feel settled on the mechanics, I may be able to help out with illustration... if you wish. I am not an artist, but I do a lot of photoshop collage and pastiche using bits and pieces versus taking the work of real artists off the internet.

talismanisland said:

OT - If being forcibly taken aboard a vessel is what you are alluding to, then "Press Ganged" is likely to be what you would want to use.

OT - I would take a Buccaneer to be a roguish Swashbuckler, so go with that!

As to the Sultan, I can see JC's point, as a Sultan is not inately magical, in the same way that a character called a King would not give the impression of magical use.

When I think of this type of person, I keep coming up with Jafar from Alladin! Though he was a Grand Vizier, which in itself is not magical, but he did practice dark arts. Desert Magus.... Nomadic Mage... I dunno...

and i definately stand corrected on the sultan. although i do know what a sultan is politically, i was picturing him in my mind just as you said, jafar. jc was giving me geat advice while i was being a smart-alec, thinking i knew something it turns out i didnt.

thanks for your help. you guys are great!

So is it going to be "Vizier"? I think that would work well overall as compromise between the "imagination" of players and your original concept. Press on!

JCHendee said:

You're concern about him starting in a dangerous zone is legitimate. I've always questioned that choice, since the new Warlock character isn't the first such to do this; it's been done a number of times before in fan characters. But remember that he doesn't have to stay up there... he can leave to the Outer Region.

There is also a counterbalance to the extra threat there. Combined with judiicious ability to use spells for bonuses, the Middle Region by percentages is where more cards are drawn than in the Outer Region. Yes, it is smaller, so sometimes it can fill up quicker... if characters aren't trying to clear out Enemies. But the higher rate of draws can (on average) mean he has a higher chance of getting to Objects, Magic Objects, and Followers as well as drawing and placing beneficial Places and Strangers in his zone and outside of the initial reach of Outer Region characters. His draw of threats and benefts will balance out, being a little more extreme in both cases.

Almost all times I've seen a character played that starts in the middle region it has rarely stayed there long. They exit to the Outer Region, at least for a while, in order to take a break if their are getting pounded. The Warlock may be and exception, though I think he's overgunned as well. I wouldn't be overly concerned that your character needs to have extra potent advantage for survival there, because he won't be there for long as used by most players. His special abilities there will still kick in when he returns, but if those abilities are too severe vs the average commercial character, players will spot this as an unfair advantage.

I think you ARE getting closer to that better balance in the latest adjustments. Lastly, about the Magus....

In all worldwide references, no matter which of three dominant definitions is used, the character is magical and or theurgical and ALWAYS thought of as from the Arabian subcontinent... just like the Sutlan or Vizier. A Sultan is the western equivalent of nobility by birth, appointment, and/or conquest. I think Jon's suggestion of a Vizier might work as well, though such doesn't bring to mind someone capable in Battle. And most viziers of the near east in folktales were not Good. Stil, with that term used, your character could be the stand-out exception. The spell emphasis you have going here just doesn't feel in sync with the term "Sultan." And that's more the point I was trying to make than just the definitions.

The definitions I cited were a reference to how the world at large sees the use of these terms. Tthe source I presented isn't even a good one, by the by, but it was the most convenient to share. It has a lot of the same problems that Wikipedia suffers from. Let's face it, though titles and illustrations don't mean squat to the actual play of a character, they do invoke the imagination, as you yourself implied. If what is imagined by the majority of players through "meaning," not just term, jars the imagination off the mark, that's just not good for the "spirit" of your character. That's really all I intended, by my own experience.

ADDENDUM: Change "Craft limit" to "Spell limit"; some players might mistakenly think that with a Craft of 4 he can draw and keep 4 spells, counter to the spell limit rule. Also, whatever term you use in the end for a title will need a matching illustration. This further reinforces the imagined status of the character, so the two should match your intention for the spirit of the character. Once you feel settled on the mechanics, I may be able to help out with illustration... if you wish. I am not an artist, but I do a lot of photoshop collage and pastiche using bits and pieces versus taking the work of real artists off the internet.

JCHendee said:

You're concern about him starting in a dangerous zone is legitimate. I've always questioned that choice, since the new Warlock character isn't the first such to do this; it's been done a number of times before in fan characters. But remember that he doesn't have to stay up there... he can leave to the Outer Region.

There is also a counterbalance to the extra threat there. Combined with judiicious ability to use spells for bonuses, the Middle Region by percentages is where more cards are drawn than in the Outer Region. Yes, it is smaller, so sometimes it can fill up quicker... if characters aren't trying to clear out Enemies. But the higher rate of draws can (on average) mean he has a higher chance of getting to Objects, Magic Objects, and Followers as well as drawing and placing beneficial Places and Strangers in his zone and outside of the initial reach of Outer Region characters. His draw of threats and benefts will balance out, being a little more extreme in both cases.

Almost all times I've seen a character played that starts in the middle region it has rarely stayed there long. They exit to the Outer Region, at least for a while, in order to take a break if their are getting pounded. The Warlock may be and exception, though I think he's overgunned as well. I wouldn't be overly concerned that your character needs to have extra potent advantage for survival there, because he won't be there for long as used by most players. His special abilities there will still kick in when he returns, but if those abilities are too severe vs the average commercial character, players will spot this as an unfair advantage.

I think you ARE getting closer to that better balance in the latest adjustments. Lastly, about the Magus....

In all worldwide references, no matter which of three dominant definitions is used, the character is magical and or theurgical and ALWAYS thought of as from the Arabian subcontinent... just like the Sutlan or Vizier. A Sultan is the western equivalent of nobility by birth, appointment, and/or conquest. I think Jon's suggestion of a Vizier might work as well, though such doesn't bring to mind someone capable in Battle. And most viziers of the near east in folktales were not Good. Stil, with that term used, your character could be the stand-out exception. The spell emphasis you have going here just doesn't feel in sync with the term "Sultan." And that's more the point I was trying to make than just the definitions.

The definitions I cited were a reference to how the world at large sees the use of these terms. Tthe source I presented isn't even a good one, by the by, but it was the most convenient to share. It has a lot of the same problems that Wikipedia suffers from. Let's face it, though titles and illustrations don't mean squat to the actual play of a character, they do invoke the imagination, as you yourself implied. If what is imagined by the majority of players through "meaning," not just term, jars the imagination off the mark, that's just not good for the "spirit" of your character. That's really all I intended, by my own experience.

ADDENDUM: Change "Craft limit" to "Spell limit"; some players might mistakenly think that with a Craft of 4 he can draw and keep 4 spells, counter to the spell limit rule. Also, whatever term you use in the end for a title will need a matching illustration. This further reinforces the imagined status of the character, so the two should match your intention for the spirit of the character. Once you feel settled on the mechanics, I may be able to help out with illustration... if you wish. I am not an artist, but I do a lot of photoshop collage and pastiche using bits and pieces versus taking the work of real artists off the internet.

i will use spell limit rather than craft limit to avoid any mistakes and to keep the terminology the same as on talisman cards. i had meant to go back and fix that.

your right about players leaving the middle region for a while. its hard to stay up there indefinately sometimes. i wouldnt mind the fact that his ability largely depends on three spaces in the middle region if not for the fact that with more expansions, he will only get farther and farther away from his zone and into more and more dangerous territory with no little or no spells to fuel his only real ability. heres what im thinking:

give him back the spell at the start of his turn if he doesnt have one.

he has no special ability at the deserts whatsoever....or, maybe just start him with a waterbottle, or he can evade at the desert

if he has no spells when he lands on the oasis, he may gain them, up to his spell limit.

hmmmm, work in progress

once i get everything tested some, id love some pointer about making the cards.

thanks again, look forward to more comments

JCHendee said:

So is it going to be "Vizier"? I think that would work well overall as compromise between the "imagination" of players and your original concept. Press on!

The evade is certainly an option, though I'm not sure... by logic, he should then be able to evade in the Oasis, since that is in a desert. Having been in a couple different kinds of deserts, it is sort of hard to evade anything out there in that wide open space. I think overall, just eliminate immunity in the Desert if you wish, and no need to add something further.

Most of the Magi were wanderers anyway, and always Good. Whether consider mystics at large, the priests of Zoroaster, or the wise men of the Bible, they were always on the move. (The notion of them cloistered somewhere specific - such as with the 3rd edition Stranger card - is wholly off the mark.) Do what you think is best, but the adjective isn't really needed. That's why the Priest is just "Priest" even though that type of individual isn't the adventuring kind.