4 more to chew on

By darthmax1, in Talisman Home Brews

i guess im bored, but this is fun.

here are my rough ideas for the BEASTMASTER, SPELLTHEIF, MAN-AT-ARMS, AND MAGIC INSTRUCTOR ( for lack of a better name )

1) BEASTMASTER strength 3, craft 3, life 4, fate 1, alignment neutral, starts at middle region woods

you may take animals beaten in battle as followers and use them in battle. each one adds 1 to your battle roll. if you lose, your opponent may choose to kill an animal follower instead of his normal reward

you may have an animal follower fight a battle for you. it uses its full str value, plus 1 per each other animal follower you command. it may take trophies for you. if it loses, opponent may choose to kill an animal follower instead of normal

for each animal follower that you sacrifice, gain 1 life, up to your maximum

2) SPELLTHEIF strength 3, craft 4, life 4, fate 0, alignment evil, stars in city

may hold one more spell than craft allows

may use spells just like fate ( same restrictions, cant use more spells than you started the turn with, whether as spells or fate, or both ) you cannot use a fate, then use a spell/fate. they are treated the same

land on a character, roll 2 dice...if total is less than or equal to your craft, take a spell at random from that character

3) MAN-AT-ARMS strength 4, craft 2, life 4, fate 1, alignment neutral, stars in city

weapons provide the man-at-arms an additional point added to attack rolls

weapon bonuses are constant for the man-at-arms, not just during battle

begins with sword

disarm- roll 1 die just b4 battle 1 - 2, drop your weapon on space 3 - 6, opponent drops weapon on space

4) MAGIC INSTRUCTOR strength 2, craft 5, life 4, fate 3, alignment good, starts in city

always uses psychic combat against characters when initiating an attack

if the instructor has his full compliment of spells and gains one anywhere, he may still draw it, but must give it to a follower, any follower may hold one spell and cast it when you desire. treat as if casted by you

gain your full compliment of spell when you land on any rune space or rune gate

b4 anyone asks, no, mules and horses cant cast spells for the magic instructor : )

darthmax said:

i guess im bored, but this is fun.

here are my rough ideas for the BEASTMASTER, SPELLTHEIF, MAN-AT-ARMS, AND MAGIC INSTRUCTOR ( for lack of a better name )

1) BEASTMASTER strength 3, craft 3, life 4, fate 1, alignment neutral, starts at middle region woods

you may take animals beaten in battle as followers and use them in battle. each one adds 1 to your battle roll. if you lose, your opponent may choose to kill an animal follower instead of his normal reward

you may have an animal follower fight a battle for you. it uses its full str value, plus 1 per each other animal follower you command. it may take trophies for you. if it loses, opponent may choose to kill an animal follower instead of normal

for each animal follower that you sacrifice, gain 1 life, up to your maximum

2) SPELLTHEIF strength 3, craft 4, life 4, fate 0, alignment evil, stars in city

may hold one more spell than craft allows

may use spells just like fate ( same restrictions, cant use more spells than you started the turn with, whether as spells or fate, or both ) you cannot use a fate, then use a spell/fate. they are treated the same

land on a character, roll 2 dice...if total is less than or equal to your craft, take a spell at random from that character

3) MAN-AT-ARMS strength 4, craft 2, life 4, fate 1, alignment neutral, stars in city

weapons provide the man-at-arms an additional point added to attack rolls

weapon bonuses are constant for the man-at-arms, not just during battle

begins with sword

disarm- roll 1 die just b4 battle 1 - 2, your weapon on space 3 - 6, opponent drops weapon on space

4) MAGIC INSTRUCTOR strength 2, craft 5, life 4, fate 3, alignment good, starts in city

always uses psychic combat against characters when initiating an attack

if the instructor has his full compliment of spells and gains one anywhere, he may still draw it, but must give it to a follower, any follower may hold one spell and cast it when you desire. treat as if casted by you

gain your full compliment of spell when you land on any rune space or rune gate

BEASTMASTER looks pretty solid to me. * minor tweak- he cant wear armor

SPELLTHEIF i d k about this cat. good concept, i think. needs work

MAN-AT-ARMS tweaks so far. str is now 3 craft is now 3 weapons give 1 extra str during battle, not extra point added to attack roll

MAGIC INSTRUCTOR needs a new name badly....are there any spells left?

Possible mage like titles... some have been used as other fan based characters, but what the heck...

Enchanter = some who enchants (chants into), so embedding magic... sort of like the Stranger card. Contrary to pop culture, they don't make magic items but embed a spell in to someone, something, somewhere, or even some "when"

Magician = again, like the Stranger card who allows swapping of attribute points

Thaumaturger = "wonder worker"

Theurgist = "divine dabbler" or intermediary / medium who channels divine power.

Mage = as in the Stranger that gives out spells.

Conjurite = (obscure) someone who channels conjured energies/entities

Sigilist = someone who works magic purely by sigils; somewhat like a rune marker or runic sorcerer

Runic Sorcerer = akin to an Enchanter but more intellectual in approach; uses marks / symbols in the mind or placed like an Enchanter to embed spells.

Genius = yes, once used to refer to someone of high intelligence and learning who could produce results no one understood as if by magic.

Doyen = senior or superior member of a group, society, caste, profession

Maven = an expert in a particular field of endeavor

Savant = a person of profound learning or astounding understanding in a field of endeavor

miracle worker, occultist, arcanist, (high) adept, grand wizard,