Hi, I recently recieved my copy of Mephisto 48 and have begun the work of creating english character cards.
Here is the first one,
Hi, I recently recieved my copy of Mephisto 48 and have begun the work of creating english character cards.
Here is the first one,
allawi said:
Hi, I recently recieved my copy of Mephisto 48 and have begun the work of creating english character cards.
Here is the first one, www.flickr.com/photos/striterax/4619101888/
I have now added 8 more characters to my flickr account, click on All Sizes to get a bigger version of the image.
http://www.flickr.com/photos/striterax/
I also have all the characters in Strange Eons format for those that are interested. Send me a PM and I will send you those files if you like.
Enjoy,
Allawi
I was wondering when someone was going to put them together in a collection.
I for one am greatful. Soon as I get some good photo type paper I'll print them off.
Thanks.
allawi said:
I have now added 8 more characters to my flickr account, click on All Sizes to get a bigger version of the image.
http://www.flickr.com/photos/striterax/
I also have all the characters in Strange Eons format for those that are interested. Send me a PM and I will send you those files if you like.
Enjoy,
Allawi
Very nice, thank you for sharing this Allawi
Thank you so much...
You're welcome, could not have done it without the work of some members here who did the majority of the translation.
By the way, I just noticed a few typos in a few of the cards, I will update them when I upload the rest of the cards tomorrow.
Thanks
Allawi
Even more cards.
I'm almost in Heaven.
Now I am going to have to go through my miniature collection to find ones that correlate to each new card.
Hi Allawi
Great work on the cards, just a few clarifications I think should be on the cards
Illusionist – Should contain “You may not use this ability when you are attacked by another Character”
Martyress – “you” not “your”
Exorcist – Doesn’t really say what Exorcising actually does, the text should be the same as the Priest.
Jester – In his 2nd ability it should say “Enemy” rather than “monster”, “Battle” rather than “combat” and “Evade” instead of “avoid”
Djinn – Should this read “force them to lose a Life”. The text implies that you take the Life and add it to your own. The last ability is somewhat oddly worded as there is nothing new in being able to combine animal, dragons and monsters to gain a Strength. Maybe a better way of wording it would be “You may treat Trophies with a Strength score as if they had a Craft score of the same value and vice versa”
I’d certainly be very happy if you could send a copy in Strange Eons format to me at my gmail.com email address. First part of the address is cidervampire
Cheers
Geoff
I see a lot of differences.
Jester=Jugger
excorcist does not say that he is always good.
_____________-
Allawi:
Are you interested if i post the text from all the characters here in this topic, or in the other one.
Then you can make the changes very quick..
Greetings,
Velhart
Cidervampire , thanks for the feedback, I will edit the characters tonight when I get back from work. I will also send you the Strange Eons files.
Velhart, please post the translation here so it's easier to find. It would be really helpful.
Thanks!
it's the first time i see these new characters, some of them are really interesting!! thanks for the good job! I'll wait the final version, then I'll put them in the characters' deck!
Update:
http://www.flickr.com/photos/striterax/
I just edited the characters that had typos etc, and added 3 new characters. Only one missing now, the Dark Servant ( Satan's Servant). I will add him later as I have to leave now.
As always, if you find typos etc, feel free to point them out to me.
Allawi
Oke here it goes..
Excorcist
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
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
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
_________________
Courtisan
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
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)
- Whenever you cast a Spell, you always have to
roll a die:
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
______________
Martyress
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
_____________
Djinn
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
Special Abilities
- You may spend fate tokens in order to force
monsters or other characters to roll a die again.
- 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
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
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
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
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
Thanks for doing this Allawi! Can't wait till all 12 are up and proofed! This is awesome! I can't wait to use these in some games now!
Hi,
Looking good, just a few things I’ve noticed
Black Witch
Ability 1 should include the clause “If you choose to roll, you
must accept the result.”
Should say “the Command spell” rather than “Crown of Command spell”
Magicians Apprentice
Ability 3 should read “You must roll a die whenever you cast a Spell”
Ability 4 – Velhart has this translated as “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.” I hope Velhart is right!
Cheers
Geoff
Hi,
Just noticed something about the Black Witch.
Her 3rd ability would be clearer if it read "If you are the target of a Spell you may choose to roll a die:"
This would prevent any confusion as to what a hostile spell is, eg is Random a hostile spell when you can benefit from it on a good roll?
Cheers
Geoff
Cool, I will update the characters once I get home.
Allawi
Cidervampire said:
Jester – In his 2nd ability it should say “Enemy” rather than “monster”, “Battle” rather than “combat” and “Evade” instead of “avoid”
That is kind of strange. Are you refering to a mistranslation of a term, or just a change that you prefer? Applying the ability to general Enemies makes no sense for how the ability is described since it wouldn't work on Animals and Spirits. Perhaps Velhart can chime in as well and tell us about the original term and how it should be translated.
Also, if it is Enemy, then the correct term is "combat' not "Battle"; combat includes both "Battle" and 'Psychic combat"; combat pertains to Craft as well as Strength based enemie - like Spirits. If you want to use "Enemies" all and in general, then you have to use "combat" to be fully inclusive. And there are (or were / will be) "Monsters" that might be "Craft" based... so still the term "combat" is acceptable.
Also, if it only works on Strength based Enemies, that would imply Monsters, Animals, Dragons, but not Spirits or Cultists (I think). It's still very confusing , and perhaps part of the problem is in the original character and not just and issue of translation.
Based on the text as is, here are some other textual refinements, but problems with contradicting terms still exist.
==================
Instead of attacking another character, you may impress him with your skills and take one gold from him.
Instead of attacking an enemy in battle, you may try to confuse it. Roll a die and add your Craft. If the total is higher than the Strength of the enemy, then you evade it. If you fail the roll, then you must battle it.
At the Tavern, City, Village, Castle, or the Market, you may earn one gold with a performance as your chosen option there. Once you receive payment for your performance, your turn immediately ends.
==================
Hi JC,
A bit of both to be honest. I don’t think the cards were perfectly worded in the first place.
If the card has a Strength value then the correct term would be Battle rather than Combat.
Monster could well be right actually but I could certainly confuse my cat with some juggling balls so I guess it could apply to Animals instead but if it says Monster then Monster it is.
Evade is certainly the correct term to use instead of Avoid.
The last ability is also a bit vague as it is unclear whether you can roll as normal for the village etc before performing.
Come to that, the 1st ability should have the "can't be used when another character attacks you" clause
Geoff
I am sure that the Juggler can only avoid monster type cards.
The magazine has a back story about the juggler.
A ogre is attacking him but the juggler is playing with his balls and he can escape from the ogre.
The Ogre is a monster type card too.
The word (battle) should be the correct word.
The ability is not meant for psychic combat.
Cidervampire said:
Evade is certainly the correct term to use instead of Avoid.
Hi Cidervampire,
Nothing is said about evading.
I think it's similar to the minstrel, who can choose that dragons will not attack him, but it;s not evading..( just avoiding that monster.
Cidervampire said:
Magicians Apprentice
Ability 3 should read “You must roll a die whenever you cast a Spell”
Ability 4 – Velhart has this translated as “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.” I hope Velhart is right!
Cheers
Geoff
The words from ability 3 sounds better now.. thanks!
Ability 4 is right. The text on that card is unplayable, and too powerful.
Trust me