THE CITY – MASTER LEVEL CHARACTERS
Rules... predominantly 2E unless stated elsewhere.
Warrants
If you possessed a Warrant whenever you encountered a Law card you had to fight them or be Arrested. Once arrested you were sent to the Donjon. Players could also be sent to the Donjon instead of taking a Life or an Object. To get rid of a warrant the Bribery or Judgement Donjon needed to be used. If a player escaped he maintained the Warrant. Furthermore players could stitch one another up by buying Warrants for their rivals at a cost of 1G
The Law
If a player broke the Law he had to draw a City card. If it was a Law they tried to arrest him. A pretty neat mechanic. What wasn’t so tidy was the application of the Law. The law triggered whenever you were involved in a Combat, when you cast a Spell, when you used many special abilities (e.g. Steal, Beguile)... so far, so good, although you could argue that if a player didn’t choose to initiate a combat they shouldn’t have to draw a card. It’s not like the player chose to be attacked by a Giant Fly, nor is it likely that the Fly would press charges. However, the law also kicked in if you were one of several characters (Orc, Hobgoblin, Ghoul, Troll, Cyborg or Warrior of Chaos) or if you possessed no Gold! This could end up with a player drawing and discarding City Cards every turn.
In 3E the Law always tried to arrest you, but there were only a couple of Law encounters and the Gaol was a lot easier to escape from.
Loans
Loans immediately provided 3G, but if the player left the City without repaying 4G they were turned into a Toad. Quite why anybody other than the High Mage would take up this offer was unstated. I guess
Horses
Horses could not fit inside shops and had to be left outside of them. Leaving them outside left them as particularly nice targets for other players...
Master Level Characters 2E
MASTER THIEF
Neutral
+1 Craft, +1 Life
Don’t need to draw City Cards in the Streets
Roll d6 every turn. 1-2 Gain a Warrant, 3-5 No effect, 6: Lose a Warrant
Roll d6 every turn. 1: +2G, 2: +1G 3-5 No effect, 6: -1G
If the Master Thief is drawn again you must teleport straight to where he is drawn and challenge him once more.
If another character beats you in combat they may take this card.
If you encounter the Judge, discard all your gold and move to the Castle.
You may steal one object or Gold from any character you land on.
+1 when Stealing from the Bank.
You may steal from any location offering goods. 1-4: successful take one item, 5-6 unsuccessful lose 1 life.
You may not resign.
Verdict: So I just got to the Crown of Command. Do I really give a **** that another thief has muscled onto my patch? Couldn’t I just zap with him with a Lightning Bolt. Throw in the horrendous book-keeping – and then add the fact that I’ve just taken away the principal ability that makes the Thief special....
SHERIFF
Good, Start = Castle
+2 Strength
You may healed free of charge at the Castle.
You may not receive Warrants. You automatically evade any law encounters.
You may take the Instructor as a follower. He will give you +1 in Combat.
You may move to any square in the City without rolling a die.
The Man At Arms will become your follower if he is within three spaces of you.
You get a 1G discount to any Sword, Armour, Helmet or Shield you purchase whilst in the City.
You may not resign.
Verdict: Pretty Balanced. The Instructor and Man-At-Arms abilities are pretty scarce.
HIGH MAGE
Neutral, Start = Magic Shoppe
+2 Craft
You always have at least two spells.
You may move one Spirit to an adjacent space each turn.
You may never become a Toad.
The Enchanter, Mage or Magician become your followers if you encounter them. Each adds one to your Craft.
You may never wear a Helmet or use Armour.
If a Spell is cast on you roll a die. 1: reflected upon caster, 2: No effect, 3: no effect and you can take it if you want. 4-5 Normal Effect, 6: Additional effect, lose 1 Life.
You may not resign.
Verdict: The pseudo spell immunity effect (do you really want to cast a spell on me when there’s a half chance it won’t work?) is overpowered. Moving Spirits seems unjustified – it’s not like you’re a High Priest. Toad Immunity is nice but exploitative with Bank Loans. 3G from a Bank Loan is almost enough for a Kite Shield – and that isn’t prohibited and provides the same protection as Armour. Also the mechanism for becoming a High Mage (discard a Magic Object) allows the Troll to become the High Mage at Craft 1. Even with the bonus Craft he can never hold the two spells which his job entitles him to.
KING’S CHAMPION
Good
+1 Strength, +1 Craft
You are immune to Alignment Change.
You may be healed free of charge at the Castle.
The Prince and Princess will become your follower if within 3 spaces. You cannot exchange them for Gold.
May take the following as a follower. Each gives you +1 in Combat: Man At Arms, Mercenary, Champion, Archer. If you have all four you get an additional bonus +1 in Combat.
You may not receive Warrants. You automatically evade any law encounters.
You may take the Instructor as a follower. He will give you +1 in Combat.
If you encounter the outlaw or the Raiders, you automatically defeat them and may take them prisoner. Each is worth a Bounty of 3G at the Castle.
You may not resign.
Verdict: Hard to become, but a fun selection of fairly minor abilities. Good luck collecting all four henchmen for that +5 bonus.
WHITE DWARF 115 Master Level Cards
Recruiter – Stranger
If you are of Good Alignment and Strength 5 or more you may choose to move to the Chapel and become the Templar. The Recruiter remains until someone takes up his cause.
Noble – Event
Roll under your Craft on D6. If you succeed, you may become the Herald.
Champion of Chaos - Event
If you discard all your Gold and Followers, and then roll a die and add your Strength and Craft and get 9 or more you may become the Champion of Chaos.
Spell: Way of the Lotus
You may immediately take the Mystic card.
TEMPLAR
Good, Start = Chapel
+2 Strength
May never have Gold
If you get a Psychic Combat you immediately lose, but then get to fight again using your Strength.
Ignore all instructions to gain Craft, gain Lives instead.
You always have a Horse.
You always have a Sword.
Verdict: Yuk! So, I have to lose a life cos I can’t fight the demon then lose another one when it beats me in combat. I can’t gain any more Craft, so my spell-casting ability is curtailed and I’ll have to take the Strength route and Dice with Death. In return I get +2 Strength, a Horse, a Sword and Lives instead of Craft. Meh! I’ll pass, thanks.
HERALD
Neutral
Each turn roll a die. If you score less than your Craft gain 1G.
Before a Combat you may sing of your deeds, roll D6. 1: Doesn’t listen, lose a life, 2: Doesn’t believe you. Foe gets +1 in this combat. 3: You are fortified, +1 this combat. 4: You lull him to sleep, you may evade him if you wish, 5: You cannot lose. If you are defeated, you do not lose a Life or any Objects, 6: Epic tale. Permanently gain one Strength or Craft.
Verdict: Bookkeeping again. The singing ability is overpowered.
CHAMPION OF CHAOS
Evil
+2 Strength, +1 Craft
Gain an Object of you choice from the Purchase Deck.
You may never gain Gold.
You may never have Followers
If you can land a character you must land on them and attack them. If you win gain 1 Strength, if you lose, lose 1 Strength. If you strength falls to your starting quota you are stripped of your rank.
You may not resign.
Verdict: I hope that object is a good one, cos you’re never going to have any Gold to buy any others. Forced movement onto other players can disrupt your plans too. Only good if you plan to win by slaughter rather than by the CoC.
MYSTIC
+1 Craft
Each turn you may either move your ethereal body or your physical body.
You may return to your physical body instead of moving.
If you physical body is attacked it has a Strength and Craft of one, though your followers may fight as normal (if they have the ability to do so)
You always have two Spells.
You may choose to ignore any cards already on a space.
Verdict: But where do you cast the Way of the Lotus without opening yourself up to attack? It might be fun out of Pandora’s Box, allowing you to track down all who would stand in your path. Taking ethereal form, gaining two spells and then immediately abandoning it is another tactic.
3E ML characters
These were a lot easier, pretty much brewing the master characters down to their essence.
MASTER THIEF (3E)
+1 Craft, +1 Life
Any gold taken by the Cutpurse, Bandit or Outlaw becomes your instead of being discarded.
SHERIFF (3E)
+2 Strength
Whenever you encounter the Law you may send them to another character instead.
HIGH MAGE (3E)
+2 Craft
You always have at least two spells.
KING’S CHAMPION (3E)
+1 Strength, +1 Craft
You may be healed free of charge at the Castle.
You automatically avoid any law encounters.
Why not adding it then?