Roronoa Zoro homebrew ch.

By air show, in Talisman Home Brews

hi guys, I've found online an interesting version of R. Zoro from the comic One Piece. This is a character without superhuman abilities, but it has great strenght and he's a great swordman (he is able to use three swords at once). but he has not sense of direction, that's why in my opinion the "ability" to subtract 1 from the die roll when in crags or forest, or rolling an additional die in the mines are correct.

here's the link:

http://www.awesome-engine.com/wp-content/uploads/2009/10/zoro.jpg

What do you think about it? I think he's too weak: he has 3 negative ability, no armour and additional die in crypt or mines seem too much for me.

Any idea to make him more balanced? I'd like so much to play with him!!

In general, characters from other "worlds" don't translate well into Talisman. I don't know this character and haven't looked at One Piece in many years. With only two attributes, and a limited set of mechanics, there isn't much to represent non-stereotype / archetype characters aside from a title and picture.

Overall, this one has little choice but to try for three weapons (a physical impossibility for use) and hit the one of the shortcuts to the CoC. If he goes the Strength route through the Inner Region, he might have a chance... after building up a ridiculous Strength.

he uses the third sword putting the sword's handle in his mouth (it's a comic, after all...)

I agree with the idea of rolling an additional die in the mines, but not in the crypt (we need strenght here, to "shift the rubble to discover the various exit tunnels" as said in the rulebook, so the sense of direction is useless here). I'll change that ability.

In one of my favourite chapter, he's about to die and in that moment he becomes able to feel the "world's breath" allowing him to decide how to cut even steel (not easy to explain it in english, ****....). with that ability he can execute his one sword's final move ("the lion's singing"). so i've thought:

"when you've only one life left, if you have at least one sword you can perform "the lion's singing"; you add 2 at your die roll in combat, but lose your next turn. If you use it against an enemy you obtain the normal reward. If used against another character you must take a life from him.

I know that is far from talisman's mechanics, but for an one piece's fun it's cool!

^____^

I'm working on different abilities connected to different number of swords used in combat...i'llp ost it soon

^___^

air show said:

"when you've only one life left, if you have at least one sword you can perform "the lion's singing"; you add 2 at your die roll in combat, but lose your next turn. If you use it against an enemy you obtain the normal reward. If used against another character you must take a life from him.

Interesting... here's a possible reword.

If you have 1 Life left and at least one "sword," then you may perform [the lion singing] [the lion's song] and add +2 in Battle. If you do so, then you miss your next turn. If you defeat another character in doing so, then you must take a Life and no other reward for any reason.

It may sound the same as what you have above, but it is worded, punctuated, and rhetorically structured to avoid abuses. For instance, "quoting" the word sword means that any Object card for Battle must have the word in the title or description; that's what such rhetorical quotes always mean. If it does not, then that Object (even if illustrated with a blade of some kind) cannot be used for this ability.

Additional, for the rewards against another character, he cannot take reward options other than a Life... AND no additional or compounded rewards that might be offered by a Magic Object for victory in Battle. It's in the wording for clear interpretation by anyone who isn't trying to bend the wording. This ability could be badly abused if he got his hands on any Magic Object for Battle that automatically let him gain Life, Fate, Spells, whatever. Most such have a +1, +2, +3 already... on top of his +2. That's too potent. Imagine when he does have three swords, and at least one of them is Magic Object; that's potentially a +6 to even a +8. TOO POTENT, even as a long shot.

Just suggestions, that's all.

your suggestions are always welcome!!! you're right, I forgot to specify it but I agree about the tecnique's reward against characters.

I've thought a bit about it and I've "translated" into talisman's world the other 2 best moves he has...

but first of all I've corrected the starting abilities posted yesterday that way:

You always lose one turn in the labyrinth
You must roll an additional dice when in the mines
You subtract one form your die roll when in the crags or forest
You may not use any armor in battle
You may use three weapons at once

then:


If you have 1 Life left and at least one "sword," then you may perform “Shishi Sonson” and add +2 in Battle. If you do so, then you miss your next turn. If you defeat another character in doing so, then you must take a Life and no other reward for any reason.


If you have at least 2 “swords”, then you may perform “Nitoryu Iai: Rashomon!”:you roll 2 dices, if results are equal, you win automatically. If dices’ results are different, you must choose the lower for your attack and you lose the battle even if the battle is a draw.It requires great ability: you cannot use fate token when using this technique.


If you have at least 3 “swords”, then you may perform “Enbima Yonetzu Onigiri”: you can use it only against multiple enemy fighting together in battle. Roll two dices UNDER your craft and you double the swords’ bonuses. You always lose a life performing this technique, even if you fail.

that's the perfect characterization from the comic...now i must try it with my group. I think that Nitoryu iai rashomon needs some reward limitations, i'll think about it. And it's impossible to write all that stuff into the ch. card...but I like it!!

addendum:

Another problem with Rashomon may be the battle against LoD: If you use Rashomon! against LoD, and it succeeds, your total attack value is your strength plus every bonuses from magic, followers and objects, and one dice’s result. LoD rolls too, and even if his total att. Value is higher than yours he loses and you may take a random treasure. But you are teleported like always. (ex. your total STR from cones, objects and followers is 10, I played energize for +3 bonus, and I roll double 3: my total attack value is 16. If LoD rolls 3, his attack is 15; you made 16, so +1: teleported in Forest).

hhmmm, it needs an expansion rulebook for only one character...

partido_risa.gif

Keep in mind that the character would have to be down to 1 Life by the turn it hits the LoD. That is possible, yes, and it would potentially overwhelm the LoD. This is one of several exploitative uses of the character, but by itself it is a slim one. Sort of.

There is a tactic any smart player could use if it had remaining fate left. It could risk using fate in battles toward the end of Dungeon to re-roll and be sure it loses battles and lives until it gets down to 1 Life. Do you follow this? This tactic would be much more risky to try in the inner region, but not so much in the Dungeon towards its end.

Let me know if and when you have something finalized after play testing. I may be able to help with "fitting" text, as I rework all of my templates into multi-layered photoshop files. Just drop me a note via "friend invite" in your profile if you need some help with that.

JCHendee said:

Keep in mind that the character would have to be down to 1 Life by the turn it hits the LoD. That is possible, yes, and it would potentially overwhelm the LoD. This is one of several exploitative uses of the character, but by itself it is a slim one. Sort of.

Hi JC! only Shishi Sonson (the lion's song) requires the "one last life" limitation; in my thoughts "Rashomon!" and "E.Y.Onigiri" may be used anytime, with their specific limitations. Surely this character now is really strong if he will find 2 "swords" soon (not so easy..) and he does nice die rolls (but that's the same for every talisman Character).

there is another problem: what about alignment? My first idea was to create another ability:

You can use every kind of "sword". Ignore any sword's alignment limitation. (in OP comic he uses also one cursed sword which no one may handle)

maybe too powerful, he's neutral...

I need to test it, no way.

I'll post in few days some results, maybe we'll do a nice job!

Thanks for helping, JC!aplauso.gif

If he is not particularly "good" in the series, then perhaps Neutral. The only other alternative is to list his alignment as "Good" but give him the special ability of "All Magic Objects treat you as if Neutral."

ok after 2 game testing Zoro (one bad death in the dungeon, 1 death in the inner region) I think that my latest version makes him quite weak...he has good abilities but is very linked to his die rolls and luck...like any talisman character...and he lose life quickly (no armour, no spell abilities). it's a character for brave players only, who wanna have fun knowing that there are high possibilities to lose playing him.

anyway this is my final version: more ideas are welcome, even if you are not O.Piece fans.

RORONOA ZORO

You always lose one turn in the labyrinth
You must roll an additional dice when in the mines
You subtract one form your die roll when in the crags or forest
You may not use any armor in battle
You may use three weapons at once
When you encounter one “sword” which your alignment doesn't allow you to take, you can challenge fate: roll 1 die, if the result is between 4 and 6 you can take it, otherwise you cannot pick it up until your next turn AND lose one life.

If you have 1 Life left and at least one "sword," then you may perform “Shishi Sonson” and add +2 in Battle. If you do so, then you miss your next turn. If you defeat another character in doing so, then you must take a Life and no other reward for any reason.

If you have at least 2 “swords”, then you may perform “Nitoryu Iai: Rashomon!”:you roll 2 dices, if results are equal, you win automatically. If dices’ results are different, you must choose the lower for your attack and you lose the battle even if the battle is a draw.It requires great ability: you cannot use fate token when using this technique.

If you have at least 3 “swords”, then you may perform “Enbima Yonetzu Onigiri”: you can use it only against multiple enemy fighting together in battle. Roll two dices UNDER your craft and you double the swords’ bonuses. You always lose a life performing this technique, even if you fail.

If you use Rashomon! against LoD, and it succeeds, your total attack value is your strength plus every bonuses from magic, followers and objects, and one dice’s result. LoD rolls too, and even if his total att. Value is higher than yours he loses and you may take a random treasure. You are teleported like always. (ex. your total STR from cones, objects and followers is 10, I played energize for +3 bonus, and I roll double 3: my total attack value is 16. If LoD rolls 3, his attack is 15; you made 16, so +1: teleported in Forest).

I know that is so long editing...but it's necessary. I print it and I play with my notes on the table, no choice.

Thanks to JC for support.

enjoy!

I'm known around here for overdoing some of my cards, but this one exceeds even me. If you have fun with it, great, but if you want other people you don't know to give it a try, then consider a couple of simplifications. First, eliminate the minuses on rolls (it's just not worth the trouble). Change the "cannot use armor" to "You may not use any Special Ability if you are using an Armour." Forgot all of those abilities for multiple swords and just use the one for 1 Life and "at least" one sword; being able to use three swords is enough of an edge unto itself (and a challenge to even get that many).

That's all for this one.