Two New Characters

By Malthule, in Talisman Home Brews

Tracker

Strength: 3, Craft: 3, Fate: 4, Life: 4

You may track a player or face-up enemy on the board. When you roll a 6 for movement, you may move any number of spaces up to 6 that is occupied by another player or enemy.

You have combat advantage when you attack a player or enemy in a hills, fields or woods space. Add +1 to your combat roll. You may increase this bonus to +2 instead if you miss your next turn OR pay a fate.

You may ignore any event card that impairs movement or forces you to miss a turn.

Alignment: Neutral, Start: Hills

Fateweaver

Strength: 2, Craft: 4, Fate: 5, Life: 4

Whenever anyone spends a fate, you may roll a dice. If you roll a 4, 5 or 6 you may gain a fate.

You may spend 1 fate to change your alignment at anytime.

You may spend 2 fate to change the outcome of any combat you just lost to a draw instead.

You may spend 3 fate to teleport yourself to any space in the same region you are in (except the inner region).

Malthule said:

Tracker

Strength: 3, Craft: 3, Fate: 4, Life: 4

You may track a player or face-up enemy on the board. When you roll a 6 for movement, you may move any number of spaces up to 6 that is occupied by another player or enemy.

You have combat advantage when you attack a player or enemy in a hills, fields or woods space. Add +1 to your combat roll. You may increase this bonus to +2 instead if you miss your next turn OR pay a fate.

You may ignore any event card that impairs movement or forces you to miss a turn.

Alignment: Neutral, Start: Hills

Fateweaver

Strength: 2, Craft: 4, Fate: 5, Life: 4

Whenever anyone spends a fate, you may roll a dice. If you roll a 4, 5 or 6 you may gain a fate.

You may spend 1 fate to change your alignment at anytime.

You may spend 2 fate to change the outcome of any combat you just lost to a draw instead.

You may spend 3 fate to teleport yourself to any space in the same region you are in (except the inner region).

My notes:

Tracker

5 starting Fate counters is too much for person which is using weapons and Armours.

1. Tracker sounds weird for me. If it is some person which is able to track somebody, perhaps better is Hunter or Stalker.

First track ability is for me like warrior Charge from another game. Ability itself is fine, movement for up to six is good, perhaps I´d set some condition, that if you track some character or creature, you have to battle it.

Second ability is weak, altough +1 to attack in Hills ? why not. +2 for missed turn or fate ? I do not see any sense in this. How the Tracker (or any other character) could get better attack for sacrificing fate or turn ? Ok for example some warior can user Berserker to gain large bonus and lose a turn after. but sacrificing fate for this ?

Last ability is balanced, altough I again do not see reasons why tracker never lose a turn because for Example Evil Gathering etc.. I understand that it is a character which is able to not lose a way, but not if any "higher force" cause this.

What I am missing is some ability regarding setting Traps for example.

2. Fateweaver

I general really like the idea of character, which can spends Fates for different things.

so just my notes: first ability is in my oppinion overpowered. If for example 4 players are playing, he will gain really HUGE advantage against other (not just he can use fates for abilities, but also for rerolling). I think this should be limited only for himself, for example in this way: If you use Fate, roll a Die. If 4 5 6 rolled, instead gain one Fate.

First ability for 1 Fate is not original and I do not like it.

For two counters it is excelent ! changing the way of Fate, instead lose, draw. cool !

Third one is fine, altough using Fates for teleporting ? Weird

Hope my notes will help you in any improvements.