Hi all.
While reading the post about The Legends / Tales possible Expansion made by J.C.Hendee, I recalled my past work on Skills and Abilities Expansion. I stopped working around it because I became discouraged by having no artwork to work with. My second problem was, that I wasn't satisfied with the mechanics for gaining abitities (after defeating an Enemy). But still, the ideas are here. I decided to publish them for anybody to pick up a fragment or two for any other brew.
BACKGROUND
Expansion is created for use in shortened game, where ratio for exchanging trophies for STR and CFT points is set to 5:1. Playing these games, it has been noticed, that spell casting characters (especially ones with ability of constantly renewing / redrawing spells, such as Wizard, Enchantress,..) are somewhat in an advantage throughout the game. They can negate the starting deficit in strength in comparison with warrior-kind characters relatively quickly in the game, after that their usage of spells allows them to progress more rapidly through the game, often becoming more powerful in strength attribute than warrior-kind characters. Idea is to balance this and by doing it making Talisman game more interesting by adding additional element of complexity and realism.
Since this occurrence hasn’t been tested in too many games, some player groups could conclude, that this is not the case (or an issue of any importance) for them. This expansion can also be included just to try something new, to add additional element or simply to speed up the game. In the later case, don’t forget to set-up magic/warrior deck of skill cards accordingly (explained later). Rules for gaining skills should probably be more restrictive in a longer game.
My desired end-state was, that all Warrior-kind characters maintain their physical dominance throughout the game, and all Magic-kind characters maintain their magical dominance.
CONCEPT
In addition to gaining trophies, characters can (through winning fights and battles) gain certain skills and abilities, which help them during future adventures. Characters would (in addition to their alignment) interact differently to some encounters and events, depending to their general class, which governs the available skills/abilities and mechanics of gaining/upgrading them. Each character can be of one of the following general classes, (it should be pretty straightforward for future characters too):
Warrior-kind: rely on strength as their primary attribute and are experts in usage of weapons and armour
Magic-kind: craft and spell casting are their source of power
Traveler-kind: have some of Warrior, as well as Magic-kind attributes, but both to a lesser extent; in addition to that, cunningness, vits and adaptability are their way of handling situations.
EXPANSION
Evolvement of characters throughout the game is governed by two newly introduced additions.
1st is a simple house rule:
Warrior-kind characters use:
5:1 ratio for exchanging trophies for building strength attribute
6:1 ratio for exchanging trophies for building craft attribute
Magic-kind characters use:
6:1 ratio for exchanging trophies for building strength attribute
5:1 ratio for exchanging trophies for building craft attribute
Traveler-kind characters use:
6:1 ratio for exchanging trophies for building strength attribute
6:1 ratio for exchanging trophies for building craft attribute
2nd is introduction of SKILL/ABILITY mechanics:
Skills/Abilities come with Skill cards, divided into three decks, one for each general class of characters. Each skill card represents one specific Skill/Ability. Every Skill/Ability has up to five levels through which it is graduating. Character’s current level in specific Skill/Ability equals the number of Skill cards of that specific skill that he/she possesses.
SETUP
Divide Skill cards into three piles/decks IAW back sides: a pile for each general class. Shuffle two piles other than Traveler-kind general class deck (no need to shuffle the latter since players of Traveler-kind general class are freely choosing upon their skills).
Put all three decks (face down) separately near the main board.
GAMEPLAY
Whenever character wins a battle or psychic combat, player rolls 1D6. If 4+, player draws new skill from respective deck. Limit is one Skill card drawn per player’s turn. Getting multiple cards of same skill means leveling up through respective skill.
Player can retain her/his Skill card hidden from others as long she/he doesn’t use it for the first time (or until using same skill on a higher level). When leveling up to a higher level, characters (if beneficial) retain all permanent Skills/Abilities gained on all lower levels of that Skill/Ability. This isn’t valid for one-time gained benefits such as ‘gain one Strength’.
When character gets a skill that is already included among it’s Special Abilities, player can redraw skill or take a spell (if able) – could be decided upon between players beforehand.
If character dies, all skills are lost. Cards are returned to respective deck and shuffled.
REMARK
My plan was to allow Traveller-kind characters to decide upon skill gained, while other two classes would draw their skills randomly. This would compensate for the slow levelling up because of the first house rule (trophy exchange rule). In addition, Magic-kind would have some skill cards blank. That would compensate for their advantage in gaining lots of spells.
SOME EXAMPLES
WEAPONEERING (warrior, travel)
1 with cautious usage you never break your weapon
2 stand-off counts as victory if using any weapon
3 add +1 to attack roll when using any weapon
4 add +2 to attack roll when using any weapon
5 lvl 4 + can use two weapons in battle (Warrior character take one spell instead)
SWORDSMANSHIP (warrior)
1 can use two swords in battle (Warrior character take one spell instead)
2 when using any sword(s) in battle or combat, roll 1D7 for one sword
3 when using any sword(s) in battle or combat, roll 1D8 for one sword
4 when using any sword(s) in battle or combat, roll 1D8 for each sword
5 lvl 3 + count one sword as shield after battle
HAND FIGHTING (magic, travel)
1 can add 1 to attack roll in Tavern (carousing)
2 lvl 1 + add 1 to attack roll to subdue (no weapons) any encounter if allowed
3 lvl 2 + add 1 to attack roll to subdue (no weapons) any animal to become your follower adding it’s strength to your’s for next combat, discard then
4 lvl 3 + add 1 to attack roll during combat if neither opponent is using a weapon
5 lvl 3 + add 1 to attack roll during combat
AXE WIELDING (warrior)
1 when using any axe(s) in battle or combat, roll 1D7 for one axe
2 can build a raft without losing turn
3 when using any axe(s) in battle or combat, roll 1D8 for one axe
4 lvl 2 + lvl 3 + attack roll +2 when in battle with multiple enemies
5 lvl 4 + you may chose to terrify humanoid (or smaller) enemy to join you as porter
EVASIVENESS (travel)
1 may sacrifice one follower to evade one enemy encounter
2 lvl1 + when encountered by more than one enemy, you may fight them one-by-one
3 lvl 2 + may evade any enemy - monster
4 lvl 2 + may evade any enemy: monster, cultist, construct or spirit
5 may evade any enemy (card) encountered except in Inner region
PATHFINDING (travel)
1 may evade any enemy - animal
2 lvl 1 + may add 1 to result in Forest
3 lvl 1 + may add 1 to result in Forest and Crags
4 no die roll when in Chasm space
5
DISGUISING (travel, magic)
1 you are always considered as of good alignment in Chapel
2 when attacked by multiple enemies with same encounter number you can leave them to fight each other first
3 Black Knight considers you as a close friend – no penalty for landing here
4
5
ENCHANTER (travel)
1 gain one faith
2 place life token on one non-magical armour you wear; remove it instead of loss of life in psychical combat (life token is lost if you lose the armour)
3 place craft token on one non-magical weapon you wield; you can add 1 to attack roll in psychical combat (discard token) and can still use weapon in battle
4
5
FOCUS (all)
1 can evade spirits on a roll of 4+
2 lvl 1 + if you lose psychic combat by one it is considered a stand-off
3 lvl 1 + add 1 to attack roll in psychic combat
4 lvl 3 + redirect spell cast at you on chosen character (including spellcaster)
5 same as lvl 4
SPELL CASTING (warrior)
1 take one spell if you're allowed, or anytime you will be allowed
2 take one spell if you're allowed, or anytime you will be allowed
3 take one spell if you're allowed, or anytime you will be allowed
4 receive full complement of spells
5 receive full complement of spells
SURVIVAL TECHNICS ()
1 rest one turn to heal one life anywhere outdoors in Outer and Middle Region
2 rest one turn to heal one life anywhere except in Inner Region
3 lvl 2 + prevent one loss of follower due to death in battle (not if follower should leave you after the battle)
4 lvl 3 + reveal this card to prevent loss of life in psychic combat
5 same as lvl 4
CHARISMA ()
1 your non-animal followers can’t be stolen or willingly leave you
2 lvl1 + on any space where healing can be bought, you can heal one life for free
3 lvl2 + you may add one to any die roll in Village and City
4 lvl3 + you may add one to any die roll in Chapel and Temple
5
ARMOURER (warrior)
1 armour never breaks when used in (after) battle
2 add 1 to any non-magical armour roll
3 add 1 to any armour roll
4 spending one turn in city you can make yourself an armour (take any armour from purchase deck)
5
CAUTIOUSNESS ()
1 may add +1 to one die roll when instructed so by a ‘place’ adventure card
2 lvl 1 + place one life token on this card; remove it instead of loss of life
3 pass any pre-combat or pre-battle dice check written on an enemy card
4
5
STRONG FATE ()
1 replenish your fate
2 gain one fate
3 steal one fate from another character
4 gain that many fate tokens as the number of your followers
5 gain one fate whenever you win combat vs. Spirit, Cultist or Fey
MAGIC RESISTANCE (all)
1 16% (on a roll 6 spells cast upon you are countered)
2 33% (on a roll 5+ spells cast upon you are countered)
3 50% (on a roll 4+ spells cast upon you are countered)
4 67% (on a roll 3+ spells cast upon you are countered)
5 84% (on a roll 2+ spells cast upon you are countered)
AURA OF MAGIC PROTECTION (all)
1 next spell cast at you fizzles (can be turned over after spell declaration)
2 next spell cast at you fizzles
3 next spell cast at you or your followers fizzles
4 next spell cast at you, your objects, your followers or space you are on fizzles
5 no spells affect you any you can’t use any spells (can turn over in the beginning of your turn)
PERSUASIVENESS (travel)
1 you can sell anything for its buying price where you can buy that item
2 lvl1 + you can persuade Sentinel to let you through Storm river by paying 1 gold
3 lvl2 + encountering other character, you may sell one of your objects or followers for up to two of other character’s gold
4 lvl3 + encountering other character, you may buy one of his objects (except Talisman) or followers (not carrying any baggage) for 1 (magical for 2) gold
5
CONSTITUTION (warrior)
1 Talisman or any jewelry (not crown) that you carry is considered as trinket
2 lvl 1 + you can carry up to 5 objects
3 you may add 1 to any die roll in Tavern
4 you can wield one two-handed weapon as a single handed weapon
5 immediately gain one strength
RESOURCEFULLNESS ()
1 gain one bag of gold
2 gain two bags of gold
3 gain an emerald
4 claim one of the closest objects left on the ground
5
FAST LEARNER (all)
1 draw skill card when 3+ rolled
2 draw skill card when 2+ rolled
3 always draw skill card when victorious
4 always draw two skill cards and chose one not for travel
5 always draw three skill cards and chose one not for travel
STRENGTH (travel)
1 no effect
2 gain 1 strength
3 no effect
4 gain 1 strength
5 gain 1 strength
CRAFT (travel)
1 no effect
2 gain 1 craft
3 no effect
4 gain 1 craft
5 gain 1 craft
INTIMIDATION (warrior)
1 before battle, you can roll 1D6 +1 above enemy strength to scare him away; gain no trophy
2 lvl 1 + before battle, you can roll 1D6 +1 above character strength to defeat him without lose of life; you take one gold or object
3 before any fight, you can roll 2D6 above opponent strength/craft with same result(s) as above
4
5 display of skill: in battle vs. another character deduct 1 from his attack roll if he rolled 2D6 equal or above his craft
STEALTHINESS* (warrior, travel)
1 on a roll 4+ Sentinel doesn’t notice you – no need to fight for crossing Storm River
2 Black Knight doesn’t notice you – no penalty
3 when attacking face up enemies in battle deduct 1 from their attack roll
4 when attacking face up enemies deduct 1 from their attack roll
5 when attacking other characters deduct 1 from their attack roll
* not in Inner region