Fate Optional Rule: Fate Powers

By RiCHiE, in Talisman

We don't use the fate rules for re-rolling the dice when playing, it deters the fun away from the game in our games, but we wanted to keep the fate mechanic in the game as it appears all over the place. I liked the idea of Fate to provide balance to the characters in Talisman, but I don't think that was achieved as it stands.

We created a new concept: Fate Powers to give some balance to characters and integrate Fate. If you like the idea of fate as is, you can use the Fate Powers as suggested below without the changes to the fate rule.

This is a summary and in point form, I'll make some cards when i have time. Feedback encouraged, as we have only playtested this a couple of times, and it seemed to work out ok. Maybe it is just completely a bad idea!

Changes to rules for fate:

Ignore existing rules for fate.
Any character may use 1 Fate point to re-roll the dice:
• When encountering the Reaper
• Rolling at the tavern
• Spell effects
• Rolling to move when on the Tavern space

Fate Powers:


Wizard:
• Use 3 fate to gain 1 extra spell if your craft permits when you gain a spell
Warrior:
• Use 1 fate to remove any combat penalties/ die roll bonuses to opposition character or enemy gained from board spaces or places.
Troll:
• Use 2 fate before combat commences against another player. If you win the combat and roll a six, you may take 2 lives instead of 1.
Thief:
• May use 2 fate to take one extra item from a player or from the Village, Market, Market day
Sorceress:
• May use 1 fate to re-roll when beguiling (may re-roll as many times as she has fate)
• May use 1 fate per space to take a follower from another player from x spaces away as per rules at ability 4.
• For the cost of 1 Fate, you may re-roll at the witch or the enchantress. You must accept the outcome of your second roll.
Prophetess:
• May use 3 fate when drawing a adventure cards to re-draw another card (after you have used ability 4). You must accept the outcome of this encounter.
Minstrel:
• You may add an additional +1 to the roll when charming animals for each 2 fate spent.
• You may trade 1 fate for 1 gold at the tavern
Ghoul:
• Whenever you a killed, you may be resurrected at the cost of 4 fate. You remain alive with 1 life.
• At the cost of 2 fate, your raised follower may remain alive after it is used in battle.
• At the cost of 2 fate, if you defeat a player in combat, you may paralyse them (they miss a turn in addition to taking a life)
Elf:
• At the cost of 4 fate, may move to the woods space in the middle region or from the middle region to the outer region.
• For each 1 fate point spent, may add an additional +1 to the die roll on any woods space.
Dwarf:
• Whenever gaining gold, may spend an additional fate to receive an extra gold per gold
• May spend 1 fate in the tavern to gain 1 gold.
• May spend 1 fate to add 1 to your strength in combat if you have a weapon
• May spend 3 fate to re-roll a dice in the mines or Portal of power
Druid:
• May evade enemies in the woods at the cost of 1 fate
• May add +1 to the die roll for each fate spent at the forest
Monk:
• May add +1 to your inner belief for each 2 fate spent
• When killed, maybe resurrected at the cost of 4 fate. You remain alive with 1 life.
Priest:
• When killed, maybe resurrected at the cost of 4 fate. You remain alive with 2 lives.
• You may add +1 to the roll when praying, for each fate point spent.
• For the cost of 2 fate, a craft enemy automatically destroyed may be added as a trophy
• For the cost of 3 fate, when you land on a character, you make the character Good, as long as you are Good.
Assassin:
• For the cost of 2 fate may evade the sentinel and black knight, or an enemy.
Sage:
• For the cost of 3 fate may evade a spell
Dark Cultist:
• For the cost of 4 fate, you may turn a Good character Evil, provided you are evil.
• Use 1 Fate to move the reaper after you have completed your turn.
Knight:
• For the cost of 1 Fate, you may attack a Good character, providing their starting alignment is Evil or Nuetral.
• For the cost of 1 Fate, you may add 1 to the die roll when rolling for armour, helmet or a shield.
Merchant:
• You may trade fate for gold at the tavern
• You may add 1 to the die roll at the tavern for 1 fate
• Instead of trading an object for ability 3, you may trade 1 gold and 1 fate.

• Rolling at the tavern
• Spell effects
• Rolling to move when on the Tavern space

In general, Fate should never be used to alter any roll that implies things outside of the character's control. Fate is for the character only, since that's what fate really is (individual), and it should not be used like the power of a demigod or demiurge. That just makes the game less than it was, and removes the potential challenge of play.

Most but not all of the other rules use Fate too much like a commodity. That's way outside of its intent or meaning, in general or in the game. Others are more examples of Fate being used to control aspects of the Talisman world and other characters that could never be reasoned as possible. Some of the ones of interest that don't do this might be the following, though in some cases I would change the way it might be used by our group. We too have allowed Fate to be used in other ways, but not for rolls or activities that originate outside the Character. And in most cases, only for things available to all characters. And any bonuses to rolls through Fate usage do not raise a roll above 6 or below 1 (that way on multiple die rolls, one die can never over compensate for the second one).


Sorceress:
• May use 1 fate to re-roll when beguiling ( BUT NOT re-roll as many times as she has fate)
Minstrel:
May use 1 fate to re-roll when charming animals ( BUT NOT re-roll as many times as he has fate)
Dwarf:
• May spend 1 fate to re-roll one dice in the mines or Portal of power ( MAYBE ONE, NOT BOTH... this makes it too much like the Gnome's standing benefit )
Druid:
• May evade enemies in the woods at the cost of 1 fate (This is an additional ability not listed on his card, but thematically it makes some sense).
Priest:
• May spend 1 Fate to add +1 to one die's roll to max 6 (as in the 2 dice at the Temple) when praying.

Knight:
May spend 1 Fate to add +1 the die roll when rolling for any Shield (Using a Shield involves skills; Using Armour or Helmet do not).