new character executioner.......... a friend of the farmer

By teammadrox, in Talisman

Executioner.jpg

first draft. any thoughts.

and as before with the farmer, this figure has an intended miniature already. the DDM torturer figure from night below

First ability is useless - I need to execute 7 followers to raise Strength by 1? sorpresa.gif

Hehe! Well, if get enough Guides and other crappy Followers, it might just be worth it... gran_risa.gif

And, of course, I missed a "you" in the above post. I hate the fact that there is no edit function on this forum. sad.gif

Yes there is, you can edit your post for +/- 30 minutes from its creation.

Really? How do I do that?!

Bludgeon said:

First ability is useless - I need to execute 7 followers to raise Strength by 1? sorpresa.gif

The Character Abilities have some flavour, but IMHO are somewhat preposterous. You shouldn't gain Strength when you "execute" one Follower... what's the skill you've shown? In Talisman there are many ways to gain Strength: Combat, gifts (roll), Pools and Objects. Sacrifice your Followers for Strength is a novelty, but don't you think is a little absurd?

What would you gain if you execute on of your Followers? Nothing, I suppose. The way you first thought gives the idea of a really small gain, but it's useless unless you have poor Followers. The Executioner is a mundane Character, he doesn't sacrifice creatures to Evil to gain power like the Dark Cultist, so you cannot beef up the Ability to one full Strength point per executed Follower.

The Ability is still interesting if you apply it to other players, kill their useful Followers and take them out of the game. The Executioner might be the only Character to have Followers, then, and this is a major advantage.

Gain 1 fate for each Enemy you kill or Life you take is ok. He digs on hacking and slashing happy.gif.

I think 3 Craft is too much for him, lower it to 2 points.

To add some flavour, I would play on the fearsome side of this figure. For instance, if he encounters an Enemy Monster with a Strength lower than his own Strength, the Executioner might choose to spare the creature and accept a bribe of one Gold instead. Of course if he chooses to fight, he must accept the result.

Otherwise, you may grant him the power to discard any Stranger he doesn't wish to encounter and face-up Strangers as well. It works like the Curfew Adventure Card, but depends on movement and player's will; the Executioner may wipe out the Witch if he encounters her or lands on the space, and doesn't have to roll the die first. But if he chooses to spare her, he must encounter her (same with Sorcerer, Healer, Enchanter, Pathfinder, etc..). It still focuses on "remove the cards that benefit other players", like the Follower execution ability.

well the point wasn't to kill 7 followers to gain a strength, but rather when you hit that point where you need one or 2 more points and cant get them, or when you have 2 big kills that total 12. and there is always the fact you can kill some followers to pervent them being stolen should the threat be there. basically it was intended to be a small ability, but i wouldnt call it useless. you can get rid of the hag, the jester and the poltergiest that way. think about it?

craft 2....okay i dig that. thats easy enough to change.

i do like the thought of being able to affect face up strangers though... hmm keep the ideas coming, id like to finish his final version tonight

teammadrox said:

well the point wasn't to kill 7 followers to gain a strength, but rather when you hit that point where you need one or 2 more points and cant get them, or when you have 2 big kills that total 12.

Ok, but I won't sacrifice any Follower for this reason, even the Guide or Alchemist. Too much of a loss for a little gain and mostly useless: in 2-3 player games you'll find plenty of Enemies to kill; in bigger games, a Follower can be too valuable to sacrifice.

teammadrox said:

and there is always the fact you can kill some followers to pervent them being stolen should the threat be there. basically it was intended to be a small ability, but i wouldnt call it useless. you can get rid of the hag, the jester and the poltergiest that way. think about it?

Killing the Followers to prevent them being stolen can work, but it's very remote. There's only one Mesmerism spell and you won't use it if the Sorceress is not in play (or Minstrel, but still with low chances).

I don't know if Hag, Poltergeist and Jester can be considered Followers now. I hope not. In 4th edition errata Hag and Poltergeist were not real Followers, but Events that become Followers; they can't be Beguiled, Mesmerized, lost in the Chasm or Vampire's Tower. The only way you can get rid of 'em is following the instructions on the Adventure Cards.

i guess i hadn't noticed the hag was now an event. so its an ability that might not be used that often. thats not horrible, the other ability about killing followers of others is pretty harsh. it could be more effective with a roll of 4,5, or 6 but with fate and so on out there and the excecutioner may be able to replenish the fate.

so far for the final draft im lowering the craft to 2 for sure.

as far as that nothing has jumped out at me, i understand the first ability is a little weak or iffy, but there are worse abilities out there. like the trolls regen.

what else might be reasonable abilities in place of the first one if it needs to be changed?

the executioner is unaffected by the black night?

when moving death he may add 1 to death movement roll?

when the executioner kills an enemy or character teleport death to that square?

executioner wins combat ties against good characters?

what seems reasonable?

teammadrox said:

i guess i hadn't noticed the hag was now an event. so its an ability that might not be used that often. thats not horrible, the other ability about killing followers of others is pretty harsh. it could be more effective with a roll of 4,5, or 6 but with fate and so on out there and the excecutioner may be able to replenish the fate.

Actually, Hag, Poltergeist and Jester all have the keyword Follower, but their number is 1, which is the same as Events.

Executioner...

A few points to note about the character of an executioner...

He gets paid for what he does: I would incorporate GOLD gain rather than fate or trophies. They also kill good or bad, depending on who is hiring them. I would set him at neutral.

Executioners are known for chopping off heads with and axe: Rather than strength of 4, give him a 3. Then make up a power that encompaces when he gets an axe, he is better at wielding it. Adds and editional +1 to battles (axe is worth 2 strength for him) -or- if he takes a life, he can take two instead of one..-or- another character defeated cant use armour to save a life.

I would skip the part about killing your own followers. with more and more editions comming out, we will be flodded with followers. You will find less and less followers you want to actualy kill.. Also other cards may soon cause you to loose followers. You may need that guide or pixie for that.

Killing a follower of antoher player you land on...This ability is a keeper. Definantly give him a chance of failure, like the 5 or 6. This could be included in the spoils of defeating another player. If you beat them in battle, your attempt at killing the follower increases to a 2 or better.

Also yes, lower the craft.

Sounds a little like the old Saracen and the Dark Elf from the Dungeon expansion, as they had "Follower specific" abilities.

some valid points. ive decided to go with the following for the final draft

lowering the craft to 2

the strength has to stay at 4 to start.

losing the first ability for sure to be replaced by a new ability. ----> when using a weapon that adds to strength in combat, you may spend a fate to add 1 to your attack roll during a stand off. this will work well with his fate ability. it was a valid point about the gold, but where does it come from? whos giving the character a gold if he kills a follower or monster in the woods.... and why would an executioner be hired to execute a monster in the woods rather than a guard. the gaining of a fate seems right to me. because hes doing what he does best.

keeping the alignment evil i think, though sure some executioners can be neutral.... this executioner loves what he does, look at him... he'll execute kittens if they get in his way.

cant decide if he should be a 5 life character or not........ im going to go back and look at who else has a 5. most likely it will stay at the 4 though.

keep an eye out for the finished version

Executioner-1.jpg

this is how im leaving him. a bruser with not a lot of guile. his goal is to put the hurt on some other players that are picking up speed. i might use this figure tonight. i think the next figure that i draw up will be either the dark elf, or the barbarian.