New Homebrew Expansion

By dth2, in Talisman Home Brews

Hi!

I've spent ages working on a few 4th Revised Talisman homebrew expansions and the first of these is now available for download at Mr New's fantastic Talisman Island website (www.talismanisland.com/expansions.htm).

It is 50-something MB if that tells you how much work has gone in to it!

Feedback/comments needed!

Warning: the Inner Region cards haven't been playtested. Everything else has.

Best Regards

Dorian

P.S. Now to finish off my other expansion!

Looks great, Dorian! Can't wait to try it out! babeo.gif

hello,those items are only available on download or it is possible to buy,if it this where and how?

thanks you,best regards

Hiya

Thanks for the support. There has been quite a bit of interest about this (there's one guy over at BGG who wants to translate it in to polish!). Suffice to say, I'm well chuffed!

Currently I'm working on getting my second expansion finished. I should be submitting it to Talismanisland in the next few days.

As to purchasing a copy of it, well, this is a fan support expansion and far from official. FFG hold the license to produce stuff for Talisman and I'm just a guy trying to crack the gaming industry by creating a portfolio of work. Thus far, I've done a LOT of fan stuff for Nexus' Marvel Heroes (which is all up at BGG - my username there is DTHz).

If there was enough interest for some kind of official release, its there for the taking.

All I'm interested in is getting feedback from people and hoping that people like it!

Nice cards have you made Dth.

One of the cards i like is the devil wyrm.gran_risa.gif

I see you have also made ending cards. The high wizard is great, but i don't like them all.

It would be nice if someone made the ending cards from the second expansion with new artwork;)gran_risa.gif

I remember a lot of cards, that i have seen for the 4th edtion for download on talisman island.( for excample palace of dreams, or earth elemental etc

Velhart said:

Nice cards have you made Dth.

One of the cards i like is the devil wyrm.gran_risa.gif

I see you have also made ending cards. The high wizard is great, but i don't like them all.

It would be nice if someone made the ending cards from the second expansion with new artwork;)gran_risa.gif

I remember a lot of cards, that i have seen for the 4th edtion for download on talisman island.( for excample palace of dreams, or earth elemental etc

Thanks for your comments.

Just for the record, 4th ED is the only version of Talisman I've ever played (well, aside from a single game I played about 15 years ago of some other edition).

After playing 4th ED for a while, my gaming group decided that the Pit Fiends and the Werewolf just weren't a challenge at all, so we changed them. I mocked up cards for those spaces. I thought that was cool and being vaguely aware that there were alternative endings merely from what you guys have said, I decided to throw in some more, as an afterthought.

The Guardians came in to fruition because we tend to play "Sudden Death" (i.e. first one to the crown of command space wins) and the Valley of Fire space was just a waste. By throwing a final "Big Bad" enemy card in there, it provided a last challenge (and a surprise!) for the first player to get there.

It may be just me, but the Cavern seems to feature a lot more Strength enemies than Craft Enemies. I'd look into balancing that if I were you.

Also, it would be cool if the Overlord cards were part of the normal Talisman deck. They are so cool it's a bit of waste to have them availible only if someone enters the cavern.

I must commend you on your beautiful selection of artwork. Is it yours? The only things that I don't like are the unrealistically-sized swords of the War Wizards. Such manga-ish blasphemy should be burned at the stake :]

Gorthuar said:

It may be just me, but the Cavern seems to feature a lot more Strength enemies than Craft Enemies. I'd look into balancing that if I were you.

Also, it would be cool if the Overlord cards were part of the normal Talisman deck. They are so cool it's a bit of waste to have them availible only if someone enters the cavern.

I must commend you on your beautiful selection of artwork. Is it yours? The only things that I don't like are the unrealistically-sized swords of the War Wizards. Such manga-ish blasphemy should be burned at the stake :]

I did notice that there were more STR types. That didn't seem so much of a problem (plus I was running out of inspiration for Crafty critters). I'll have a think.

Thanks :) I thought the Overlord cards were cool too. There are more of them in my next expansion and these are more relevant too. I could put some "Escape Route" cards in the Adventure deck whereby your actions could release an overlord in to the land...hmmm.

Thanks again for your comments re: the art. None of the art is mine but nearly all of it is available for non-commercial purposes. Some of it I am pretty sure someone else has stolen from other sources and put it online. I think I remember seeing one of the pictures I've used in a D & D book. Its the problem with the internet, you are never sure if the person posting art online is actually the artist or plagiarising someone else! Suffice to say, I was careful to select art that I personally liked and that the artist was happy for the general public to use in a non-commercial fashion (most sites have conditional agreements or tags for the same, denoting whether or not the art is protected).

I like the animé-esque War Wizard picture but I appreciate that its a matter of taste :D

Great expansion my friend. I will analyse its contents over the next few days for any questions or suggestions.

Thanks again.

Ell.

Hey Dth. I did sit down to write you some notes as promised... and again the forum ate my post. I'm really really sick of this. Lots of lost work... and now its getting late and I'm too tired to start from scratch. Tomorrow I will write out my notes in a local file first, then attempt to post them for you. Sorry for the continued delays, especially after all you put into reviewing my work.

Hi Dth! Hope this isn't too late in coming. I'm going through your expansion now, and my notes will roughly follow you document's structure by topic.

First, change that font in the document to something more standard, or export a PDF with the correct fonts embedded. The ones you are using are dependent upon the reader having the same installed in their system. That's not likely, considering the Talisman fonts are not common.

I would almost consider packaging you varied subsets as separate expansions, but I can see where they are somewhat connected, even if they can be used separately.

CHARACTERS

Illusionist

  • I think the first two abilities together are too much. I realize you're looking for ways to represent his illusions in Talisman's limited combat rules, but overall this gives him too many ways to overcome a Strength opponent, including the 2nd being a kind of do-over. And neither take into account Characters as opponents who develop and increase their own Craft skill (intelligence skills) to see through those illusions.
  • Another possibility might be DAZZLE (distracking an opponent)... perhaps rolling 2D6 under his own Craft to evade an opponent.
  • The Fool's Gold option isn't set up right. He's not carrying around Fool's gold (Pyrite) coins; he's creating the illusion of paying a gold. The coin doesn't physically exist.
  • Instead of a flat roll, it could be tied to his Natural Craft (not Starting Craft) and thereby be skill based. He could roll 1D6 (or maybe 2D6) under Natural Craft to be successful, but on a natural 6 (on any die) an automatic failure should occur so it's not always a sure thing. He must pay a real gold or lose a life, and he gets nothing for it. Otherwise, even as skill based, he's running around with a lot of virtual gold.
  • Overall, I do like the Illunsionist concept as a whole.

Minotaur

  • I've seen this concept done before a couple of times, but that's still okay. This one is looking fairly balance. In fact, I think is first ability is a bit too costly.
  • Instead of +2 and automatic life loss, why not +1, and if he loses it costs an extra life? That's more akin to the tactics bull fighters use; they try to goad the bull into an attack they control. If successful, the charge further exposes the bull, but the bull doesn't get hurt unless the fighters attack is succesful.
  • Beyond this possible, he's solid and well balanced with limitations versus advantages. Even with his Strength + Craft at 7, he's a good one!

Vampire

  • First, I must openly admit bias against true undeads as characters. Perhaps it's because I know a lot about them from research and I don't think they work well as characters in Talisman. And she's too too overpowered on Life acquisition.
  • I would limit her HEALING to fewer opponents, perhaps "Monsters" and "Characters" or just Characters (the only ones who can lose Llives). The Followers for GAIN as well as Strength + Craft at 7 is then not so overpowering.
  • The whole thing with the cross for Talisman's make-up is fine
  • NOTE: traditionally holy symbols have no effect on true undead; that's something the Catholic Church wrote in when it invaded eastern Europe's nobility. Most of what we see of undead's in pop-culture are based on church scholarship which heavily altered earlier research and records outside their control (for obvious reasons). It's quite amazing what turns up when one looks into those earlier accounts closer to cultural origins for myth, superstition and folklore. The whole thing with the stake isn't even what most people think when they claim it should be oak or holly. The original stake was Iron, usually 3 to 5 feet long, and was driven through the head not the heart. The reasons why would take longer to explain.

War Mage

  • First, consider renaming him "Battle Mage"; he has no true war skills, such as tactics and strategy for group combat, and there isn't any warfare in Talisman. (ASIDE: Come to think of it, I have a Stranger coming called the "War Witch" ... which should probably mean I should follow my own advice.) But overall, it's not big deal.
  • I would limit his gaining a Spell to only Psychic Combat, and perhaps just Craft Enemies. As listed, he's going to max on Spells too quickly, and with some alternative systems of play, even get above the 3 limit before most other characters who are true full mages of any kind.
  • I would limit his discard of a Spell for a Battle bonus (not Psychic Combat) to +1. His title implies combat is his real emphasis, regardless of special use of Spells. Using multiple spells to build up extra bonuses (on top of potential Fate use) in both Physical and Psychic Combat makes him way overpowered.
  • Note that with the suggested changes, he gains Spells through Craft Combat and loses (but benefits) through Battle (Physical Combat); he'll be more balanced this way... especially since again we have a character with Strength + Craft at 7.

MORE TO COME SHORLTY... PROMISE!
I'm off to breakfast for now and to look in on whether hired workers are going to continue taking down 100ft oak in my front yard.

INNER REGION CARDS

General Suggestion: get rid of all the free pass cards that have no challenge. Put in additional challenges instead. There are plenty of followers, magic items, etc. thatCharacters have to acquire that help them. The Inner Region should remain a serious challenge with no lucky outs.

I'm also thinking one card in each set should always be exactly like the space with no changes. Also, though the two paths through the Inner Region are somewhat divided by Strength and Craft, I was thinking that in each card set you should stick to that with one exception. Maybe the Strength side card sets could have one Craft challenge, and visa versa... Characters would really have to be on their toes! And no more slipping through the Inner region unless both attributes have risen just to be safe.

TEST CARDS

The Demon Steed.

  • In general, it seems fine, though a tough one to face. I'm not sure why you chose "tame" instead of "Combat" since the effects of the encounter are the same. And maybe a "Night-Mare" would be better than a "demon." NOTE: contrary to pop-culture and FRPG, a Night-Mare is a Spirit creature that is not necessarily a demon... and actually isn't even a horse... but what the heck, Talisman's always been a wild hodge-podge for fun!

The Lake

  • Make this against Strength, not Lives. Lives shouldn't be used for a test, since building them up isn't tied to increased skill or ability. Plus, the player would definitely go for keeping any Strength bolstering objects thereby ... then perhaps in the next space deck they suddenly get hit with that one Craft based challenge (aren't I just a meanie!)

Unhindered Passage

  • I can't think of any other options off the top of my head... maybe a replacement idea will come to me later.... or you can look at some suggestions I made for other card sets.


TOWER CARDS
General Note: Take the term "Tower" out of the card titles and just make all the cards "denizens" or other challenges found in the Vampire's Tower. It's a big place, and he could have minions.

Wizard's Tower

  • Something else is needed here, Craft based, as this is just a repeat of the Vampire "Lord" himself.
  • NOTIONS FOR OTHER CARD POSSIBILITIES:
  • Brides... three lesser Vampires that must be fought (a cliche, but these could be his three brides, as in Stoker's novel. Fought individually or all at once... if one by one in the same turn, all must be defeated to move on, and the character can still lose a life each time.
  • Upir/Uper, the original "vampire" (SIDE NOTE: the correct traditional spelling is "vampyr", pronounced "vom-PIER" with caps indicating syllable of emphasis... if you want to use a closer term). A demonic spirit that used the bodies of the recently dead to fake its way in among unsuspecting villagers and leech life (not blood); In spirit form only, maybe about Craft 7 (or 1D6+3). No Follower bonuses can be used in fighting it, since in spirit form it is invisible and attacks one individual.
  • "Possession"... one Follower is possessed by a powerful Spirit and must be fought and killed beforemoving on.

The Beast

  • This one's good as it is! Nice twist, since it's true to the Craft path, but if the character fails that Craft roll, it had better have some Strength as well!


PIT CARDS

Pit Fiends

  • Don't have the board in front of me at the moment, but double check that this is the same as the space instructions... if you want to go that way. I just think that's best, only by opinion.

Meteor Storm

  • I had to read twice to get what you were doing, and overall its an interesting challenge. It requires a strategy choice. But I still think it should be a Craft based roll for what it is. Maybe a 2D6 roll against Current Craft (which means including Followers and Magic Objects). Upon failure lose a life (or a Follower) AND miss 1 turn for the number of points you fail by. With Fate in the game, the original choice issue on the modifier isn't really necessary. Fate combined with the modifier makes this too easy to get through.

Spirit of Rage

  • I'm a big one for making Alignment mean something in the game beyond mechanics, but I don't see a reason here for giving Neutral characters an probability advantage. I'd take that out and leave everything else the same, applying its two die roll to everyone. And I'd make the sacrificed apply to Magic Objects and Followers, not Objects. (Hit those greedy adventures where it really hurts.)

Fiery Trail

  • NOTIONS FOR OTHER CARD POSSIBILITIES:
  • Salamander (the folklore kind, not the real one). Each time you lose, lose an Object or Follower (incinerated).
  • Will'o the Wisp - leads astray, get lost, perhaps other catasrophies thereby
  • Firebird (not the same as a Phoenix, though they are often used synonymously)
  • Magma/Lava River as some kind of obstacle to overcome, like the Lake except accomplished by Craft.
  • Grand Toad or other "acidic" creatures
  • Helel (the original fallen one of Phoenician myth and the orgin of the one we know of as Luficer, the Light Bringer).
  • Bifrons, the demon of astrology and other pseudo sciences, who is said to raise strange lights over the tombs of the dead, likely to lure in the unwary or mourners.
  • Adamelack, supposedly an "arch" demon (not devil), Prince of Fire; a term of dubious origins, like most such known for devils and demons (usually catholic demonizations deities and spiritual patrons of other dead or living religions and mythos).
  • Flereous, Feurety: variously a grand fire elemental, alternative for Satan (who is not Lucifer or the Devil), or a grand demon.
  • Ukobach, or Urobach, a great fire demon of unknown cultural origin. Singular. Possibly one of multiple blended inspirations for Tolkien's "balrog."
  • Xaphan (origin unknown) a demon or type of fire demon. In late Christian mythology responsible for stoking and maintaining the furnaces of Hell.
  • Fire Elemental (a traditional critter).

LAIR CARDS

Again, I think one should reflect the actual space for the Werewolf.

Mist Wraiths

  • Interesting, though I'm not sure why the 2D6, but I don't have any counterpoint to it.

Lord of Chains

  • Baffles me. Doesn't really fit the theme of the space. And somehow, on the following turn after being bound, the character is free to fight again with no effect? It's not really making sense to me.
  • NOTIONS FOR OTHER CARD POSSIBILITIES:
  • Skinchanger, or some alternative willful shapeshifter.
  • Chimera... one creature but with three differing attacks per engagement, and the character only has one attack of its own but may use defensive or armour abilities against all three attacks.
  • Bruja (southwestern US and Central American sorcerers who change shapes... among other things). Again, perhaps fighting (Battle) its animal form, and if successful, having to face the sorcerer in normal form by Craft.
  • Fenris Fanatics (originally a little known apocalypse cult of Celtic origin based around the legendary wolf of the Ragnorak). Sometimes mistaken for the Úlfhéðnar, or Odin's Warriors. Another possibility like the Brides where multiple opponents of moderate ability must all be defeated in a row to move on. (And yes, I know Ragnorak is Norse, but cultures and their mythos are not as isolated and cleanly divided as people like to think.)
  • Lycanthrope (one follower is turned and the character has to fight it as per a Werewolf... yes, there was an old 2nd edition card like this, but it could still be done here)
  • Berserkers (possibly used like Fenris Fanatics), sometimes associated to wolves as well as bears.

MORE TO COME SOON....

AAAAAAAAAAAAAARGH!!!!!

This forum is just %$£@!!!!!!!!

FFG - come on, this is umpteenth time I've been typing away and suddenly its just kicked me out and sent me back to the forum front page...

JC...thank you so much for your input. I was doing a massive reply and then this SODDING FORUM just booted me out!!! FFS!

I've got to go soon. Going to take Cosmic Encounter and Betrayal In The House On the Hill up to my mates. GRRRRRR SO ANNOYED!

I did learn that one of the major reasons people lose posts has to do with QUOTE errors in replying to other posts. If you haven't done so, please read the notes for FORUM EDITOR USE. There's a little trick I never noticed about proper formating of manual QUOTE tags which at least cut my lost posts in half. (Now for some forum changes to avoid the other half lost.)

JCHendee said:

Hi Dth! Hope this isn't too late in coming. I'm going through your expansion now, and my notes will roughly follow you document's structure by topic.

First, change that font in the document to something more standard, or export a PDF with the correct fonts embedded. The ones you are using are dependent upon the reader having the same installed in their system. That's not likely, considering the Talisman fonts are not common.

I would almost consider packaging you varied subsets as separate expansions, but I can see where they are somewhat connected, even if they can be used separately.

Not a problem, JC. I really appreciate your input and especially the detail.

JCHendee said:

CHARACTERS

Illusionist

  • I think the first two abilities together are too much. I realize you're looking for ways to represent his illusions in Talisman's limited combat rules, but overall this gives him too many ways to overcome a Strength opponent, including the 2nd being a kind of do-over. And neither take into account Characters as opponents who develop and increase their own Craft skill (intelligence skills) to see through those illusions.
  • Another possibility might be DAZZLE (distracking an opponent)... perhaps rolling 2D6 under his own Craft to evade an opponent.
  • The Fool's Gold option isn't set up right. He's not carrying around Fool's gold (Pyrite) coins; he's creating the illusion of paying a gold. The coin doesn't physically exist.
  • Instead of a flat roll, it could be tied to his Natural Craft (not Starting Craft) and thereby be skill based. He could roll 1D6 (or maybe 2D6) under Natural Craft to be successful, but on a natural 6 (on any die) an automatic failure should occur so it's not always a sure thing. He must pay a real gold or lose a life, and he gets nothing for it. Otherwise, even as skill based, he's running around with a lot of virtual gold.
  • Overall, I do like the Illunsionist concept as a whole.

Fair enough. I had thought that being able to pay for stuff for free may have been too powerful but I've thought of a way to compromise.

His first and second abilities...hmmm. I see your point. Perhaps if he can use EITHER ability but not both? So he can either use his illusions offensively (-1 to combat result) or defensively (a "get out of dodge" if you fail).

The Fool's Gold ability should be:

When paying for objects or services or when Gold is stolen or otherwise lost you may attempt to give illusionary gold instead. Roll a die for each Gold coin you wish to fake. A roll of 4, 5 or 6 counts as Gold coin spent. If you cannot pay for the goods or service, you have 1 Life beaten out of you.

JCHendee said:

Minotaur

  • I've seen this concept done before a couple of times, but that's still okay. This one is looking fairly balance. In fact, I think is first ability is a bit too costly.
  • Instead of +2 and automatic life loss, why not +1, and if he loses it costs an extra life? That's more akin to the tactics bull fighters use; they try to goad the bull into an attack they control. If successful, the charge further exposes the bull, but the bull doesn't get hurt unless the fighters attack is succesful.
  • Beyond this possible, he's solid and well balanced with limitations versus advantages. Even with his Strength + Craft at 7, he's a good one!

Thanks!!

JCHendee said:

Vampire

  • First, I must openly admit bias against true undeads as characters. Perhaps it's because I know a lot about them from research and I don't think they work well as characters in Talisman. And she's too too overpowered on Life acquisition.
  • I would limit her HEALING to fewer opponents, perhaps "Monsters" and "Characters" or just Characters (the only ones who can lose Llives). The Followers for GAIN as well as Strength + Craft at 7 is then not so overpowering.
  • The whole thing with the cross for Talisman's make-up is fine
  • NOTE: traditionally holy symbols have no effect on true undead; that's something the Catholic Church wrote in when it invaded eastern Europe's nobility. Most of what we see of undead's in pop-culture are based on church scholarship which heavily altered earlier research and records outside their control (for obvious reasons). It's quite amazing what turns up when one looks into those earlier accounts closer to cultural origins for myth, superstition and folklore. The whole thing with the stake isn't even what most people think when they claim it should be oak or holly. The original stake was Iron, usually 3 to 5 feet long, and was driven through the head not the heart. The reasons why would take longer to explain.

That's fair enough.

You should have seen the original Vampire! That was...um....REALLY broken. This is the toned down version (and my troupe weren't happy at that!). Changing her "feeding ability" to Monsters and Characters is a good idea. I'll do that :)

JCHendee said:

War Mage

  • First, consider renaming him "Battle Mage"; he has no true war skills, such as tactics and strategy for group combat, and there isn't any warfare in Talisman. (ASIDE: Come to think of it, I have a Stranger coming called the "War Witch" ... which should probably mean I should follow my own advice.) But overall, it's not big deal.
  • I would limit his gaining a Spell to only Psychic Combat, and perhaps just Craft Enemies. As listed, he's going to max on Spells too quickly, and with some alternative systems of play, even get above the 3 limit before most other characters who are true full mages of any kind.
  • I would limit his discard of a Spell for a Battle bonus (not Psychic Combat) to +1. His title implies combat is his real emphasis, regardless of special use of Spells. Using multiple spells to build up extra bonuses (on top of potential Fate use) in both Physical and Psychic Combat makes him way overpowered.
  • Note that with the suggested changes, he gains Spells through Craft Combat and loses (but benefits) through Battle (Physical Combat); he'll be more balanced this way... especially since again we have a character with Strength + Craft at 7.

Funnily enough, he was originally called the Battle Mage but War Mage sounded better :) Again, its one of those use of language things. I'm not so bothered about that.

Actually, he only gains a Spell if he wins a combat AND doesn't have one. In this way, as long as he keeps winning, he should always have at least one spell to power his main ability.

His main ability WAS just + 1 but I changed it because it didn't seem that powerful at the side of character's like the Knight and the Merchant. However, I am happy to change it back. Fair enough!

JCHendee said:

MORE TO COME SHORLTY... PROMISE!
I'm off to breakfast for now and to look in on whether hired workers are going to continue taking down 100ft oak in my front yard.

Many many thanks for your input. It is greatly appreciated!

JCHendee said:

I did learn that one of the major reasons people lose posts has to do with QUOTE errors in replying to other posts. If you haven't done so, please read the notes for FORUM EDITOR USE. There's a little trick I never noticed about proper formating of manual QUOTE tags which at least cut my lost posts in half. (Now for some forum changes to avoid the other half lost.)

I hadn't read that. The quotation usage isn't much different from standard BBCode. But I'm glad to see that it is possible. Thanks for the URL.

Also, I made a response because I felt I should given the lengths you gone to!

Hey, D... caught your last reply but didn't have a chance to re-reply. Take all of this as just IMHO, and if you've seen something already work better in actual play the way it is... well, just tell me to take a hike. Here's some more notes, my last for today, as I have some planning to do with Barb for our next book.

GUARDIAN CARDS

  • The card backs are eye catching. The fronts need some tweaking (if you're interested). Best to leave out the red bleed all around to making printing on white stock easier for those who download it. (Unless the user widens the red area and prints with a bleed zone, it won't come out fully red to all the edges.)
  • Instead, consider how color was used among the Purchase, Adventure, and Spell decks. The jewels (green on Adventure cards) change color for each different deck. Likewise, the paper background was given a matching tint. (For my version of cards, I changed the fronts a bit from standard, as you've seen.) If you need assistance with this, I can help, but it looks like you know your way around a graphics program.
  • Considering these are for the "Valley of FIRE", I would think most guardians would be fire oriented or by their nature imply immunity to fire... or even they would need a Talisman to be there. It's a matter of the game's environment and that space's theme. A Talisman object is essentially immunity to the valley's inferno for a character.
  • You might look at some notions I listed for the PIT CARDS under "Fiery Trail." Some titles (not the creatures themselves) wouldn't even change your cards and would fit the space theme better. It's just my picky thing though, and ignore it if you don't see any merit in such fuss.
  • Oh, and what if at least one of those guardian's takes a character's Talisman if it wins (at all or under certain conditions)? Just a thought...

High Wizard

  • So what happens if he evades? Does the character simply get to move on? As a guardian, I can't really see him doing that. He wouldn't have been appointed to that position if anything he encounters isn't faced down to the end.
  • Perhaps instead of invisibility he uses something like FLARE (light is another manifestation of Fire in all cultural elemental systems). He blinds his opponent for 1 turn (with a penalty on all rolls).
  • OPTIONAL THEME TERMS (just for the hell of it)
  • Pyrodon (Fire Lord).
  • Arel, Archangel of Fire
  • Fire Mage

Swordmaster

  • Hmm... I don't really get this one thematically, other than it is a traditional type of guardian, so it does work fine in that way. You might add a little something: he's immune to all fire weapons and spells. Just a notion.
  • OPTIONAL THEME TERMS (just for the hell of it)
  • Ignuus
  • Knight of the Flame
  • Infernal Knight
  • Tengenroth, a very little known dark "knight" of legend noted for his immunity to Fire, eventhe inferno of Hell (but strangely susceptible to sunlight).

Demon Lord

  • Looks a bit like a balrog to me. But it sits well overall.

Gold Dragon

  • Too "DnD" for me, but it still works in general, though not completely thematic for the Valley.
  • You might change the loss of a follower to be connected to being defeated rather just automatic.

Dark Soul

  • Doesn't really strike me as a concept having a physical presence for Strength or fitting the space theme. His description strikes me more as a Shadow or Spectral Knight, though that doesn't fit the image. The card mechanics are fine regardless.

War Golem

  • "Golem" is a highly misused term now in pop-culture fantasy communities. They are traditional always made of clay or terra vitae or "rarified" earth. That's neither here nor there anymore, but the picture looks like an an "automaton" not a golem (even of metal). Again, card mechanics are just fine... Though maybe it might be described better. "If you defeat it by only 1 point, it regenerates and still bars your way."

ADDITIONAL:

If anything I've mentioned strikes your fancy as an additional guardian cards, please feel free to use them. Expanding the guardians deck is just a suggestion (hint hint). It's nice idea, so run with it if and when you want to.

Oh, one last thing... a long time ago I was messing with some layered stock images in Photoshop for another project (which fell through)... but it popped into my head while looking at your material. You can download it HERE for peek, and feel free to use it if you like for a card back... or just skip it.

MORE NOTES TO COME IN THE NEXT DAY OR SO

JCHendee said:

INNER REGION CARDS

General Suggestion: get rid of all the free pass cards that have no challenge. Put in additional challenges instead. There are plenty of followers, magic items, etc. thatCharacters have to acquire that help them. The Inner Region should remain a serious challenge with no lucky outs.

On the balance, I think you are right. I've added in 2 extra challenges for each space in my latest expansion, so they can take out the "Free passes".

JCHendee said:

I'm also thinking one card in each set should always be exactly like the space with no changes. Also, though the two paths through the Inner Region are somewhat divided by Strength and Craft, I was thinking that in each card set you should stick to that with one exception. Maybe the Strength side card sets could have one Craft challenge, and visa versa... Characters would really have to be on their toes! And no more slipping through the Inner region unless both attributes have risen just to be safe.

Just to re-iterate something which demonstrates the evolution of a set: I started out initially just doing alternative cards for the Pit Fiends and the Werewolf, purely because we felt those were far too weak. My girlfriend's brother has played a ton of Talisman and he mentioned alternative ending cards. I actually thought that was a cool idea, so I ran with it.

Thus, the original intention of the Inner Region cards was to just replace the original Pit Fiends/Werewolf. The others were just ideas I had. You'll note that the Vampire's Tower and the Dice With Death cards are indeed identical. However, I do like the idea that there could be the THREAT of a really nasty challenge...

JCHendee said:

TEST CARDS

The Demon Steed.

  • In general, it seems fine, though a tough one to face. I'm not sure why you chose "tame" instead of "Combat" since the effects of the encounter are the same. And maybe a "Night-Mare" would be better than a "demon." NOTE: contrary to pop-culture and FRPG, a Night-Mare is a Spirit creature that is not necessarily a demon... and actually isn't even a horse... but what the heck, Talisman's always been a wild hodge-podge for fun!

"Tame" was used purely as a "That's a cool idea" factor :P I am tempted to force such characters to roll base Strength unmodified by Followers and Weapons, to represent that you are just taming it. What do you think?

JCHendee said:

The Lake

  • Make this against Strength, not Lives. Lives shouldn't be used for a test, since building them up isn't tied to increased skill or ability. Plus, the player would definitely go for keeping any Strength bolstering objects thereby ... then perhaps in the next space deck they suddenly get hit with that one Craft based challenge (aren't I just a meanie!)

I see. Fair enough actually - make it Strength with an option to ditch objects so as not to weigh you down. Ok.

JCHendee said:

Unhindered Passage

  • I can't think of any other options off the top of my head... maybe a replacement idea will come to me later.... or you can look at some suggestions I made for other card sets.

I will get rid of the free pass cards and change them to something else. I'll get my thinking cap on.

JCHendee said:


TOWER CARDS
General Note: Take the term "Tower" out of the card titles and just make all the cards "denizens" or other challenges found in the Vampire's Tower. It's a big place, and he could have minions.

Wizard's Tower

  • Something else is needed here, Craft based, as this is just a repeat of the Vampire "Lord" himself.
  • NOTIONS FOR OTHER CARD POSSIBILITIES:
  • Brides... three lesser Vampires that must be fought (a cliche, but these could be his three brides, as in Stoker's novel. Fought individually or all at once... if one by one in the same turn, all must be defeated to move on, and the character can still lose a life each time.
  • Upir/Uper, the original "vampire" (SIDE NOTE: the correct traditional spelling is "vampyr", pronounced "vom-PIER" with caps indicating syllable of emphasis... if you want to use a closer term). A demonic spirit that used the bodies of the recently dead to fake its way in among unsuspecting villagers and leech life (not blood); In spirit form only, maybe about Craft 7 (or 1D6+3). No Follower bonuses can be used in fighting it, since in spirit form it is invisible and attacks one individual.
  • "Possession"... one Follower is possessed by a powerful Spirit and must be fought and killed beforemoving on.

Actually, I was going for the repeat of the Vampire with spells. I didn't actually see a problem with that. But I do suppose it is just lazy ;) The possession thing was actually something I had thought of for the Mist Wraiths but I couldn't think how to work it without it being silly. I REALLY like the idea of one of your followers going mental :) Making you decide: do you just kill the follower (relatively easy) or do you try and exorcise the spirit....

JCHendee said:

The Beast

  • This one's good as it is! Nice twist, since it's true to the Craft path, but if the character fails that Craft roll, it had better have some Strength as well!

Thanks :) That was actually one of my favourite cards.

JCHendee said:


PIT CARDS

Pit Fiends

  • Don't have the board in front of me at the moment, but double check that this is the same as the space instructions... if you want to go that way. I just think that's best, only by opinion.

It is different. And I see you point but I have to refer you to my explanation above :D

JCHendee said:

Meteor Storm

  • I had to read twice to get what you were doing, and overall its an interesting challenge. It requires a strategy choice. But I still think it should be a Craft based roll for what it is. Maybe a 2D6 roll against Current Craft (which means including Followers and Magic Objects). Upon failure lose a life (or a Follower) AND miss 1 turn for the number of points you fail by. With Fate in the game, the original choice issue on the modifier isn't really necessary. Fate combined with the modifier makes this too easy to get through.

I was really trying to add more decision power in to the end game because not only does that give you more control over what you are doing but it also means that it adds that extra level of tension!

I'll take your ideas on board and have a think.

JCHendee said:

Spirit of Rage

  • I'm a big one for making Alignment mean something in the game beyond mechanics, but I don't see a reason here for giving Neutral characters an probability advantage. I'd take that out and leave everything else the same, applying its two die roll to everyone. And I'd make the sacrificed apply to Magic Objects and Followers, not Objects. (Hit those greedy adventures where it really hurts.)

Fair enough :) I was just going along the thought processes that the Spirit of Rage is MORE angered by the extremes of alignment. BTW: check out the "Faces of Fear" cards in my latest expansion.. that might be to your liking!

JCHendee said:

Fiery Trail

  • NOTIONS FOR OTHER CARD POSSIBILITIES:
  • Salamander (the folklore kind, not the real one). Each time you lose, lose an Object or Follower (incinerated).
  • Will'o the Wisp - leads astray, get lost, perhaps other catasrophies thereby
  • Firebird (not the same as a Phoenix, though they are often used synonymously)
  • Magma/Lava River as some kind of obstacle to overcome, like the Lake except accomplished by Craft.
  • Grand Toad or other "acidic" creatures
  • Helel (the original fallen one of Phoenician myth and the orgin of the one we know of as Luficer, the Light Bringer).
  • Bifrons, the demon of astrology and other pseudo sciences, who is said to raise strange lights over the tombs of the dead, likely to lure in the unwary or mourners.
  • Adamelack, supposedly an "arch" demon (not devil), Prince of Fire; a term of dubious origins, like most such known for devils and demons (usually catholic demonizations deities and spiritual patrons of other dead or living religions and mythos).
  • Flereous, Feurety: variously a grand fire elemental, alternative for Satan (who is not Lucifer or the Devil), or a grand demon.
  • Ukobach, or Urobach, a great fire demon of unknown cultural origin. Singular. Possibly one of multiple blended inspirations for Tolkien's "balrog."
  • Xaphan (origin unknown) a demon or type of fire demon. In late Christian mythology responsible for stoking and maintaining the furnaces of Hell.
  • Fire Elemental (a traditional critter).

Some very cool ideas. I will have a think.

JCHendee said:

LAIR CARDS

Again, I think one should reflect the actual space for the Werewolf.

Mist Wraiths

  • Interesting, though I'm not sure why the 2D6, but I don't have any counterpoint to it.

I was going for a lower Strength creature that had a very variable level of combat result, reflecting the ephemeral nature of the mists.

JCHendee said:

Lord of Chains

  • Baffles me. Doesn't really fit the theme of the space. And somehow, on the following turn after being bound, the character is free to fight again with no effect? It's not really making sense to me.
  • NOTIONS FOR OTHER CARD POSSIBILITIES:
  • Skinchanger, or some alternative willful shapeshifter.
  • Chimera... one creature but with three differing attacks per engagement, and the character only has one attack of its own but may use defensive or armour abilities against all three attacks.
  • Bruja (southwestern US and Central American sorcerers who change shapes... among other things). Again, perhaps fighting (Battle) its animal form, and if successful, having to face the sorcerer in normal form by Craft.
  • Fenris Fanatics (originally a little known apocalypse cult of Celtic origin based around the legendary wolf of the Ragnorak). Sometimes mistaken for the Úlfhéðnar, or Odin's Warriors. Another possibility like the Brides where multiple opponents of moderate ability must all be defeated in a row to move on. (And yes, I know Ragnorak is Norse, but cultures and their mythos are not as isolated and cleanly divided as people like to think.)
  • Lycanthrope (one follower is turned and the character has to fight it as per a Werewolf... yes, there was an old 2nd edition card like this, but it could still be done here)
  • Berserkers (possibly used like Fenris Fanatics), sometimes associated to wolves as well as bears.

Ha ha :) Can you tell I was running out of inspiration? I actually had a Skinchanger character (which I dumped). I will rethink this.

Thank you ever so much, my friend.

JCHendee said:

Hey, D... caught your last reply but didn't have a chance to re-reply. Take all of this as just IMHO, and if you've seen something already work better in actual play the way it is... well, just tell me to take a hike. Here's some more notes, my last for today, as I have some planning to do with Barb for our next book.

Don't worry about it. Really, it is hardly a priority but anything you can do helps me no end!

JCHendee said:

GUARDIAN CARDS

  • The card backs are eye catching. The fronts need some tweaking (if you're interested). Best to leave out the red bleed all around to making printing on white stock easier for those who download it. (Unless the user widens the red area and prints with a bleed zone, it won't come out fully red to all the edges.)
  • Instead, consider how color was used among the Purchase, Adventure, and Spell decks. The jewels (green on Adventure cards) change color for each different deck. Likewise, the paper background was given a matching tint. (For my version of cards, I changed the fronts a bit from standard, as you've seen.) If you need assistance with this, I can help, but it looks like you know your way around a graphics program.
  • Considering these are for the "Valley of FIRE", I would think most guardians would be fire oriented or by their nature imply immunity to fire... or even they would need a Talisman to be there. It's a matter of the game's environment and that space's theme. A Talisman object is essentially immunity to the valley's inferno for a character.
  • You might look at some notions I listed for the PIT CARDS under "Fiery Trail." Some titles (not the creatures themselves) wouldn't even change your cards and would fit the space theme better. It's just my picky thing though, and ignore it if you don't see any merit in such fuss.
  • Oh, and what if at least one of those guardian's takes a character's Talisman if it wins (at all or under certain conditions)? Just a thought...

I see you point. I tinkered with trying to get the fronts to red and just ended up getting frustrated, so I left it as is. I've been using a combination of Photoimpact and Photoshop to sort things out and everything I know is self taught. Any help you can give me sorting out new fronts would be greatly apprecaited!

Actually, the Guardians are all themed after stereotypical bad guys: the archetypal Evil Wizard, the undefeated swordsman (who ends up being defeated by the Hero), the dragon, the demon, the evil spirit and the colossal statue/creation.

JCHendee said:

High Wizard

  • So what happens if he evades? Does the character simply get to move on? As a guardian, I can't really see him doing that. He wouldn't have been appointed to that position if anything he encounters isn't faced down to the end.
  • Perhaps instead of invisibility he uses something like FLARE (light is another manifestation of Fire in all cultural elemental systems). He blinds his opponent for 1 turn (with a penalty on all rolls).
  • OPTIONAL THEME TERMS (just for the hell of it)
  • Pyrodon (Fire Lord).
  • Arel, Archangel of Fire
  • Fire Mage

Hmmm. I see your point. That's badly worded: the INTENTION is that you cannot fight him that turn. Perhaps some kind of binding curse would work better.

JCHendee said:

Swordmaster

  • Hmm... I don't really get this one thematically, other than it is a traditional type of guardian, so it does work fine in that way. You might add a little something: he's immune to all fire weapons and spells. Just a notion.
  • OPTIONAL THEME TERMS (just for the hell of it)
  • Ignuus
  • Knight of the Flame
  • Infernal Knight
  • Tengenroth, a very little known dark "knight" of legend noted for his immunity to Fire, eventhe inferno of Hell (but strangely susceptible to sunlight).

Aye, I'm working on the traditional guardians angle. But you are giving me ideas for new cards :P

JCHendee said:

Demon Lord

  • Looks a bit like a balrog to me. But it sits well overall.

That certainly WASN'T the inspiration ;)

JCHendee said:

Gold Dragon

  • Too "DnD" for me, but it still works in general, though not completely thematic for the Valley.
  • You might change the loss of a follower to be connected to being defeated rather just automatic.

The D & D reference is purely intentional. It was originally called the Great Dragon but I changed it as a nod to the gaming roots of myself and my troupe. Plus, I kind of dedicate it to Gary Gygax.

The principle I worked on when creating these cards was a vague balance of statistics which are then affected by the power level of the special abilities. So we have two characters that a strong on one stat and weak on another, 2 characters that challenge you if you aren't developed in both your stats and a character that is strong against characters that are heavily modified by followers and objects and the last one has no weakness but has few special abilities.

JCHendee said:

Dark Soul

  • Doesn't really strike me as a concept having a physical presence for Strength or fitting the space theme. His description strikes me more as a Shadow or Spectral Knight, though that doesn't fit the image. The card mechanics are fine regardless.

I'll have a re-think, if only for conception purposes.

JCHendee said:

War Golem

  • "Golem" is a highly misused term now in pop-culture fantasy communities. They are traditional always made of clay or terra vitae or "rarified" earth. That's neither here nor there anymore, but the picture looks like an an "automaton" not a golem (even of metal). Again, card mechanics are just fine... Though maybe it might be described better. "If you defeat it by only 1 point, it regenerates and still bars your way."

Yes, I understand the Jewish source of the Golem tale but, as you rightly point out, Fantasy has transformed the concept beyond the source material. I went with golem purely because it was more recognizable. Automaton makes me think that there's a little gnome sat inside it, mecha-like ;) Obviously it isn't but that's the image that it conjures in my mind... ok, perhaps that says too much about my deranged mind ;)

JCHendee said:

ADDITIONAL:

If anything I've mentioned strikes your fancy as an additional guardian cards, please feel free to use them. Expanding the guardians deck is just a suggestion (hint hint). It's nice idea, so run with it if and when you want to.

Oh, one last thing... a long time ago I was messing with some layered stock images in Photoshop for another project (which fell through)... but it popped into my head while looking at your material. You can download it HERE for peek, and feel free to use it if you like for a card back... or just skip it.

MORE NOTES TO COME IN THE NEXT DAY OR SO

There are some great ideas there and I've already started thinking about doing an "add-on" pack for my two expansions, adding some more Craft creatures in to the Cavern deck and to the Wildlands deck.

Also, that is a really nice image: I'm sure I can some use out of that! :D

Once again, I'm really greatful for your input. It is extremely helpful. I'll get round to finishing off my review of your cards when I get chance.

After some experimentation and much faffing around, I managed to get a different background for the Guardian cards.

3356748182_e1828669a6.jpg

NICE IMPROVEMENT! Now that's what I'm talking about! Visually striking, thematic to the expansion, and design that echoes the standard cards better.

He's still a bit overwelming with that first roll every time... but hey, there should be one devistating card in every deck outside the standard ones. The new option therein is better and more to the effect you were after, I think.

Thanks JC. I'm glad I did it now but I have you to thank for making me do it ;)

I've also amended the Inner Region cards. Here they are;

3357246345_cd23bc2a00.jpg

3358062700_6dd79f2a51.jpg

3358061872_d89ea29497.jpg

3357243747_ae5f23d921.jpg

3358059928_d2390ce9a1.jpg

Nicely done... it's looking good all over! BRUJOS especially brings a good twist... not overly powerful in either attribute, but the double combat makes for some challenge and will force players to remember a real hero is NOT all just brute muscle. In the standard game, I think Strength is still the dominant attribute that wins in the game.

TO DO LIST

  • 7 more Craft enemies for THE GAUNTLET
  • 6 more Craft enemies for THE WILDLANDS
  • 2 more new Guardians for THE WILDLANDS (bring the total to 8 Guardians)
  • 8 more new INNER REGION CARDS (bringing the total to 8 for each space)

My my, ambitious... I'll get back to the rest of your original material in another day. Had a hectic weekend and family in town tomorrow.