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Aarontu

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    Fuquay Varina, North Carolina, United States

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  1. I finally got this expansion printed out and done! I mostly used label paper and my own printer. I'm looking forward to playing with it. Thanks to everyone who spent the time to put this together! One question: do I understand the rules correctly that if you encounter a trail card and don't get moved, you can immediately press on to the other side of the realm and draw cards again?
  2. I've been really busy lately, and the new Asmodee login page is blocked at work, which makes it harder for me to write on the forum. Here's some more drafts for Realm cards, though. Feel free to give feedback: The Tavern at the End of the UniverseYou find yourself in a tavern frequented by demigods and powerful sorcerers.Roll 1 die. If your Craft is at least 7, you may raise or lower the result by 1.1 - You get drunk and pick a fight with a demigod. Lose 2 Life. 2 - You get tipsy and get in a fight with a renowned sorcerer (Craft 9) 3 - You gamble and lose 3 gold or 1 object. 4 - You gamble and win either 3 gold or any object from the purchase deck. 5 - A wizard offers to help you through the Realmscape. On your next turn, draw 3 Realm cards and pick one to encounter. 6 - A powerful Norn offers to teleport you to the Legendary Realm card of your choice on your Next turn. Celestial Realm If you are Evil: Lose 1 Life and then fight a Seraph (Craft 10) If you are Neutral: An angelic being decides to test your faith (Psychic combat, Craft 8). If you lose, do not lose a Life. If you win, you may pray using the chart below. If you are Good: Heal all of your Life and then pray by rolling 1 die: 1 - Ignored 2 - Gain 1 Life 3 - Gain 2 Fate 4 - Gain 1 Craft 5 - Gain your full compliment of spells 6 - The heavenly host offer to help you if you fight as one of their champions. Gain 1 Realmkey. Then you may move to the Astral Demon if you wish. Demonic Realm If you are Good: Lose 1 Life and then fight a Demon (Craft 10) If you are Neutral: An lesser demon attacks you (Craft 8). If you win, you may pray using the chart below. If you are Evil: Replenish all of your fate and then pray by rolling 1 die: 1 - Ignored 2 - Gain 1 Life 3 - Gain 2 Fate 4 - Gain 1 Strength 5 - Gain your full compliment of spells 6 - The demonic horde offer to help you if you fight as one of their champions. Gain 1 Realmkey. Then you may move to the Demigod if you wish.
  3. Yeah, that would probably work out better.
  4. Ha, that's a fun idea! If you were doing more odd toad cards, a toad that always has one spell and can cast a spell every turn would be funny, too.
  5. Here are two more, great realm card ideas from Slev: Typo on #4 above; it should say "Fate" instead of "Followers. I have updated my personal files to fix it.
  6. I would work if you ruled the underworld inner region to be a bit easier than the overworld inner region. For example, a rule that for each Talisman you possess, you subtract 3 from your roll at the portal/crypt/mines.
  7. That's very interesting about the extra rules for the POD expansions. I'm looking forward to seeing them!
  8. Some more potential realm ideas: Halls of the Valiant Basically the Talisman version of Valhalla. You cannot lose your last Life here, and followers cannot be killed here. It's like the Tavern, except everyone has high strength and wants to pick a fight with you. Crystal City An interplanar city where you can possibly draw multiple City cards or buy things from City shop decks. Add 2 to the attack roll of enemies here. If instructed to go to Jail or move to another space, lose 2 Life instead. Fairyland A realm inhabited by fae and other fairy folk. The Wildlands A realm of lush rainforests and wide savannas inhabited by animals of all kinds, including dinosaurs, giant worms, etc. The Dreamlands
  9. Here's some more realm cards, plus an updated Elemental Planes realm:
  10. Looks good. How many cards can send you to a Runes space? Are there any besides Rune Gate? I can't think of any off the top of my head. I would remove "you may" from the text on the bottom.
  11. I really like this idea. How about we add a third result: The Well of Worlds Each wizard sees this place differently: as a hall of doors, as a forest of pools, as a city of strange aspect, or whatever. To the wise it grants a shortcut. To the foolish, it acts as a maze. Roll three dice against your Strength and three dice against your Craft. If the total of a roll is less than the associated value, the roll is a success. If both rolls are higher than the associated value, it is a failure. 2 Successes: You have found a secret route to the Crown of Command. You may immediately discard three Realmkey tokens and move to the Crown of Command Space. If you don’t have enough tokens to do this, you gain an additional Realmkey token instead. 1 Success: You find hidden paths to strange worlds. On your next turn, you may draw 3 Realm cards and pick one to encounter. Discard the rest. Failure: You are lost within the Well. Miss one Turn and discard all your Realmkey tokens. If you have no Realmkey Tokens, lose one Life instead.
  12. Thanks! As for the name, I've thought about calling it "Planescape", or "Realmscape" instead of "Timescape", since it is turning out to be quite different than the original Timescape. I'd prefer this to be separate from the main board, though. I'd love to see something fit in between the expansion boards in those little spaces, but probably not this expansion. I'd go with Realmscape from those. In my head it's "The Astral Realms", since that ties in with the PoD "Realm" expansions! You'll need some way to get there if we're not using the dead gaps... Astral Travel (4 copies) Spell Play this card instead of moving in order to move to the [Timescape]. If you are already in the [Timescape] you may play this card when drawing [Timescape] cards. Draw an extra card, choose one to encounter, and place the rest on the bottom of the [Timescape] deck. Astral Gate (2 copies) Place/adventure This unusual portal leads to other places of unusual aspect, beyond the ken of the unenlightened. Characters who start their turn here may move to the [Timescape] instead of moving normally. Rainbow Bridge (1 copy) Place/adventure The bridge leads to strange realms. You may attempt to cross the bridge by rolling two dice. If you roll less than your Craft, you suceed and immediately enter the [Timescape], resolving a [Timescape] card. Abyssal Gate (1 copy) Place/adventure The gate leads to strage realms. You may pass through the gate by rolling two dice. If you roll less than your Strength, you duceed and imediately enter the [Timescape], resolving a [Timescape] card. Astral Key (1 copy) Magic Object/adventure Instead of moving normally, you may discard this card to move to the [Timescape]. If you start your turn in the [Timescape] you may discard this card to move to any Runes Space. Astral Wand (1 copy) Magic Object/adventure Instead of moving normally, you may discard this card to move to the [Timescape]. If you are already in the [Timescape] you may play this card when drawing [Timescape] cards. Draw an extra card, choose one to encounter, and place the rest on the bottom of the [Timescape] deck. These are good ideas. I was originally thinking, and will probably keep with it for myself at least, that characters could go to the Realmscape through a Rune Gate. The "Astral Journey" spell included in the Cataclysm expansion could also let you move to the Realmscape if you choose. Something like: *When using a Rune Gate, you may move to the Realmscape instead of a Runes space. *After successfully casting "Astral Journey", a character may move to the Realmscape. This is mostly me not wanting to add cards to existing decks since their card backs won't exactly match. And so I won't have to fish the cards out of the deck if I am not using the Realmscape.
  13. Some more Realm ideas (feedback is welcome): Mountain of the Gods You must meet at least 2 of the following to impress the Gods: Have at least 7 Strength, Have at least 7 Craft, you may add to the die when praying, Good alignment Success: The gods are impressed with you. Replenish your fate and gain 1 Destiny. You may challenge a powerful demigod here to a duel. If you do, move to the Demigod ending. Failure: Ordinary mortals are not allowed here; the gods are enraged! Lose 1 life and discard all of your fate. Then, all players gain 1 dark fate. Either discard 1 Timescape token or move to any Runes space and end your turn. The Tavern at the End of the Universe You find yourself in a tavern frequented by demigods and powerful sorcerers. Roll 1 die. If your Craft is at least 7, you may add 1 to the result. (I'm thinking of making an epic version of the Tavern where you can get tipsy and pick a fight with a demigod) Domain of Dragons Probably something about drawing a number of Dragon cards and discarding/replacing any that refer to "sleep", "rage", or "scales".
  14. These are some really great ideas! I hope you don't mind if I go ahead and make some of them into realms, maybe with some tweaks. Thanks! As for the name, I've thought about calling it "Planescape", or "Realmscape" instead of "Timescape", since it is turning out to be quite different than the original Timescape. I'd prefer this to be separate from the main board, though. I'd love to see something fit in between the expansion boards in those little spaces, but probably not this expansion.
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