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Vendark

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  1. Thanks for the kind words, Villin. You mean as projects, I take it? I can look into sharing them that way in the future, but honestly I probably won't be getting to it very soon.
  2. Thanks, gatorcoffee. Actually, I print them on glossy photo paper, mostly because my printer came with a large supply of it that I never touch otherwise. They're thin, but they come out looking very nice, and since I use a randomizer it doesn't matter much if they match the feel of the official cards.
  3. Thanks for the kind words, Jenna! Yes, that's exactly what I do. I have an RNG app on my phone called Random Number, and all the characters on a list in a spreadsheet. I select Alternate Endings the same way, with one list for revealed endings and one for hidden.
  4. A small batch of new characters to share: THE BEGGAR https://www.dropbox.com/s/tptr71goazquov2/Beggar-Front-Face.png?dl=0 The Beggar has a unique advantage in the City Region, coupled with a major drawback. Unlike other characters he can move freely in the City, clockwise or counterclockwise; living on the streets has made him better than almost anyone at navigating them. As a necessary balancing factor, though, he's completely barred from entering most shop spaces in the City, as an undesirable. In any Region, he's good at playing upon the sympathies of other characters, Strangers, and humanoid Enemies, whether it be to spare his life or enrich it. When he finds a lucrative spot, he's a little less quick than most characters to move on. THE MARINER https://www.dropbox.com/s/0njq76bgthha8jd/Mariner-Front-Face.png?dl=0 A straightforward character, the Mariner has several abilities related to Rafts. He can build them without needing an Axe, sail them to any space that touches the River, and while he's sailing he can use his spyglass to avoid potential dangers. THE RAIDER https://www.dropbox.com/s/9wrafvvuiakkago/Raider-Front-Face.png?dl=0 Inspired by the Saracen from earlier editions, but hopefully a bit more interesting. Once per turn he can attack a character he moves past (and he starts with a Riding Horse, so moving past other characters is relatively easy for him), but he does so at a small penalty and is limited in his choice of reward. On the plus side, he can steal followers that way, and his turn continues whether he wins or loses. At the end of his turn, he can try to exchange Followers for gold, but there's a chance that his brutal ways will kill them instead. THE SACRISTAN https://www.dropbox.com/s/b9wouvn12zmwnwg/Sacristan-Front-Face.png?dl=0 A sacristan is a priest in charge of a sacristy, a place in the church where vestments and sacred vessels are kept. The Sacristan character doesn't just keep watch over holy objects, though; he also makes them, carving, painting, or forging holy objects and images for honoring the gods. With these icons showing his devotion, he gets a boost in prayer scores, and the resulting favor of the gods can protect him from danger (although there's a risk that an icon might be destroyed in the process, the classic "bullet stopped by his Bible" scenario). He can even found a new place of worship by turning one of his icons into a shrine. But if he lets an icon get destroyed or stolen, he loses all of his fate; other characters are somewhat incentivized to steal them since they can be exchanged for gold in several places throughout the land. An even bigger risk may be that they just hold on to them; with only 4 "icon markers" in the game, if another character keeps one the cap on his special abilities will be lowered until he can get it back. THE WAYMAKER https://www.dropbox.com/s/1iwuiiifb1nu1qy/Waymaker-Front-Face.png?dl=0 The Waymaker is a wizard who can treat Path cards as if they were Spells, casting them on himself or other characters as best suits him. He can also discard Path Spells to give him greater control over his movement. Paths can have pretty powerful effects, so as a balance the Waymaker doesn't get any special help with Spell draw after his first turn.
  5. Thanks for the feedback, Loudo! I am indeed a big fan of the Tome of Battle. I really like the swift cast mechanic too. I think there's some more design space to explore there, though I don't have anything in mind as of yet. The Kineticist was actually set at a 1 in 3, or 33% chance to activate (5 or 6 on the die roll), so not quite as strong as it seemed. I like the wide selection of auras for this particular character, so to balance the options a bit more I've assessed a -1 penalty on the activation roll to the 4 auras that have what I deemed the best effects. Re: the Samurai, I thought about reversing the station restriction several times, but I ended up liking it better this way. This Samurai is a legitimately honorable guy and takes his vows to protect the commonfolk seriously. Since he's not a sworn vassal of any of the other player characters, he doesn't feel barred from confronting them even if they are of a higher rank. I gave the Yamabushi's Tiger Claw a limitation that I feel nicely mirrors his Stone Dragon stance. Thanks again!
  6. A new update (and belated thanks to Loudo for his feedback on the last one; I didn't realize I'd neglected to thank you last time! Sorry about that.) THE BLADESINGER https://www.dropbox.com/s/3p7n3gjgif8b3m6/Bladesinger-Front-Face.png?dl=0 The Bladesinger has synthesized swordplay, spellcasting, and artistry into a seamless whole; unlike the Swordmage (formerly the Mageblade; that character has been slightly tweaked), her fighting style aids her in both battle and psychic combat. Her neatest ability is her swift casting, which gives her a chance to spontaneously cast a spell off the top of the Spell deck in combat. THE FA SHIH https://www.dropbox.com/s/s5jp7v3xak6f60q/Fa-Shih-Front-Face.png?dl=0 A Taoist wizard whose magic is based around internal and external alchemy. She has to maintain a strict code of behavior to regulate her internal balance, or she loses the ability to work magic. When she refines her internal alchemy to a higher level (ie gains a stat point) she gains a rush of magical power, but when her internal alchemy is disrupted (ie she loses a stat point) all her magic drains away. Her external alchemy lets her turn Spells into Potions, and she gets better than average results from drinking Elixirs (an excellent way to improve her internal alchemy). THE KENSAI https://www.dropbox.com/s/6t5ui2j6qv4zzuk/Kensai-Front-Face.png?dl=0 The Kensai is a master of iaijutsu, the art of drawing and striking with his sword in a fluid motion. He has two stances he can alternate between; one is focused on moving and striking quickly, the other on patience, waiting and allowing his opponent to expose a weakness before striking. In game terms, one stance works better when he rolls high on his movement die, the other works better when he rolls low. To help him manage this, he gets a free reroll of his movement die once per turn. THE KINETICIST https://www.dropbox.com/s/qdifdm09auk254z/Kineticist-Front-Face.png?dl=0 Inspired by the Avatar animated series and the Pathfinder character class. The Kineticist has an innate magical/psionic ability to manipulate elemental forces, surrounding himself with auras of elemental power. His auras come in offensive and defensive forms; offensive ones trigger when he moves past a character, defensive ones trigger when a character moves past him. They can be quite strong, but his unrefined control means they only have a 1-3 chance of taking effect when triggered. He benefits a lot from movement enhancers like the Riding Horse; the more characters he can move through the more chances he has to activate an aura successfully. THE SAMURAI https://www.dropbox.com/s/dzkq565zvh7pmgv/Samurai-Front-Face.png?dl=0 The Samurai is an honorable warrior, but one with a heavy focus on material power and prestige, or "station." In game, a character's station is determined by how much gold, Objects, and Followers they have. The Samurai starts the game with an impressive kit and therefore a high station, but he won't demean himself by attacking characters of a lower station. If he has the highest station in the game he can leverage that into material power that can keep him on top; if he has the lowest station, his shame prevents him from spending fate. THE SENSEI https://www.dropbox.com/s/w6m6n26jxqx2cw0/Sensei-Front-Face.png?dl=0 This character is an ancient master of the martial arts, physically passed his prime but with many skills that enable him to hold his own against younger, sprier warriors. Like the Kensai, the Sensei has stances he can alternate between, but he has four instead of two, and he can switch to a new one at the start of a battle by spending a fate. His stances give him various ways to either make up for his low Strength or negate his opponent's advantages. THE SHUGENJA https://www.dropbox.com/s/u6bg3hmxuavg8xh/Shugenja-Front-Face.png?dl=0 The Shugenja is a shaman/wizard who communes with kami, spirits both natural and otherwise. Central to her magic is a holy vow of poverty and ascetism; in game terms, her magic is strongest when she has no gold. Likewise, when she is fulfilling her vow the kami in their various forms will not seek to do her harm. The Shugenja could just ditch gold as she acquires it, ensuring that her powers remain at their peak, but if she holds on to a little now and then she can engage in acts of charity for which the kami will bestow their blessings. THE SOHEI https://www.dropbox.com/s/ik3fnw50v1pzf1e/Sohei-Front-Face.png?dl=0 Another stance based character. The Sohei is a warrior monk with a focus on defense. His combat abilities improve as his confidence and inner calm grow; mechanically, these inner reserves are represented by his fate total. If he has a fair amount of fate, his first stance is the more reliable for securing victories; his second stance helps protect him in the event of losses, helps him replenish fate faster, and can give him a chance of victory against enemies he wouldn't normally be able to defeat. THE WUXIA https://www.dropbox.com/s/q8dqa4qk8dycjda/Wuxia-Front-Face.png?dl=0 Inspired by the old Martial Artist character. He has an enhanced version of the heroic leap ability, and he replaces the killer blow ability (which was useful, but felt too luck based for a supposedly skill themed character) with a few special attacks that trigger when he rolls well when fighting other characters. THE YAMABUSHI https://www.dropbox.com/s/a0o9f4bz652x8zt/Yamabushi-Front-Face.png?dl=0 The final stance based character. Another warrior monk, the Yamabushi leads a rugged, ascetic life in the mountains and channels that power and endurance into his fighting styles. His first stance is offensive, letting him turn high rolls into certain victories; his second is defensive, allowing him to shrug off any defeat if his opponent rolls poorly.
  7. Very intriguing. I like what I see. Are you currently working on a cardback for the Patron deck? Also, for the shop deck cards, there's meant to be 1 copy of each card in the respective decks?
  8. A few more character ideas to share... THE CORRUPT PRIEST https://www.dropbox.com/s/cn7rzxn8580r8k9/Corrupt-Priest-Front-Face.png?dl=0 A pretty straight-forward character, the Corrupt Priest, while not exactly evil, is greedy above all else; his love of gold leads him to open the Chapel doors to all manner of riff-raff so long as they're willing to line his pockets. He's not at all concerned about practicing what he preaches, so he's as comfortable gambling and tippling in the Tavern as he is praying in the Chapel or the Temple. THE HIEROPHANT https://www.dropbox.com/s/qr1985qs96s1f2h/Hierophant-Front-Face.png?dl=0 Thematically somewhere between a druid, a priest, and a wizard, the Hierophant can invest mystic power into an untamed place and claim it as his own; his circle of power starts off in the Ruins, but he can move it as the game progresses. The main power his circle gives him is the ability to freely exchange the four main expendable resources in the game; he can magically draw life energy out of the earth (trade Spells for lives), or sell blessings to members of his cult of believers (trade fate for gold), or any other combination that suits him. He can freely end his movement on his circle if he passes through its space, and if he's not too far he can discard a Spell to teleport directly to it. THE SEXTON https://www.dropbox.com/s/zhrav0tb6t18tpt/Sexton-Front-Face.png?dl=0 The Graveyard is a place of strange power in the Talisman world, and as its official caretaker the Sexton is a person of strange power beyond what we'd typically associate with a gravedigger. The thematic and mechanical opposite of the Grave Robber, the Sexton buries things in the discard pile to activate his main abilities. When praying in the Graveyard, he can bury a little material wealth with the deceased to improve his rolls, and if he's willing to bury a trophy instead of turning it in he can treat any space as the Graveyard for a short time. Burying the dead is his main job, so if any character in his Region has a corpse to dispose of, he'll make a little money off the event. His secondary job is keeping the Graveyard safe for those who wish to pay their respects, so characters in the same Region as he can visit the Graveyard without risk of losing a life. THE WARPRIEST https://www.dropbox.com/s/ejkcfe3stzo4i4c/Warpriest-Front-Face.png?dl=0 Another simple character. Unlike the Pilgrim or the Paladin, who are servants of gods of good and who just happen to have duties that require them to take up arms, the Warpriest is a priest of a literal god of war. The act of praying ramps him up for his next battle; he can accumulate quite a large bonus this way. But he can't control when he unleashes it; whenever he can spend fervor tokens, he has to, so he might end up wasting a +8 bonus on a Strength 2 Wolf. Success in battle pleases his god, though, so any Strength trophy he has will improve his prayer rolls. THE WHITE WITCH https://www.dropbox.com/s/6b2ur6wc3phlz2u/White-Witch-Front-Face.png?dl=0 The White Witch's abilities are a combination of classic witchcraft tropes that haven't really made it into the game until now. She has a familiar that improves her Spell abilities, she can turn trinkets into good-luck charms, if she gathers a coven she can conduct rituals that give her excellent Spell draw, and if she's not careful she'll find that magic she uses on others will karmically rebound upon her (not three-fold, though; that'd be a little harsh, mechanically speaking!)
  9. Nice work, Loudo. Love those Alternate Endings!
  10. Thanks Loudo! The Thaumaturge has been updated. On an unrelated note, for those who are interested, I should have mentioned in the previous post that the Minister's Edicts have been updated to try and expand the number of useful and/or entertaining options. In particular, the Minister now has a couple carrots mixed in with all his sticks.
  11. Some new characters for the new week, and, for now, I'm officially out of ideas. I'm sure I'll come up with more in time, but this is the first time I don't have a list of new ideas for characters already staring me in the face. THE BATTLERAGER https://www.dropbox.com/s/lihfz9q2jsomuxp/Battlerager-Front-Face.png?dl=0 A D&D inspired character; Battleragers are dwarves who go into a suicidal frenzy in battle, and to complement their fighting style they adorn themselves with blades and spikes to try to do some extra damage as they flail about. This character is almost the opposite of the cliched "berserk" mechanic, where a character typically becomes more dangerous offensively but suffers defensively. The Battlerager is a bit less likely to win a fight while raging, as his suicidal rampage prevents him from spending fate, but if he builds up a few rage tokens he can spend them to shrug off wounds. If he's fighting another character and they roll particularly poorly, they'll get impaled on his armor spikes and lose a life before the fight's even resolved. THE DUELIST https://www.dropbox.com/s/wkrqu37nu48cpac/Duelist-Front-Face.png?dl=0 A cold-blooded professional who seeks to dispatch his opponents cleanly and efficiently, striking exactly where needed with the precise amount of force. The utility of his feint mechanic might not be apparent at a casual glance; in summary, when he rolls well enough to defeat an opponent by a wider margin than necessary, he can store up those extra points to use in future battles. The precision token mechanic lets him spend exactly as much of his attack roll as he needs to to win (or to get a standoff if he prefers for some reason), and save the remainder. He can only store six tokens at a time though, and if he loses a battle, all his tokens go away. The weapon limitations are there for theme; his fighting style is about precision, not force, so the most readily available of the games big hefty weapons are off-limits. THE FOOTPAD https://www.dropbox.com/s/1w225shmecamogz/Footpad-Front-Face.png?dl=0 Unlike the game's existing criminal characters, the Footpad is neither pickpocket nor burglar; he's a mugger. If he thinks he can take you, he'll sneak up and give you a thumping and rifle through your pockets afterwards. If he can't, he'll just sneak on by and look for a softer target. He generates stealth tokens by taking a small movement penalty; the major risk is that he'll roll a 1, in which case the only way he can avoid being seen is to not move at all, wasting his turn. Once he's got a few tokens he can use them to evade opponents, or to end his movement in spaces with loot or characters he can target. At Night, his stealth tokens get cheaper to use. THE HEXBLADE https://www.dropbox.com/s/6bjxkz19adqq489/Hexblade-Front-Face.png?dl=0 Another D&D inspired character, Hexblades are a variant of the spell-casting warrior, with a focus on cursing their enemies. This Hexblade is a bit light on the Spell-casting, but he's got a few abilities that help him out on the cursing side of things. The major goal was to encourage the character to use dark fate, which represents cursing another character fairly nicely. He can use dark fate to reroll his own attack rolls, so he's putting himself less at risk against creatures by focusing on it, and he's got a small chance of replenishing all his fate when he uses dark fate. When he's fighting another character directly, he can try to levy a heavier curse via his evil eye. The other character loses all their fate...unless they avoid looking him in the eye, which carries its own penalty. THE PATTERN MAGE https://www.dropbox.com/s/276vrq0l3rbex5c/Pattern-Mage-Front-Face.png?dl=0 Conceived of as the opposite of the Wild Mage, the Pattern Mage uses his magic to try to lock down his own fate and keep unpleasant surprises at bay. He has a few abilities related to manipulating fate, but his major distinguishing feature is this: thanks to his magic, whenever he uses fate, he gets either a 3 or a 4; no roll. The result is always a little worse than average from his perspective, but it has the advantage of predictability. To help him use this predictability to its utmost, he can freely flip his fate by spending a Spell (and he can do the same to other characters he encounters), and he can use fate to take a look at the top card of the deck and get rid of it if it's not to his liking. THE SHA'IR https://www.dropbox.com/s/8hap33va8i0zgkg/Sha%27ir-Front-Face.png?dl=0 Sha'ir were Arab wizard-poets who were reputed to commune with genies; this Sha'ir has picked up a few other influences and is essentially a priestess of the elemental forces. Eschewing the Temples and Chapels of other Priests, she can pray in any wild, untamed place instead; in this case defined as a space where characters draw at least 2 cards. Her prayer rewards aren't as potentially powerful as those of the Temple, but they're decent, and she can access them in almost any Region. She gets significant power boosts whenever any character draws an "Elemental" Enemy (that's Enemies with Elemental in their name, not Enemies of the Elemental type). THE THAUMATURGE https://www.dropbox.com/s/miyoddsmi84xfdn/Thaumaturge-Front-Face.png?dl=0 As wizards go, the Thaumaturge is something of a craftsman; by expending extra magic he can shape spells to hit an extra target, last a little longer, or stretch beyond their usual confines. To fuel his abilities, he gets steady spell draw with a higher than normal cap.
  12. I elected to just give him a simple spell limit of 3 during his own turns; it might occasionally turn out to be an advantage when he lands on the Wizard, but could also be a limitation if he's in a space with multiple characters, and it helps further give his spellcasting its own feel in play. Thanks again!
  13. I haven't used PrinterStudio for Talisman cards, but I have used them for Sentinels of the Multiverse cards and I was pleased with the result; those cards have gotten a lot of use and they've held up well.
  14. Hah, no, I'm not planning on posting a dozen characters a week. But while I may be working on characters during the week, I'll generally wait to post them until I've got at least a small group together. I'd be surprised if my next post is half as long as my last one; my lists of mechanical and thematic ideas I'm interested in exploring are each just about exhausted, for now. Thanks again for the constructive feedback; I'm glad you liked most of the characters! Re: The Broken Immortal, if I made the change you suggest with his life value I'd still have to include the line about healing, since there are ways to increase your life value in play. Good thought, though. Re: The Dream Singer, yes, if you're actually using the Dragon decks while you use her, fishing for sleep tokens will be a bit annoying. The published game isn't free of this problem; the Dream Singer Stranger requires you to do the same thing (albeit one time only). I don't really want to add any lines to her card devoted to a work around to this, so I'd just note it and possibly draw a new character if she came up during a full Dragon game. Re: The Detective, I hesitated, but ended up implementing your suggestion about the discard pile. Given the odds, I'm not sure it was that significant an issue but I decided not to take the chance. Thanks! Re: The Faceless One, nice catch; that's a character-breaking bug I missed. Fixed now. Re: The Magister, I weakened his barter ability; he can still get a Flail pretty early if he wants to but he's far from alone in that. Re: The Minister (and the Runesmith), while I think there's probably an interesting character to be made from your Path suggestion, I think the effects kind of stretch beyond what's thematically believable for this character; they'd be more suited to a magely or priestly character. I agree the character is more complicated than we generally expect from a Talisman character, and I absolutely understand that it won't be for everybody, but at my table at least I think there's some room for characters that stretch the complexity curve so long as they don't also stretch the power curve. Now, that doesn't mean that these two characters are necessarily the right two characters, but now that I've made them I'm at least going to give them a few plays and see how it turns out. I agree that the Minister's Edicts are a little uneven, I may end up consolidating them a bit. I had room for 18 cards on a sheet, so I figured I'd come up with 18 cards and see what was worth keeping. Thanks for taking the time to come up with a possible fix even though it wasn't to your taste, I appreciate it. I certainly wouldn't mind seeing a character using something like the ability you came up with. Re: The Skirmisher, the Command Spell limitation is there because that ending already takes too **** long as it is; the prayer limit is there because even I just can't see the Skirmisher outsmarting the gods; the other limits were mainly to try to reduce the number of objections players might have ("How'd he dodge the Pestilence?"), but you're right that they probably aren't necessary for balance; I took them out. Re: The Transmuter, the fate cost was there mainly because I'm worried about a Transmuter player abusing the ability in some way I haven't thought of yet, and I didn't want to make it too easy. I'll take it out for now; it's in my pocket if I determine the ability is too strong. Re: The Warder, I agree that the Demon/Undead split is there at least partly for that reason, but since the Warder's version of an anti-Spirit ability is quite weak as far as those abilities go I don't think it's a problem if it's also a little broader. Thanks again for taking the time, Loudo! You're awesome.
  15. My actual name is Andrew Cermak, that'd be my preferred credit. Thanks!
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