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Everything posted by Loudo

  1. The Barbarian cannot have Spells Having Titania's Wand makes the Barbarian also have a Spell (you can't take Titania's Wand and not its Spell) ergo the Barbarian cannot have Titania's Wand. This is basic reasoning, I fail to see how your response addresses it.
  2. No, the Barbarian cannot take Titania's Wand, as that would amount to him having a Spell, which is forbidden by his ability. The fact that the Spell remains on Titania's Wand is irrelevant: by picking up the Titania's Wand, the Barbarian would have a Spell card. Much more straightforward and complication-free interpretation. Just like a good character isn't able to have the Runesword by storing it on a Bag of Carrying...
  3. > Strength 1 / Craft 5 alone makes this character nigh unplayable IMHO. I'm not surprised to learn that he died really quickly everytime you tried it. Notice that the other character with 1/5 starting values has an extremely powerful spellcycling ability + an ability to evade that helps her to mitigate somewhat her poor Strength. You character has nothing of the sort (unless we count potential a Sariour Potion shenaningans). > Regarding his second ability, notice that there are only 2 Counterspell spells in the Spell deck. And after these are cast, they move to the discard pile, rendering this ability useless (since the High Elf Archmage can only sort through the Spell deck, not the discard pile). Might I suggest a wording similar to my Hexer? https://community.fantasyflightgames.com/topic/129202-my-collection-of-custom-characters/?p=1370811 > It's not clear what the -4 Craft/Strength implies: can they go below their values? > What is base Strength? There is no base Strength in Talisman. If you meant Strength value it's even more confusing, since your character already has Strength value 1, so how can the Sariour Potion reduce it to 1? > The ability not to discard Spells is very powerful and potentially broken, as noted above. > Your character is potentially able to force a stalemate. Since the effect of the Potions lasts indefinitely until an Event is drawn, if there are only 2 chracters remaining (the High Elf Archmage + a character on the Crown of Command), the HEA can potentially use the Sariour Potion, enter the Inner Region, and proceed to go back and forth between the Plain of Peril and the next space. Since no Event cards can be drawn this way and since the HEA is immune to the Command Spell, this effectively creates an unwinnable stalemate. > -1 to all rolls for the rest of the game seems a too big penalty to me. A confusing penalty as well. Low rolls are not always bad. > It's not stated anywhere in the character cards that the Potions are one-use only. I'm assuming they are, but it's not stated.
  4. Not really, there are plenty of options in the middle of the City to get anywhere you want fast, if you have gold. Besides, the turns at the very beginning of the game tend to be meaningless more often than not, considering the Outer Region often makes you waste your turns and your stats are still too low to grind with any consistency or quickness. Actually Objects, PvP aside, tend to be pretty stable cards. There are relatively few cards or effects that force you to lose Objects. (*) (*) May be not true for the most recent expansions, can't comment on that. We strongly disagree then. No one is arguing you can't be unlucky and lose in this game. This isn't even worth mentioning. But the Alchemist, if played correctly, is almost guaranteed to win, unless he is extremely unlucky. He doesn't need to be lucky, he just needs not face those handful of cards/effects which tend to spell doom to any character anyway. (Or, by contrast, your opponents need to be really lucky.)
  5. But this is not an answer to the Alchemist, it is a (sort of) answer to a very specific Alchemist strategy (i.e., buying a lot of Warhorses). The Alchemist is a high Craft character who can easily buy Psychic Crystal(s), making him not weak to psychic combat whatsoever. Your strategy of buying all Warhorses and defeating the Lord of Darkness ASAP is not a bad strategy, but it's pretty much a win-or-lose-everything strategy. If it goes well, you've won the game superquickly, if it goes bad, you've probably fallen behind. But that does not mean that the Alchemist requires luck to win. You deliberately chose a strategy where you are relying on not being unlucky. There are many other ways to spend gold in the City, with different strategies that do not rely as much on luck. For the sake of the argument, let's assume average rolls for movement. The Alchemist starts on the City space, meaning it takes him 3 turns (8 spaces) to reach the Pharmacy (-3 gold +9 gold = +6 gold for alchemising 3 Potions). From there, it takes him another 1-2 turns (4 spaces) to reach the Magic Emporium (-3 gold + 9 gold = +6 gold for alchemising 3 Scrolls, plus -2 gold + 3 gold = +1 gold for alchemising 1 Psychic Crystal, plus -6 gold for the Spellbook). That means that by the 5th turn of the game, the Alchemist has 12 virtual gold plus a Spellbook (or 20 gold, if you don't buy a Spellbook, for example because another character is tailing you) (*). Frankly, unless you have a specific strategy, you don't even need to go around the City a second time, as all the interesting shops are ahead of you, and you should probably start grinding. Also worth noting that having X item from the very start of the game or later on is not the same thing. For example, a Flail from turn 6 means many more occasions to use it and gain more Strength, a Spellbook from turn 5 means you've had access to more Spells, etc. That's to say nothing of the fact that the Alchemist's easy access to gold gives him the option to prevent other characters from buying the items they need by depleting the shop deck. If the Leprechaun is full of gold, but the Alchemist in the meanwhile has already bought both Spellbooks or Flails, tough luck to him. Finally, there's also the small matter that converting Potions -> gold means you occasionally gain more than you bargained for. (*) Incidently, that is the equivalent of 3 Spellbooks, i.e. the Warlock's spellcycling ability. True, there are only 2 Spellbooks in the M.E., but considering the Warlock isn't spellcycling 3 Spells every single turn anyway and that the Alchemist has more options and abilities, the Alchemist still has an edge.
  6. Can anyone explain what this strategy for going against the Alchemist entails? So far, the only real example mentioned is "Hope to draw a Spell card that will magically solve all your issues" which is... seriously? You do realize that the Alchemist is a spellcaster, who can additionally buy the Spellbook from pretty much the start of the game, so any Spells you can name the Alchemist is just as likely, if not more likely, than other characters to draw (or an anti-magic protection Spell). Also, some examples are just wrong. Generosity is not great against the Alchemist, because the Alchemist has little reason to alchemize his Objects until he actually needs to spend gold (especially considering any Alchemist strategy revolves around collecting Trinkets) and Generosity can only be cast at the start of the turn. Using Spells to steal or discard his stuff... Ok, those are great against any character, the difference is that the Alchemist can simply buy them back with little to no effort (and can capitalize on them from the early game). The fact is that the Alchemist character card, unlike other "broken cards", can't be discarded because the Alchemist is pretty much immortal. Sure, focusing your attacks on him can still be a good strategy to make him waste his resources... But then the City comes into play, which gives him early access to Flail, Full Plate, Warhorse, and whatnot, making him harder than the Troll to defeat. Frankly, the most likely scenario in which I can picture the Alchemist losing is if he forgets that Talisman is still a race game and wastes too much time in the City, trying to buy absolutely everything.
  7. Fans of the Tome of Battle will love these. ;-) A few comments. BLADESINGER: I really like the last ability! KINETICIST: I'm not wild about this one, tbh. 8 auras seem a bit too many, especially when some are clearly superior to the others (for example, I can hardly imagine a situation where I wouldn't want flame or metal as my offensive aura). Also, even with the 50% chance to work, flame and metal seem too strong. Any other character has only 1/6 chance to encounter another character, and even then he needs to win a battle to take a reward. The Kineticist essentially has the ability to gain a reward from another character any other round. SAMURAI: I really like the mechanics, but I can't help but think that the character would be more faithful to the source material if he couldn't attack character with a higher station than himself. :-P YAMABUSHI: Tiger Claw seems a bit excessive IMHO. Especially considering the vast majority of characters have Strength 3 or 2, meaning Tiger Claw has a 50% or 67% chance to activate.
  8. Duly noted, I will change that. Thanks.
  9. Lol yeah, the idea is to keep the deck usable with the base game alone. Also, the Hearth Rune isn't a Trinket and the Elven Trinket is somewhat similar.
  10. I'm currently using the unrevealed cardback for alignment cards I found on Strange Eons as a cardback for the Patron deck, but I'm not really satisfied with it. I will probably work on something before the final release (possibly a mixture of all three alignment symbols). No, there are meant to be more than 1 copy of each shop cards. But you are right, I wasn't clear about that, sorry. Armoury: 2x Bastard Swords, 2x Rapiers, 2x Crossbows. Magic Emporium: 3x Amulet, 3x Magic Pouch, 2x Mage Armour. Purchase: 4x Daggers, 4x Warhammer, 1x Golem. Stables: 2x Ponies, 2x Pegasi, 2x Riding Direwolves. Wood Item: 3x Dowsing Rods, 3x Quarterstaves, 3x Bucklers, 3x Spears, 3x Elven Trinkets, 3x Seeds of Father Tree, 3x Darkwood Armour.
  11. This is the project for a new mini expansion, Gods & Merchants. The purpose of this expansion is adding new cards which can be "acquired" by the characters. This expansion adds: > New shop cards for the existing shop decks. I only added new cards to the shop decks where you can pick and choose what you buy, so that even if the printed custom cards look different from the official ones, it won't create any problem. > A new shop deck (the Wood Item deck), selling a variety of wooden items. This deck will be especially useful for players not playing with The City expansion, as it adds variety to the purchasable items without adding a new Region. > An entirely new mechanic: Patron cards, which represent the gods a character may worship. I would greatly appreciate any feedback (especially, but not limited to, the prices of each new shop card!). The Rules New Shop Cards This expansion introduces 3 new cards for each of the following shop decks: Armoury, Magic Emporium, Purchase, and Stables. They may be purchased at the following places for the following prices. Armoury Bastard Sword – 2G Rapier – 4G Crossbow – 5G Blacksmith (Village) Dagger – 1G Warhammer – 4G Golem – 5G Magic Emporium Amulet – 3G Magic Pouch – 4G Mage Armour – 5G Stables Pony – 3G Pegasus – 4G Riding Direwolf – 5G New card type: Mount Mounts are special Followers that appear in this expansion and are distinguished with a Mount keyword printed above the card's special ability. When playing with this expansions, the Riding Horse and the Warhorse cards must also be treated as Mounts. Mounts are treated in all respects like normal Followers, except that only one Mount may be used by a character per round. When a character uses one of his Mount cards, he may not use another until the start of his next turn. The same Mount card may be used as many times as the player wishes (unless otherwise indicated by the card itself). Wood Item Deck The Wood Item deck is an additional shop deck. No expansion is required to use the Wood Item deck in your game. The only exception is the Seed of Father Tree Object, which requires Terrain Cards from The Firelands expansion. Purchasing a Wood Item Cards from the Wood Item deck may be purchased at the Forest space, but only if a character did not roll a 1, 2, or 3 for the die roll required by the space. Purchasing Wood Item cards is the last action that must be performed on the Forest space: a character must first encounter any cards on the space and roll the die for the Forest (unless he is not required to do so). If a character rolls a 2 or 3 for the Forest, he must still miss his next turn (i.e. not being able to buy Wood Item cards does not count as missing a turn). Buying a Wood Item card is always optional; a character is not required to buy one even if he has gold to do so. Wood Item prices Dowsing Rod – 1G Quarterstaff – 1G Buckler – 2G Spear – 2G Elven Trinket – 3G Seed of Father Tree – 3G Darkwood Armour – 4G Patron Deck Acquiring and Losing a Patron Before praying, if a character has no Patron, he may take 1 available Patron card of his choice from the Patron deck. A character may have only one Patron card at any time. A character's alignment must match his Patron's. If a character changes alignment during the course of the game, he must immediately discard his Patron card. Patron cards are not considered Objects, Spells, or Followers. Therefore, they cannot be discarded, ditched, stolen, sold, or traded, unless an effect specifically refers to Patron cards. A discarded Patron card is returned to the bottom of the Patron deck and becomes available again. Optional rule: The Priest character begins the game with 1 Patron card of his choice. Effects A Patron card has two effects: 1. The character may not perform a certain action so long as he has a Patron. Every time he could or should perform the forbidden action described on his Patron card, the character must pray his patron instead. When praying your patron, you roll 2 dice and use the same results as at the Temple, with the following exceptions: On a roll of 2, 3, or 4, in addition to the normal effects, you must also discard your Patron card. On a roll of 5, there is no effect (you are not enslaved), but you may discard your Patron card. On a roll of 10, instead of gaining a Talisman, you gain the effect detailed on your Patron card. 2. The character gains a special ability that he may use every time he lands on a specific board space. He must still resolve the instructions on the space as normal.
  12. Really nice, I like them! (I see they are all religious themed characters, which I find hilarious considering what I'm about to post. )
  13. Thank you. You may use my real name: Federico Pozzi.
  14. Thank you for sharing, Silvio. :-)
  15. Thank you, glad you guys like it. :-) I'm sorry about that. If you like the Judge and you want to use it without the City expansion, I would suggest the following changes: -> Ignore the part about drawing cards from the City deck when you are on the same space as the Judge. -> When you roll a 1, Followers are simply discarded. If you have no Followers, you are transported to the City space and you have to treat it as if it were the Jail: 1-2) fail to escape and lose 1 life; 3-4) fail to escape; 5-6) you escape, roll for your movement. -> When you roll a 4, discard 1 gold. If you can't, miss a turn.
  16. To download all my custom characters in one go: https://community.fantasyflightgames.com/topic/195746-loudos-expansion/ The very last two additions to my list of custom characters: Despite sharing names with Vendark's Champion, this is a very different character concept. The Champion is a professional who fights for other people every time someone is challenged to a trial by combat. Since I created a new NPC (the Judge), I wanted to make a character who took advantage of this new game aspect. The Urban Druid strikes to keep balance between wilderness and civilization. His task is to protect or destroy nature (represented by Animals and drawing spaces) or human creations (represented by Constructs and any space where gold can be spent or gained), depending on what Balance requires.
  17. Hello y'all! For all those interested, here's the link to download: https://mega.nz/#F!OIolQQbR (decryption key: !dhcgyUGZOdw2XUClcgtm8w ) This expansion includes: > 47 character cards > 1 special character card, the Toadcursed > 3 Alternate Endings > 1 new NPC, the Judge > Special tokens required to play the Courier, the Party of Heroes, and the Psion characters If you want to look at the custom characters without downloading the folder, here's the topic: https://community.fantasyflightgames.com/topic/129202-my-collection-of-custom-characters/ Here I will share the most recent additions to my custom materials. Here's my new NPC, the Judge. I really liked the idea of having an NPC that represented not something esoteric or dangerous, like Death or a Werewolf, but rather the longa manus of human Law and Rules. The lands of Talisman are wild and lawless, but the wandering Judge makes his best to keep order around the realm. For this reason, he will move to investigate any place where conflict and violence arise. He is not, however, above bribery, so players can avoid bad results by giving him gold. My Alternate Endings, all replacing the Crown of Command with a different mystical artefact: Despite the name "Crown of Command", I never really get the impression I am commanding anything or anyone at the end of the game. So I wanted to create an ending where you literally become the ruler of the land after you win: This powerful Sceptre makes people naturally follow you. This revelead ending gives the Magical Quest a more holy undertone. The players are all searching for the legendary Holy Grail, and must retreive other holy artefacts along the way. Note that, unlike the Lightbearers ending, this ending does not force everyone to play a good character. Rather, acquiring and keeping a good alignment is part of the spiritual quest the characters have to undertake. This ending was inspired by vanityismysanity's excellent custom ending King's Quest. With this hidden ending, instead of fighting a final boss, the player who first reaches the Crown of Command will have to fight all the Enemies other players throw at him. It is sort of the reverse of the Pandora's Box. Once this ending is revealed, all other characters will have to kill as many Enemies they can, in order to provide a challenge to the owner of the Necronomicon.
  18. They all seem nice characters, Vendark. I especially like the Duelist and Sha'ir. The only one I have a problem with is the Thaumaturge. Besides his ability to "widen" Spells, he also gains more Spells than normal, and he has the ability to discard Spells (which for spellcaster is almost more of a bonus than a penalty). I think all three things in one character is a bit too much. I would suggest changing his first ability in him having always 1 Spell and letting him search for the extra Spells to activate his special abilities.
  19. Glad to be helpful. Re: The Faceless One, be careful that no Spell limit means that if the Faceless One lands on a character who always has 1 Spell, such as the Wizard, he can potentially cycle through *a lot* of Spells (even during other players' turns). Instead of having no Spell limit, I think this might work better: > During your turn, you can't cast more Spells than the other characters in your space had when you ended your movement. > During another character's turn, your Spell limit is 1.
  20. Are you implying you are going to post a dozen new characters each week? :-O BROKEN IMMORTAL I see you went for a similar basic concept as my Cancer Mage: survive even after you're out of lives. I like the way you handled it, and especially the fluff behind the character concept. My only doubt about the character is that, since he can freely choose to lose either 1 Strength or 1 Craft, death is really cheap to him. After all, most of a game of Talisman consists of boosting *one* stat to high levels. From a design point of view, I would also suggest you to change his life value to 0: you can cut the bit about not being able to heal, since that's already covered by having life value 0, and you can change his first ability in "You begin the game with 2 Strength counters, 1 Craft counter, and 6 lives." DAWN CHANTER / DREAM SINGER I really like these two, especially how they're both good and they are mechanically very different. I've never played with the Dragon expansion, but if I remember correctly aren't sleep tokens kept facedown and shuffled with all the other tokens? If so, the Dream Singer's ability to gain sleep tokens looks bothersome, since it would imply searching for a sleep token and then reshuffling the remaining ones each time. DETECTIVE I like the concept. Now, this is an objection I think is always valid, but it's especially true for your Detective, considering how easy-to-use and broad his ability is: I don't think it's a good idea to let players pick and choose cards from the discard pile. Not only can it be annoyingly long, but it's also kind of cheap: nothing can be done to prevent it and the player doesn't even need to hurry after some good card gets discarded. I would suggest you to make so that the Detective must pick the first card of the appropriate type from the discard pile. FACELESS ONE I like it, though you need to clarify how the Spell limit works for this character. Technically, he starts the turn with no Spells, so he still can't cast any when he stops in another character's space. INCANTATOR Interesting, although I should probably know the Dragon expansion better than I do to rate this one. INVOKER I really like this one, nice mechanics and flavor. MAGISTER I really like the flavor and character concept, but the Magister's last ability seems a bit much in combination with the City. Not only can he buy a Flail from the very start of the game (3 gold + Spell), but a permanent discount of 2 gold (with no 1 gold minimum price) seems really strong. Just think of all those cheap Pets! MAN-AT-ARMS Really love this one. Simple but nice abilities! MINISTER Got to be honest, this character would need some major rework. I don't really like the idea of using a separate deck of cards for one character. But most importantly, this character is too complicated and has too many options. No character in Talisman needs *sixteen* different abilities. Not only is that far more options than any other character, but most of them will probably hardly see any usage. Especially troublesome is the fact that the Minister player is expected to memorize his 16 cards and choose one from the entire pool every time. Here's a random idea. You mentioned you tried to make this concept work with Warlock Quests. Have you tried Path Cards instead? Here's my take at it: The Minister can use his ability to select one of the three faceup Paths. The Travel effect of the Path he selected will apply to all characters in the Outer, Middle, and City Regions. At the start of his turn, a character may discard 1 gold and place it on the Castle to ignore that effect for the remainder of the turn. The Minister can make edits that benefit everyone in a civilized area (punishing players for venturing in the wild) or issue some restrictive edit, giving negative Paths more use. MYRMIDON Seems ok. ORACLE I really like this one. RUNESMITH Like the Minister, I don't really love devoting an entire new deck to one character. SHAPER A very creative character, I like it. SKIRMISHER I really like ability #1, I'm surprised no one thought of it before. I think that ability #2 activates rarily enough that it doesn't need a long list of exceptions, unless I am missing something. TRASMUTER This character seems ok. But losing 1 life seems a fitting price to place a Terrain card. I don't think that the ability is powerful enough to warrant the extra cost (1 fate) and the complication of counting turns. WARDER Interesting character, though probably frustrating to play against for a spellcaster. One minor nitpick. I'm pretty sure that the Demon and Undead subtypes were created for the specific purposes of making them immune to special abilities targeting Spirits.
  21. Hello talismanisland, Thanks for your message. I'll send you a mail with what you asked by the end of this week, I just want to make sure everything looks good and understandable. :-)
  22. I wasn't planning on making new custom characters, especially since Vendark posted a lot of new characters I definitely want to add to my collection. However, I stumbled upon his Mageblade and I thought to myself "Well, this is an interesting idea but the concept does overlap a little with my own Eldritch Warrior." So I decided to make a few modifications to make the character concept more distinguished. The Bowmage is a character who mixes archery and magic. When I first created my Archer character I didn't own the City expansion yet, so I made no reference to the Bow. For this reason, I've always wanted to create a character who can make better use of the Bow. The Cancer Mage is a concept inspired by D&D (what a shock!): a person who infects him/herself with diseases to spread them but who is immune to their effects. The Cancer Mage is a very peculiar character. She has a pretty good chance to avoid any kind of death, which is counterbalanced by her low life value and by her fate value 0 (which means she can gain fate during the course of the game, but she can never replenish it). She does however brings destruction and desolation wherever she goes. Living creatures, even plants, just die by simply being around her. The Church Thief is someone who specializes in stealing from religious institutions, robbing the faithful, taking away religious artifacts, and evading retribution. With such a pedegree it's no surprise he is the only character the deities refuse to listen to, is it? The Church Thief is inspired by the 1st edition Thief, who instead of choosing freely what Purchase card he steals when he lands on the Village had to roll a die and see what he gained. This mechanic is ideal for stealing from the City shop decks, since objects there have such different values. Now this is a little more complex than my characters usually are, but I wanted to try something different. She is an agent of the Devil who makes pacts on his behalf. The Devil's purpose is to corrupt souls, so the Devil's Advocate offers a deal: she will do something for another party, in exchange for a change of alignment and a small favor. For example, suppose the Devil's Party contracts with the Warrior: she draws "Discard 1 fate" and he draws "Kill a Dragon". The Devil's Advocate immediately gives 1 of her fate points to the Warrior, who in return becomes evil and must kill a Dragon within 3 turns. Since this is the Devil we are talking about, he doesn't actually care about your mission. The whole deal is just a pretense to lead your soul to damnation. He is actually more happy when the other party can't pay his debt in time and he will reward the Devil's Advocate accordingly if this happens. I have always liked Werewolves, so I wanted to create a Werewolf character who is actually good instead of evil (unlike Vendark's Loup-garou). The Wolf Mage is a wizard who contracted Lycanthropy but that thanks to his magic was able to take control of his new affliction. He takes advantage of all the powers lycanthropy gives him but he doesn't let himself be dominated by it. Thanks to his powers over lycanthropy, he can also ward off Werewolves and cure Lycanthropes of their affliction, even if the whole ordeal lets them exhausted. Magic is an unpredictable force. Sometimes a curse meant to turn a person into a toad for a limited period of time can go wrong. The curse only half-works, leaving the subject half-frog half-person, but permanently stucking to him/her and spreading like a contagious disease. Unlike other characters, the Toadcursed isn't meant to be a starting character. Don't shuffle it together with the other characters, instead put it aside together with the Toad cards. Every time someone would be turned into a Toad, roll an additional die: if the result is 1, instead of turning into a normal Toad you become a Toadcursed! There can only be one Toadcursed per game. The Toadcursed has some obvious advantages over a normal Toad: he doesn't lose his Objects and gold, and he can keep all the counters he gained during the game. However, this affliction is permanent: replace your original character card with the Toadcursed. (Of course, you are free to modify the rules to become a Toadcursed in order to better suit your taste, either making it more likely or less so.) NOTE: The "Start: City" portion is only there for when you have to interact with cards like the Patrol. Otherwise, you continue the game as a Toadcursed in the space where you have been cursed.
  23. Thanks for your nice response, Vendark. I like the changes you've made to your old and new characters. Keep up the good work! P.S. In the Outlaw character card, the Outlaw is a Stranger, not an Event. ;-)
  24. I have to agree with the OP. When I first read detailed information about the City expansion I assumed I would dislike it because of the easy to buy powerful items. Then after buying it and playing a lot of games with it, I have discovered that my main issue with the City isn't about the shops, but the City deck itself. Countless times I have entered the City with only enough gold to buy one item, and came out full equipped with all sort of powerful gear (Flail, Spellbook, one or two Pets) because the City deck kept rewarding me for no real reason. Aside from the cards that specifically let you gain more gold (of which there are quite a lot), the City deck is also full of cards that let you acquire items for free or for a very low price (such as Barterer, Racketeer, Loyal Companion, etc.). The City deck is also quite generous with cards that let you teleport or otherwise affect other characters in any Region they happen to be (such as Assassin, Drunken Revelry, Taxation, Wizard's Chess). This means that when you see that another player is close to victory (or even at the Crown of Command) and you yourself aren't, you can just spend your time in the City and you will have a decent chance of disrupting their plans.
  25. Hello Vendark. Always a pleasure reading your custom characters. :-) You always manage to mix creative mechanics and fitting concepts. I just think you need to work more on cutting unnecessary stuff, some of your characters feel 1-2 abilities too long or with abilities that have too many exceptions and special applications. Here's my usual feedback. ARCANIST: Great character, love it. BLOOD MAGE: Another great character. CHANNELER: Excellent character, sort of reminds me of my own Master of Masks but a little more restrictive to use (which is probably for the better). CURSED WANDERER: Another really interesting concept, seems fun to play and gives Path cards more usage. DASHING ADVENTURER: Another fun character concept. I think you might want to change the wording of his last ability to make it a little clearer that taking 1 Object/gold and then 1 life as your second reward is a legal option. Personally I didn't get that, I thought that "do not force you to lose a life" applied to the reward(s) in general, not just the first one. ICE WIZARD: I like the concept, but I'm a little dubious about her ability #2, which effectively guarantees she can't die during the game. Now, you could argue that this isn't all that different from the Path of Respite. However having the Path of Respite forces you: 1) to stay in one Region; 2) to stay in the Woodland, which is full of dangerous encounter even if they don't target your lives. You could also argue that this isn't all that different from my own custom character, the Healer. However, I feel that this is not the case because: 1) the Healer isn't guaranteed to have a healing spell (she is still vulnerable to effects that force her discard or lose her Spells); 2) healing herself actually has a cost (she has to keep one of her Spell slots occupied by a healing Spell, plus she needs to have another Spell she is willing to discard). What I'm trying to say is that your Ice Wizard's ability to heal herself is a little too much cost free IMHO. Losing a turn isn't really a cost because: 1) when you're low on lives, losing a turn isn't that much of a cost; 2) pretty much any character has to lose a turn anyway when they want to heal (i.e. visiting a space/card that heals you). INCARNATE: A really interesting character, I think you managed the mechanics really well. The Spells-for-lives part seems balanced. I do think that she should probably have normal stats though: her Spells-for-lives mechanics, while fun and providing her with a wide range of Spell options (which she needs however to be careful to cast), doesn't really benefit her much. Also, I would suggest you to word her abilities referring to specific effects instead of specific cards. For example, instead of making a list of banned Objects, I think you should just say "You can't have any card that lets you gain 1 or more Spells every turn for free." LIZARDMAN WITCH DOCTOR Love the character, though he could probably use a shorter name. ;-) Also, his ability to be unaffected by the Marsh and Pestilence has no correlation with his abilities on Bog spaces, so it should be a different ability. However, considering he already has 5 abilities, you should probably just drop it. LOUP-GAROU Not bad, an interesting take on the werewolf concept. While his abilities do tend to revolve around a small set of specific Enemies, you managed to address that problem with ability #5. Just a small suggestion, instead of making the Loup-garou immune to the Werewolf Event, why not treat it as a lupine creature? This way you can force lycanthropy on one of your opponent's Followers using ability #4. This also makes that ability more useful later in the game, when normal Wolves aren't much of a threat anymore. OATHSWORN Nice idea for a character, I only have a couple of suggestion. First, I think that it would fit the concept more if, while you can take and keep Oathsworn Followers even when you have no Warlock Quest, you can still only use them if you have one. Second, I would lose ability #4 and #5 (or, at the very least, ability #5), because that would make the card shorter and I don't think that this character is powerful enough to need restrictions. OCCULTIST: I like the character, but I think that ability #3 is a little too complex and not dangerous enough for an ability that applies so rarely. Personally, I would change it to something like this: if you lose psychic combat, roll 1 die and add the number of Spell you have. If the result is 4+, the attack is considered a stand-off. Basically it's a Full Plate for psychic combat. I think it fits the concept more (you're driven mad, so you can't claim your reward) and it's more useful. OUTLAW: Not crazy about this one, to be honest. Too many abilities to remember and mechanics that rely too much on specific cards. PILGRIM: Love this one. I would suggest the following small change: when this character is in play, immediately place a facedown Quest Reward on any space where you can pray. Do the same to any Place card where you can pray as soon as it is drawn. The Pilgrim (and only the Pilgrim) can take that Quest Reward the first time he prays there. This is mechanically the same as your version, but it puts less of a burden on the players' memory because they don't have to remember where the Pilgrim has already prayed once. SPIRITUALIST: Nice character, I really like it. I'm a little sad that she isn't a Good character, I think it would fit the concept better. But I understand why you made her Neutral instead (so she couldn't benefit from both the Chapel and the Graveyard). UNFETTERED SOUL: Another fine character. WARMAGE: Seems ok to me. WILD MAGE: I think this character is a bit too much. You mention that you want him to cast Spells that can backfire, but I don't think that this is really the case. Take the Random Spell for example: sure, your opponent may be lucky enough to gain 1 Strength sometimes, but when you are able to recycle that Spell as many times as you want, eventually your opponent will roll a 2, which will negate any previous lucky roll. Same with the Vindication Spell: once you are killed, any previous lucky roll doesn't really matter. My main issue with this character is that not only it increases randomness (my Hexer does that too), but it also makes the game much much longer to finish. At least when you are turned into a toad, you keep your stat increments and someone can eventually collect all the stuff you dropped (meaning that while the winner may end up being random, at least it won't take much longer to have a winner). WRATHBORN: This character too I think is a bit too much. Mainly because his main "Wrathborn" ability applies to both battles and psychic combats, making him very strong in all kinds of attacks. I think you should limit his ability to only one kind of attack.
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