Talisman (Revised 4th Edition): Mephisto #48 Promo Characters
Talisman (Revised 4th Edition): Mephisto #48 Promo Characters Rulebook
Table of Contents
Table of Contents
- Characters
- Djinn (Dschinn)
- Fortune Knight (Glücksritter)
- Apprentice Mage (Magielehrling)
- Courtesan (Kurtisane)
- Black Witch (Schwarze Hexe)
- Satan's Servant (Satansdiener)
- Shapeshifter (Gestaltwandler)
- Goblin Shaman (Goblinschamane)
- Exorcist (Exorzist)
- Illusionist (Illusionistin)
- Juggler (Gaukler)
- Martyr (Märtyrerin)
Characters
Each character is listed with the stats printed on its card: Strength, Craft, Life, Fate, starting space and alignment.
Djinn (Dschinn)
Strength 3 · Craft 3 · Life 4 · Fate 4 · Start: Deep Forest · Alignment: Neutral
- You start the game with one spell.
- In the Deep Forest and the Crevasses you do not have to roll; you are always safe there.
- You do not lose a Life point from the Desert.
- If you defeat another character in combat, you may take from him either one Life point, one Gold, one Item or one Follower.
- You may combine all kinds of enemies (animals, monsters, dragons, spirits, etc.) as Trophies, to exchange them either for Strength or for Craft.
Fortune Knight (Glücksritter)
Strength 3 · Craft 3 · Life 4 · Fate 6 · Start: Town · Alignment: Neutral
- You may spend Fate points to make a monster or other character re-roll one die in combat.
- Instead of attacking another character, you may challenge Fate. You and your opponent each roll one die and add your respective Craft. If you win, you gain one Fate point. Otherwise you lose one Fate point or one Life point, of your choice.
- Before any die roll you may take a risk: every even result on the roll is increased by one, and every odd result is decreased by one.
- You may exchange Trophies for Fate points. For each Trophy you receive one Fate point.
- Whenever you have the choice to roll a die, you must do so.
- You are always Neutral.
Apprentice Mage (Magielehrling)
Strength 3 · Craft 3 · Life 4 · Fate 5 · Start: Town · Alignment: Neutral
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You start the game with one spell.
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You always have one spell. When you cast your last spell, you immediately draw a new one.
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Whenever you cast a spell, you must roll one die:
- 1: The spell fails and you lose one Life point.
- 2: The spell has no effect.
- 3-6: The spell works normally.
If your Craft reaches 7 or more, you no longer have to roll.
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Whenever you draw a spell, you may choose the spell from the discard pile.
Courtesan (Kurtisane)
Strength 2 · Craft 4 · Life 4 · Fate 4 · Start: Town · Alignment: Neutral
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Instead of attacking another character, you may seduce him. The character loses his next turn and must give you an Item or Gold of his choice.
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Instead of attacking another player, you may ingratiate yourself with one of his Followers. You may take the Follower.
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After you have bought something from a stranger, you may charm him. Roll one die:
- 1-4: No effect.
- 5-6: You do not have to pay anything.
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When you meet a stranger who offers something to characters of a certain alignment, you may impress him. Roll one die:
- 1: The stranger reacts as if you had the wrong alignment.
- 3-4: No effect.
- 5-6: The stranger reacts as if you had the right alignment.
Note: the card's die list as printed has no entry for a roll of 2.
Black Witch (Schwarze Hexe)
Strength 3 · Craft 3 · Life 4 · Fate 4 · Start: Evil Forest · Alignment: Evil
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In the Deep Forest you do not have to roll; you are always safe.
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When you roll for your movement, you may roll two dice and add the numbers rolled.
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Alternatively, you may choose the result of either of the two dice for your movement.
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When you are the target of an enemy spell, immediately roll one die:
- 1-3: The spell affects you as normal.
- 4-6: The enemy spell is automatically dispelled.
This does not apply if the Crown of Command is used against you.
Satan's Servant (Satansdiener)
Strength 2 · Craft 4 · Life 4 · Fate 4 · Start: Graveyard · Alignment: Evil
- If you attack another player, you may force him into a Psychic Combat. When you are attacked by another player, you may not do this.
- When you meet a Spirit, you may choose another player, who immediately attacks the Spirit in your place. The Spirit immediately moves to the space of the chosen player.
- The following cards fall to you on a roll of 1-4, if another player draws them: Devil, Mephistopheles and Phantom.
- In the Graveyard and the Cursed Glade, you may choose, instead of rolling, whether to gain one Life point, one spell or a teleport to any space in the same region.
- You may not voluntarily enter the Town, the Tavern, the Village or the Castle. If you are forced to enter one of these locations, you may not use that location's options.
- Apart from the Runesword, you may not use weapons in combat. You may also not wear Armour or a Helm.
Shapeshifter (Gestaltwandler)
Strength 2 · Craft 4 · Life 4 · Fate 1 · Start: Graveyard · Alignment: Evil
- If you attack another player, you may force him into a Psychic Combat. When you are attacked by another player, you may not do this.
- If you defeat another character in Psychic Combat and take one Life point from him, you may assume his form. If you take the form of another player, you use his current Strength and Craft values for as long as you keep his form. You may not take over his other abilities.
- If you lose a Life point, you immediately resume your own form.
- When you meet a Stranger, you may assume a different form that seems agreeable to the Stranger. If you have to roll for the Stranger, you may add one point to your result.
- You may resume your natural form at any time. This also works if you have been transformed into a Toad.
Goblin Shaman (Goblinschamane)
Strength 2 · Craft 4 · Life 4 · Fate 4 · Start: Crevasses · Alignment: Evil
- You do not have to fight Goblins or Ogres.
- If you defeat a Goblin, you may take him as a Follower instead of keeping him as a Trophy.
- When you attack a player or a face-up Monster, you may have a Goblin Follower fight in your place. If the Goblin Follower is defeated, its card is discarded.
- If you lose a Life point, you may at any time sacrifice a Goblin Follower instead. The Goblin Follower is then discarded.
- You start the game with one spell.
Exorcist (Exorzist)
Strength 2 · Craft 4 · Life 4 · Fate 4 · Start: Town · Alignment: Good
- You start the game with one spell.
- When you attack another character, you may choose Psychic Combat. You may not do this if you are attacked by another character.
- If you have defeated a Spirit, you gain one spell, if your Craft allows it.
- If you are attacked by a Spirit, you do not have to fight. Instead you may exorcise it: the Spirit is automatically destroyed. However, you may not keep exorcised Spirits as Trophies, and you do not gain a spell from them.
- You may destroy (discard) Items that are forbidden to Good characters when you come into their possession. If you destroy an Item in this way, you gain one spell, if your Craft allows it.
Illusionist (Illusionistin)
Strength 2 · Craft 4 · Life 4 · Fate 3 · Start: Town · Alignment: Good
- You start the game with one spell.
- Instead of attacking another player or a creature, you may have a Simulacrum of yourself fight. The Simulacrum fights with your values, but without your equipment, Followers or spells. If the Simulacrum wins against a player, you may take from him one Gold or one Item. Creatures leave the game, and you may not claim them as Trophies. If the Simulacrum loses, you suffer no damage.
- When you meet an Adventure card, you may use an Illusion to disguise your alignment. Roll one die. On a 4-6 you may claim the effects of an alignment other than your own.
Juggler (Gaukler)
Strength 2 · Craft 4 · Life 4 · Fate 5 · Start: Town · Alignment: Good
- Instead of attacking another player, you may impress him with your skills and take one Gold from him.
- Instead of attacking a Monster in combat, you may try to confuse it. Roll one die and add your Craft. If you exceed the Monster's Strength, you may avoid it. If the confusion fails, you must fight.
- In the Tavern, the Town, the Village, the Castle and the Market you may earn one Gold with a Performance. You may then not perform any other action of the location during this turn.
Martyr (Märtyrerin)
Strength 3 · Craft 3 · Life 4 · Fate 4 · Start: Village · Alignment: Good
- When you attack another character, you may choose Psychic Combat. You may not do this if you are attacked by another character.
- When you become involved in a combat, you may decide to immediately sacrifice one Life point. In this case the combat is automatically won by you: Creatures are considered destroyed, and opposing characters either immediately lose one Life point, or they give you one Gold or one Item.
- When you pray, you may add 1 point to the result.
- You are always Good: ignore all effects that would change your alignment.