Talisman (Second Edition): White Dwarf #115 Cards
Talisman (Second Edition): White Dwarf #115 Cards Rulebook
Table of Contents
Table of Contents
Master-Level Characters
Using the Characters
During a game, if you draw a Card which specifically offers you the chance to take a Master-Level Character you may do so. Obviously, only one player can take any one Master-Level Character.
Take the appropriate Playing Piece Card and swap it with your old Playing Piece Card (with the exception of the Mystic, who is given his own stand); put the new Playing Piece Card in the starting location indicated on the relevant Master-Level Character Card.
Take the Master-Level Character Card, and place it next to your original Character Card; he continues to keep the Starting Quotas and Special Abilities he already has, adding whatever new bonuses and Abilities the new Character gives him. It's probably easiest to take counters for any increases in Strength, Craft and Lives and store them next to the old Character Card. The only thing about the old Character you may have to change is his Alignment; the Master-Level Character's Alignment takes precedence. If this causes a change, check through the Character's Followers, Objects etc to make sure that they can cope with his new Alignment - if not, they must be discarded (left in the space the Character occupies).
Resigning as a Master-Level Character
Most of the Master-Level Characters allow you to resign and go back to your original Character at any time; exceptions to this rule for the Talisman City Master-Level Characters are given in that Talisman City Rulebook. Of the Characters provided in this article, you may not resign as the Champion of Chaos; nor may the Mystic be resigned as such - however, the Spell that allows a player to call the Mystic into play will have been discarded, so rejoining the Mystic and the original Character will effectively end the Mystic's use.
When a Character resigns, all extra Strength, Craft and Lives gained by becoming a Master-Level Character are lost. If, by resigning as a Master-Level Character, another Alignment shift is caused, check through all the other cards the Character holds to make sure they are still compatible.
Finally, all of the other rules concerning Characters are unchanged - unless specifically contradicted by any of the rules given on the Master-Level Character Cards.
Setting-Up
Before starting the game, all of the Cards should be cut out and mounted onto thin card, making sure that the fronts of the Cards are matched with the correct backs. The Adventure Cards should be shuffled into the appropriate decks, while the Character Cards and Playing Piece Cards should be put on one side until they are needed.
Master-Level Character Cards
The four Master-Level Character Cards below are printed with the Playing Piece Card for each. Each card gives its Alignment and Starting location, followed by its Special Abilities. The Strength and Craft bonuses are shown on the card's edge bar, as printed.
Champion of Chaos
Alignment: Evil Start: Where Chaos Mark is obtained Bonuses (card edge): Strength +2; Craft +1
Special Abilities
1: Retain all Craft, Strength, Lives, etc from previous Character. 2: On becoming Champion, you may take any one Object you choose from the Purchase deck. 3: As Champion, you may never have any Gold; ignore any instructions to take Gold. 4: As Champion, you may never have Followers; ignore any instructions to take Followers. 5: Whenever possible, you must always move onto a space with another Character and fight him/her. Each such Combat you win gains you 1 Strength. 6: If defeated, you lose 1 Strength. If you fall to your Starting Quota for Strength, you are stripped of your rank, and must return to playing your original Character. 7: You may not resign as a Champion of Chaos.
Templar
Alignment: Good Start: Chapel Bonuses (card edge): Strength +2
Special Abilities
1: Retain all Craft, Strength, Lives, Followers, etc from previous Character. 2: Since you will donate all your wealth to charity, you may never have Gold; ignore any instructions to take Gold. 3: You may not fight Psychic Combat. If challenged to a Psychic Combat, lose a Life immediately, but then fight the combat with your Strength vs their Craft. 4: Ignore all instructions to take extra Craft; you must take Lives instead. 5: You will always be offered a Horse if you do not have one; take any Horse from the Purchase deck if you lose yours. 6: You will always be offered a Sword if you do not have one; take any Sword from the Purchase deck if you lose yours.
Herald
Alignment: Neutral Start: Where Noble is encountered
Special Abilities
1: Retain all Craft, Strength, Lives, Followers, etc from previous Character. 2: Each Turn, roll a dice; if you score less than your Craft, take 1G. 3: Before a Combat, you may sing of your deeds to awe your foe. Roll a dice:
- 1: He doesn't listen; lose 1 Life.
- 2: He doesn't believe you; add 1 to his Strength/Craft.
- 3: You are fortified; add 1 to your Strength/Craft for this Combat.
- 4: You lull him to sleep; you may Evade if you wish.
- 5: You cannot lose; if you are defeated, do not lose a Life or any Objects.
- 6: An epic tale is unfolding; add 1 to your Strength/Craft.
Mystic
Alignment: As previous Start: Where Lotus Spell is cast Bonuses (card edge): Craft +1
Special Abilities
1: Retain all Craft, Strength, Lives, Followers, etc from previous Character. 2: Each turn you may either move the Mystic or your original Character; the Mystic represents your ethereal movement. The Mystic moves like a normal Character, except it may be moved back to the space where the original Character waits instead of a normal move. 3: If your original Character is attacked while the Mystic is abroad, you must fight the Combat as if your Strength/Craft was 1, although your Followers may fight for you as normal. 4: The Mystic always has 2 spells; always replace any Spells used if this leaves less than 2. 5: The Mystic may ignore any cards already on a space.
Adventure and Spell Cards
These cards trigger the Master-Level Characters. Each is printed with its card type and name.
Champion of Chaos (Event)
Event 1
The stench of corruption is heavy here. If you give up (discard) all your Gold and Followers, you may seek the Mark of Chaos. Roll a dice; if the result plus your combined Strength and Craft is greater than 8, you may take the Champion of Chaos Character Card.
Recruiter (Stranger)
Stranger 4
A Recruiter has set up here. You may go from here to the Chapel, and take the Templar Character Card if you are of Good Alignment, and your Strength is 5 or more. The Recruiter will stay here until the Templar Character is in play.
Noble (Event)
Event 1
A Noble is seeking a Herald to sing of his glory about the land. You may take the job if you can roll under your Craft on one dice. If successful, take the Herald Character Card. Whatever the outcome, the Noble goes off to hunt in the discard pile.
The Way of the Lotus (Spell)
Spell
You may cast this Spell and commence Ethereal adventuring. Take the Mystic Character Card.