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Once there were Pygmees introduced by Warhammer FRP (previously published by Games Work Shop),
now they appear as Talisman Characters. It is obvious that you have a disadvantage when you are small,
however if you are together it can be quite the contrary.
note: the previous version of the pygmees had 2 strength instead of 4
now.
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Special Abilities:
- Take one shield and one blowpipe from the purchase card deck at the start of the game.
- Each pygmee can use a weapon or armour, however each pygmee can only carry 2
objects.
If you have four objects and a pygmee dies, then you must discard two
objects as well. If both pygmees wear armour you can roll for both armours to
protect you.
- Each pygmee rolls one dice in combat, the total score is halved rounding fractions
up.
Thus rolling '1' and '6' occurs less often. Combat rolls are more
averaged.
- When you have only 1 live left, one off the pygmees dies. All basic scores are now
halved.
Thus basic score for strength = 2, basic score for craft =2 and lives =
2.
- You do not have to roll a dice in the forest. If you choose so you must accept the result.
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| Blowpipe: While you have the blowpipe you may add one to your score in battle in which you use it.
However if you roll a '1' on the dice in combat you swallow the blowpipe dart and lose a life.
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Talisman has much fiches for being a toad. Chances becoming one are however quite small.
The Witch is here for all you frog lovers.
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Special Abilities:
- Take one spell from the spell card deck at the start of the game.
- You may use 5 experience to take one spell from the spell card deck.
- You may use any spell to turn another player into a toad.
When you roll a '5' or a '6' with one dice the player is turned into a toad.
If you fail you must roll again. If you then roll a '6' you are turned into a toad.
You must discard the spell afterwards regardless of the result.
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The Mutant Ninja Toad is a nephew of the Teenage Mutant Ninja Turtles. Cowabunga!
The Toad does not have to fear being turned into a toad. He is already one! However meeting a princess is far more dangerous.
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Special Abilities:
- Take a broadsword from the purchase card deck at the start of the game.
- You can not be turned into a toad, you are already a toad!
- You may frog-leap twice the number on your dice-roll instead of your normal move.
- You do not have to roll in the marsh.
- If you encounter the Princess, she kisses you and you become human.
You lose all your special abilities as a toad, untill you are again turned into a toad.
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The Merchant has the capability to trade all kind of objects and spells with other players.
And he can sell the remnant goods for a fair price at the city gates. The Merchant is ideal for interplayer contact.
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Special Abilities:
- You may buy any objects from the pruchase card deck at the City Gates for half price, rounding fractions up.
- You may sell any object for half their price rounding fractions up at the City Gates or Market. You may not sell objects bought in the same turn.
- You may buy 2 spells for the price of 1 with the Sorcerer.
- When you encounter another player you may trade spells or objects. You may decide the value of the objects and
spells.
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The charming Pixie can 'fluttering' and 'flattering' charm both friends and enemies.
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Special Abilities:
- You may not wear armour or a helmet.
- Whenever you roll a '6' for movement you may fly to any place within 6 spaces in the same region.
- In battle you may try to charm the monster. If you roll an 'even' number the monster is charmed and will aid you in your next battle, adding his strenght to your own. After the battle the monster will go to the discard pile. If you roll an 'odd' number you lose a
life.
You do not gain experience from charming a monster. Spirits are not
monsters, they can not be charmed.
- If you encounter another player you may charm him and steal one of his objects or gold. If you fail you must fight
him.
Again if you roll 'even' the player is charmed, if you roll 'odd' he
isn't.
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The Sapling, a strong young treant, can regrow its wounds.
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Special Abilities:
- You may not use armour or wear a helmet.
- You can regrow 1 life to the maximum of your starting quota instead of moving your turn.
You can not do any other action during regrowth.
- You do not have to roll in the forest. If you choose to do so, you must accept the result.
- You are not affected by the siren.
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The Coward is a real milksop. If the odds are strong in battle he will flee to another space.
And if he has to fight, the armour, shield and helmet will protect him from any harm.
Usefull traits if you have to face the demon.
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Special Abilities:
- Take armour, a helmet and a shield from the purchase card deck at the start of the game.
- If you are to engage in psychic or physical combat you may decide to flee. Roll a dice and flee that many places. You may only flee once during your turn.
If you land during your flight on another place, you have draw cards
according to that place and face the monsters there.
- If you encounter a highwayman or a bandit, you always pay him gold.
You must pay even if you do not want to do so. If you can't pay you must
fight.
- If another player attacks you, you can give him 1 gold to let him stop.
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The Noble occurs in the higher circles of society with its priviliges. Of course he has never problems with money.
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Special Abilities:
- Take armour, shield and lance from the purchase card deck at the start of the game.
- You and your followers can leave the city jail, without having to pay money to the jailor.
- You are healed for free at the castle.
- When you encounter the Squire, he automatically becomes your follower, even if he follows another player already. However he will not follow you if you have the
Hag.
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Lance: While you have the lance you may add one to your score in battle, or add two if you have a horse.
However if you roll a '1' on the dice in battle the lance breaks and you must discard the card.
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The Vampire's bloodlust is well-known. He can suck monsters and players dry to gain (cause) more deaths.
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Special Abilities:
- You start the game with one spell.
- Instead of experience from defeated monsters,you may drink their blood to get 1 extra death.
- When you encounter a Giant Rat or Bats, you may take them as a follower. They will fight for you in your next battle, adding their strenght to your own for that battle only. After the battle they march of to the discard pile.
- You can not take the Cross. When another player uses the Cross on you, you lose a
death.
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Bats: Monster (2) Attack. Strength 2. (adventure card)
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The Skeleton didn't want to stay in the graveyard. His mind is still strong for a deceased person.
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Special Abilities:
- Take a scythe from the pruchase card deck at the start of the game.
- When you encounter any Undead (Zombie, Skeleton, etc.) you may take them as a follower.
They will fight with you in your next psychic combat, adding their craft to your own. After the combat they
vanish into the discard pile.
- You do not lose a death in the desert.
- You are not affected by the siren.
- You may not enter the Temple.
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Scythe: While you have the scythe you may add one to your score in psychic combat in which you use it. However if you roll a '1' on the dice in combat the scythe breaks and you must discard this card. [Purchase deck card for the skeleton]
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