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Charisma v1.1 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012 Created – April 29th, 2012 Final Version - April 29th, 2012 What Does It Do? Charisma allows a Character to attract more Followers and push them beyond their normal abilities. Charisma Effects Characters are now restricted to a number of Followers equal to half their Charisma, rounded up. If a Character encounters a Follower he wishes to take and is already at his maximum allowable number of Followers then he can discard one he has currently, placing it either in the discard pile or his current space, and take the desired Follower. If a Character has his Charisma lowered till he is unable to have as many Followers he has does currently then he must select which to keep and which to discard as above. Unwanted Followers like the Hag, Poltergeist, or Jester always join a Character, cannot be abandoned, and never leave a Character even if his Charisma is lowered and he would not normally be allowed to keep it as a Follower. Charisma Abilities – Persuasion and Presence All Characters gain a new Special Ability – Persuasion – and can gain another ability as well – Presence. 1. You may choose not to attack a Character you encounter and instead try to persuade a Follower of his of your choice to instead follow you. Treat this as Combat except it is Charisma vs Charisma and if you lose the defending Character can force you to discard one of your own Followers. You may take special Followers (Followers you would normally not be allowed to have like a Ghoul's raised Enemy, Hobgoblin's Goblin, or Necromancer's Spirit Followers) but you have a -3 penalty to your die roll. 2. Your magnetic presence gives you two benefits once you increase your Charisma to 5 or greater. First, you gain a +1 bonus to your Strength and Craft bonus for every two Followers you possess. Second you have a +1 bonus to rolls when you encounter the Enchantress, Mystic, or Witch. A Charisma of 10 or greater increases both these bonuses to +2 and a Charisma of 15 or greater increases them to +3. Starting the Game Most Characters start with a Charisma of 3 but there are exceptions. Characters with a higher starting Charisma have a minor penalty and those with a Charisma of only 1 or 2 gain a new minor or improved Special Ability. Character Charisma Special Ability Dark Elf 4 You lose 1 Charisma each time you sacrifice a Follower. Dwarf 2 You have a +1 Strength in Combat vs Goblins and Dragons. Elf 4 You begin with 3 Lives. Ghoul 1 Your Raised Enemies now do count for Strength Hobgoblin 2 You begin with a Sword and 1 extra Gold. Minotaur 1 You may sacrifice a point of Craft or Charisma to gain a +1 bonus to

Charisma v1.1 An Unofficial expansion for Talisman by Games … · 2012. 5. 2. · 1. The Dragonrider has a +2 Charisma bonus while he has a Dragon. 2. The Ninja cannot increase his

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Page 1: Charisma v1.1 An Unofficial expansion for Talisman by Games … · 2012. 5. 2. · 1. The Dragonrider has a +2 Charisma bonus while he has a Dragon. 2. The Ninja cannot increase his

Charisma v1.1An Unofficial expansion for Talisman by Games Workshop

Copyright Alchimera Games 2012

Created – April 29th, 2012Final Version - April 29th, 2012

What Does It Do?Charisma allows a Character to attract more Followers and push them beyond their normal abilities.

Charisma EffectsCharacters are now restricted to a number of Followers equal to half their Charisma, rounded up.If a Character encounters a Follower he wishes to take and is already at his maximum allowable

number of Followers then he can discard one he has currently, placing it either in the discard pile or his current space, and take the desired Follower.

If a Character has his Charisma lowered till he is unable to have as many Followers he has does currently then he must select which to keep and which to discard as above.

Unwanted Followers like the Hag, Poltergeist, or Jester always join a Character, cannot be abandoned, and never leave a Character even if his Charisma is lowered and he would not normally be allowed to keep it as a Follower.

Charisma Abilities – Persuasion and PresenceAll Characters gain a new Special Ability – Persuasion – and can gain another ability as well –

Presence.1. You may choose not to attack a Character you encounter and instead try to persuade a Follower

of his of your choice to instead follow you. Treat this as Combat except it is Charisma vs Charisma and if you lose the defending Character can force you to discard one of your own Followers. You may take special Followers (Followers you would normally not be allowed to have like a Ghoul's raised Enemy, Hobgoblin's Goblin, or Necromancer's Spirit Followers) but you have a -3 penalty to your die roll.

2. Your magnetic presence gives you two benefits once you increase your Charisma to 5 or greater. First, you gain a +1 bonus to your Strength and Craft bonus for every two Followers you possess. Second you have a +1 bonus to rolls when you encounter the Enchantress, Mystic, or Witch. A Charisma of 10 or greater increases both these bonuses to +2 and a Charisma of 15 or greater increases them to +3.

Starting the Game

Most Characters start with a Charisma of 3 but there are exceptions. Characters with a higher starting Charisma have a minor penalty and those with a Charisma of only 1 or 2 gain a new minor or improved Special Ability.

Character Charisma Special AbilityDark Elf 4 You lose 1 Charisma each time you sacrifice a Follower.Dwarf 2 You have a +1 Strength in Combat vs Goblins and Dragons. Elf 4 You begin with 3 Lives.Ghoul 1 Your Raised Enemies now do count for StrengthHobgoblin 2 You begin with a Sword and 1 extra Gold.Minotaur 1 You may sacrifice a point of Craft or Charisma to gain a +1 bonus to

Page 2: Charisma v1.1 An Unofficial expansion for Talisman by Games … · 2012. 5. 2. · 1. The Dragonrider has a +2 Charisma bonus while he has a Dragon. 2. The Ninja cannot increase his

Strength in Combat for a single turn.Necromancer 2 You may gain a Spirit Follower even if you already have had one and lost

it. You cannot have more than two Spirit Followers at a time though.Ninja 1 You can should not to attack a Character you encounter and instead kill

any one of his Followers and gain 1 Gold.Orc 2 You begin with a Sword and a Shield.Sorceress 2 You begin with 2 Spells, not 1.Troll 1 You are immune to the Siren.

You may discard a Spell and miss a turn to heal 1 Life unless someone is at the Crown of Command space.

The Minstrel, Pirate, Rogue, and Swashbuckler also begin with special options to give them a starting Charisma of 4 - if they pay the price. The Minstrel must agree to lower his starting Craft to 3.The Pirate must miss his first two turns. The Rogue must begin without a Spell. The Swashbuckler must begin without any Gold and cannot use any of his Special Abilities for his first three turns.

Playing with Charisma

The BasicsCharisma is an attribute like Strength or Craft and follows the rules they both have in common:1. Each Character has a starting Charisma value and nothing in the game can reduce its Charisma

to less than this amount.2. Any Character can increase his Charisma by 1 by discarding defeated Enemies with a total

Strength of 7 or greater.

In addition to the above basics the Dragonrider, Ninja, Knight, and King's Champion have special rules during play.

1. The Dragonrider has a +2 Charisma bonus while he has a Dragon.2. The Ninja cannot increase his Charisma, he travels alone.3. The Knight can increase his Craft or Charisma by 1 when he defeats a Spirit.4. The King's Champion Master Character now gives a +1 Charisma bonus in addition to it's other

benefits.

Page 3: Charisma v1.1 An Unofficial expansion for Talisman by Games … · 2012. 5. 2. · 1. The Dragonrider has a +2 Charisma bonus while he has a Dragon. 2. The Ninja cannot increase his
Page 4: Charisma v1.1 An Unofficial expansion for Talisman by Games … · 2012. 5. 2. · 1. The Dragonrider has a +2 Charisma bonus while he has a Dragon. 2. The Ninja cannot increase his
Page 5: Charisma v1.1 An Unofficial expansion for Talisman by Games … · 2012. 5. 2. · 1. The Dragonrider has a +2 Charisma bonus while he has a Dragon. 2. The Ninja cannot increase his