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That means Fantasy Flight probably has the rights to make any physical version of Nomad's content (just as Nomad is turning their content digital), but considering the expense of making physical miniatures it might be unlikely. It all depends if Fantasy Flight wants to release a character pack.!
Yes, indeed!
http://www.talismanisland.com/se_abilities_mephisto45_large.jpg
http://www.talismanisland.com/se_abilities_mephisto46_large.jpg
http://www.talismanisland.com/se_abilities_mephisto47_large.jpg
Not having plastic miniatures aside, the same issue would arise with printing your own character cards. It's hard to randomize! It would be nice if Fantasy Flight did release a character pack, especially now that they have gotten exposure on the digital edition. But who knows! :)
Note that Nomad Games is cleaning up these additional characters a bit. Some of them were quite unbalanced, so Nomad Games has been shaping them into balance a bit before including them in the game.
The official homepage then lists the following characters as part of the seasonal pass:
- Ninja
- Pirate
- Barbarian
- Martial Artist
- Samurai
- Saracen
- Witch Doctor
- And many more!
Thise are not characters from the Mephisto set. They sound like 1st/2nd and 3rd edition sets. Nomad Games is likely reworking these characters to work with the 4th edition set. Googling gave me the following result, which is likely what the characters will be based on, but won't be their exact character. Remember that fate and variable starting health were only included during the revised 4th edition, so health and fate values are not included:
BARBARIAN
Strength: 5 Craft: 1
Alignment: NEUTRAL Start: FOREST
1: You need not roll the die in the Forest, Crags or Chasm; you are always safe there.
2: Whenever you attack (but not when you are attacked by) another player and you win, if you do not take a Life from them, you may then immediately attack them a second time that Turn.
NINJA
Strength: 3 Craft: 3
Alignment: EVIL Start: WOODS
1: You may never have followers. Even creatures such as the Hag and Poltergeist will not become your followers.
2: You may not own a mule or a horse and cart.
3: You may choose not to encounter any square you land on in the Outer and Middle regions of the board, but you must always draw a card where instructed.
4: You may evade any Enemies (not Characters) in any of the spaces in the Outer and Middle regions of the board.
5: You have the power to make a secret strike when you attack (but not when you are attacked by) any player or any Enemy that is already face up when you land on it. Combat takes place as normal except that you deduct your Craft from your opponent's total. If you win you may choose to take either one Life, one Gold or one Object from your victim.
SAMURAI
Strength: 4 Craft: 2
Alignment: NEUTRAL Start: VILLAGE
1: Instead of moving, you may fire your bow at a Character or face up Enemy card up to 3 spaces away in the same Region (not the Inner Region). The shot is resolved as Combat. If you lose, the shot missed. If you win, an Enemy is discarded (you cannot keep it towards Strength) or, if a Character, they must lose a Life.
2: You may use Karate when you attack (but not when you are attacked by) a Character. When you do so, you use your Craft against their Strength in Combat. If you win, the victim is Stunned and can cast no Spells until they have missed their next Turn. You may take no other reward.
WITCH DOCTOR
Strength: 2 Craft: 4
Alignment: EVIL Start GRAVEYARD
1: You begin the game with one spell.
2: For every ten Craft points worth of Spirits you defeat, you gain either one spell or one Craft (you choose).
3: You have the power of the Evil Eye. When you encounter another character you can choose to throw a curse on them rather than fight them (you cannot do both). If you choose to curse them they must proceed directly to the Chapel, by normal movement, before they can continue their quest. Evil characters you choose to curse must proceed directly to the Ruins to remove it. You evade the cursed character.
MARTIAL ARTIST
Strength: 3 Craft: 3
Alignment: NEUTRAL Start: VILLAGE
1. Whenever you are involved in combat, you may attempt a Killer Blow. In this case, neither you nor your opponent rolls as normal. Instead, you roll one die and if you roll a 5 or 6 you win the combat. If you roll 1-4, you lose.
2. You may make Heroic Leaps. If you land on the same space as another character, you may choose to Leap over it and land on the space beyond instead. You may only leap over one space at a time.
PIRATE
Strength: 4 Craft: 2
Alignment: EVIL Start: TAVERN
1. Whenever you are in the game any other character who pays the Doctor in the City, the Healer in the Village or the Royal Doctor in the Castle must leave the gold counters on the appropriate space. No player but you may pick up those counters. Whenever you land on the City, Village or Castle, you may "plunder" it and take any Gold which has been left there.
2. You may Capture any Stranger you land on except the Witch, Leper, Judge, Outlaw or Siren. The Capture stays with you like a Follower, but neither you nor any other player may make use of a Captive. When you free your Captive, leave the card behind, face up on the board. You may have only one Captive at a time.
3. You may build a raft in the Woods or Forest without needing an axe.
4. You may add one to your roll in the Tavern.
SARACEN
Strength: 3 Craft: 3
Alignment: EVIL Start: CRAGS
1. You do not lose a Life in the Desert.
2. Instead of attacking a character, you may attempt to Enslave one Follower. Roll one die: if the number you roll is less than or equal to the number of Followers the other player has, then you take one of your choice and make him your own Follower.
3. At the end of your turn, you may sell any of your followers into slavery. Discard the Follower, then roll one die and consult this table to see how much gold you get for him.
1-3 - 1 Gold
4-5 - 2 Gold
6 - 3 Gold