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Character Cards
Topic Started: Jan 6 2009, 03:10 PM (154 Views)
Nemomon
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Amazon Amazonka

4 strength, 2 craft, start in the Village, neutral alignment.

Ability 1: You may roll two dice for your movement and use the number indicated on either die.

Ability 2: If you lose, or draw in combat you may ignore the result and immediately fight that combat again. Any magic objects and spells used by or cast by either party remain in force for the second combat. You must accept the result of the second combat.


Archaeologist Archeolog

2 strength, 4 craft, start in the Vortex, good alignment.

Ability 1: You may fire your gun against another character, or face up enemy in your region that is no more than 3 spaces away after you have moved (ranged combat). If you win, a character loses a life, or an enemy is discarded. If you lose, the shot missed its target.

Ability 2: Your skill in exploration allows you to add 1 to your die roll at the Altar, Cave, Death World, Shrine, Temple, and Tomb; and subtract 1 from your die roll at the Crypt, Mines, and Portal of Power.

Ability 3: You may evade the Warp Demon.


Assassin Zabójca

3 strength, 3 craft, start in the City, evil alignment.

Ability 1: When you attack another character, or face up enemy in combat you may assassinate them. Combat takes place as normal, except that your victim cannot roll a die to add to their strength. If you win, you must remove a life from your victim you may not take an object, or gold. If you lose, you suffer the usual penalties. Enemies killed by assassination may be saved for additional strength.

Ability 2: You may not assassinate creatures in the inner region.

Ability 3: When you move onto the Crown of Command you may assassinate any character already there. Otherwise, you may not assassinate whilst you are on the Crown of Command.


Astronaut Astronauta

3 strength, 3 craft, start in the Space Fortress, neutral alignment.

Ability 1: You begin the game with a Combat–Enviro Suit, Psi–Helmet, and Poweraxe.

Ability 2: You may heal your lives back up to your starting quota free of charge at the Space Fortress.

Ability 3: After you have entered the Vortex your craft will be increased by 2 points on your first visit to the Space Fortress.


Astropath Astropata

2 strength, 4 craft, start in the Warp Gate, neutral alignment.

Ability 1: You begin the game with 3 gold, and 1 spell.

Ability 2: You may choose which warp line to traverse in the Timescape, except when you are in the Negative Zone, Rad Zone, or Realm of Chaos.

Ability 3: Whenever you attack another character you may use psychic combat.

Ability 4: When you are attacked by another character or face up enemy in combat you may attempt to create an illusion. Roll one die with the following results: 1–2) no affect; 3–6) you evade them.


Barbarian Barbarzyńca

5 strength, 1 craft, start in the Forest, neutral alignment.

Ability 1: You do not need to roll the die in the Chasm, Crags, or Forest. However, if you do roll you must accept the outcome of the die roll.

Ability 2: If you attack and defeat another character in combat and you do not force them to lose a life you may immediately attack them again. Any magic objects, and spells used by or cast by either party remain in force for the second combat.


Centaur Centaur

3 strength, 3 craft, start in a Plains space, neutral alignment.

Ability 1: You do not need to roll the die in the Forest. However, if you do roll you must accept the outcome of the die roll.

Ability 2: You may add up to 2 to your die roll for movement.

Ability 3: You may fire your bow against another character, or face up enemy in your region that is no more than 3 spaces away after you have moved (ranged combat). If you win, a character loses a life, or an enemy is killed (discard). If you lose, the shot missed its target.

Ability 4: You may take the Centaur as your follower. It will add 1 to your combat strength for the duration of one combat of your choice. The Centaur is then discarded.

Ability 5: You are unaffected by the Siren.


Chainsaw Warrior Kosmiczny Wojownik

4 strength, 2 craft, start in the Vortex, neutral alignment.

Ability 1: You begin the game with a Chainsword, and Medi–Kit.

Ability 2: You may roll two dice in combat and use the number indicated on either die.

Ability 3: The Satyr cannot panic you.


Conjurer Kuglarz

2 strength, 4 craft, start in the Village, good alignment.

Ability 1: You begin the game with 1 spell.

Ability 2: You always have at least 1 spell during the game. Whenever you use your last remaining spell immediately draw another.

Ability 3: Whenever you have more than 1 spell, you may keep a spell card after casting it and discard another spell card in its place.


Cyborg Cyborg

5 strength, 1 craft, start in the Vortex, evil alignment.

Ability 1: You may add 1 to your die roll for movement.

Ability 2: When you lose a life in combat roll one die with the following results: 1–3) no affect; 4–6) your armoured body deflects the damage and you do not lose a life, though you still lost the combat.

Ability 3: When you attack another character in combat you may immediately attack them again. Any magic objects, or spells used by or cast by either party remain in force for the second combat.

Ability 4: The Maiden, Prince, Princess, and Unicorn will not become your followers.

Ability 5: You are unaffected by the Siren.


Dark Elf Cemny Elf

3 strength, 4 craft, start in the Graveyard, evil alignment.

Ability 1: You begin the game with 1 spell.

Ability 2: When you defeat another character in combat or psychic combat you may force the character to lose one strength point or one craft point respectively, instead of taking your normal reward.

Ability 3: You may drain the life force from any of your followers. To do this, discard the follower card and add one to your lives.

Ability 4: You are unaffected by the Siren.


Dragon Priest Smoczy Kapłan

2 strength, 4 craft, start in the Graveyard, evil alignment.

Ability 1: You begin the game with 1 spell.

Ability 2: You may gain a spell card instead of a strength point when you exchange destroyed enemies.

Ability 3: You are unaffected by the Altar, Sacrificial Stone, and Temple adventure cards.

Ability 4: You may take any Dragon Cultists as your followers. They will add their strength to yours for one combat of your choice. The Dragon Cultists are then discarded.

Ability 5: You may take any followers that other characters discard at the Altar, or any gold they discard at the Temple and keep them for yourself. Take the items as soon as they are discarded.


Dragon Rider Jeździec Smoków

3 strength, 3 craft, start in the Forest, good alignment.

Ability 1: You do not need to roll the die in the Forest. However, if you do roll you must accept the outcome of the die roll.

Ability 2: You may add 1 to your combat strength when you are in combat with any Dragons.

Ability 3: If you defeat an enemy Dragon in combat, instead of killing it you may take it as your follower. While it is your follower: 1) you may roll 2 dice for your movement and use the one with the higher score; 2) your combat strength is increased by 3 points for the duration of any combat. You can only have one such follower at any time.


Dragon Slayer Pogromca Smoków

4 strength, 2 craft, start in the Crags, neutral alignment.

Ability 1: You do not need to roll the die in the Crags. However, if you do roll you must accept the outcome of the die roll.

Ability 2: You may not evade an enemy Dragon under any circumstances.

Ability 3: Whenever you are in combat with an enemy Dragon you may roll two dice and add the scores together. However, if you roll a double you have injured yourself in your berserk fury, and you must lose a life in addition to any lives you lose as a result of the combat.

Ability 4: You may not use any Armour, Battle Armour, Broken Helmet, Combat Enviro–Suit, Damaged Armour, Dragonhelm, Dragonscale Shirt, Full–Face Helm, Helmet, Magic Helmet, Plate Mail, or Psi–Helmet.

Ability 5: You are unaffected by the Siren.


Druid Druid

2 strength, 4 craft, start in the Forest, neutral alignment.

Ability 1: You begin the game with 1 spell.

Ability 2: You may change your alignment at will, though you can only be of one alignment at any given time.


Dwarf Krasnolud

3 strength, 3 craft, start in the Crags, neutral alignment.

Ability 1: You do not need to roll the die in the Chasm, or Crags. However, if you do roll you must accept the outcome of the die roll.

Ability 2: You may evade any character, creature, enemy, or enemy spirit when you are in a Hills space.

Ability 3: You may add 1 to your die roll when you are in the Cave.

Ability 4: You may roll one die if you attempt to open the Portal of Power with craft, and you may roll two dice when you are in the Mines.

Ability 5: You are unaffected by the Maze.

Ability 6: You are unaffected by the Siren.


Elf Elf

3 strength, 4 craft, start in the Forest, good alignment.

Ability 1: You do not need to roll the die in the Forest. However, if you do roll you must accept the outcome of the die roll.

Ability 2: You may evade any character, creature, enemy, or enemy spirit when you are in a Woods space.

Ability 3: If you are in a Woods space (in the outer region) at the start of your turn, you may move to any other Woods space in the outer region, instead of rolling the die for movement.

Ability 4: You are unaffected by the Siren.


Ghoul Upiór

2 strength, 4 craft, start in the Graveyard, evil alignment.

Ability 1: You may attack another character in psychic combat.

Ability 2: If you force a character to lose a life when you have defeated them in psychic combat, you may gain a life.

Ability 3: When you defeat an enemy in combat you may raise it from the dead. That enemy then becomes your follower and will add its strength to yours for one combat of your choice, after which it disintegrates and you must discard it. You may have any number of these followers at any time.

Ability 4: You may take the Ghoul as your follower. The Ghoul can fight in your place any in psychic combat. If the Ghoul defeats a character they must lose a life (even if they possess the Golden Statue). If the Ghoul is defeated, it is killed (discard). If a character defeats the Ghoul, they may not take any other reward.

Ability 5: You are unaffected by the Siren.


Gipsy Cyganka

2 strength, 4 craft, start in the Forest, good alignment.

Ability 1: You begin the game with 1 spell.

Ability 2: Your power of foretelling means that if you draw an event from the adventure deck you may choose to be unaffected by it.

Ability 3: When another character places a spell onto the discard pile, you may if your craft allows, pick it up and keep it for yourself.


Gladiator Gladiator

4 strength, 2 craft, start in the Tavern, evil alignment.

Ability 1: You may add 1 to your die roll when using any Armour, Battle Armour, Dragonscale Shirt, Force Shield, Full–Face Helm, Helmet, Kite Shield, Magic Helmet, Magic Shield, Plate Mail, or Shield.

Ability 2: You automatically train your followers to fight with you adding 1 to your combat strength for each such follower. You cannot train the Hag, Jester, Poltergeist, or any follower who already adds, or may add to your strength, or who can fight in your place. You may use all, some, or none of your trained followers in any combat of your choice. If another character defeats you in combat they can kill one of your followers in addition to their normal reward.


Halfling Niziołek

2 strength, 3 craft, start in the Village, neutral alignment.

Ability 1: If you end your movement on a Plains space you may immediately take an extra move, instead of encountering another character in the space, or the space itself. You may only do this once per turn.

Ability 2: When you make a die roll involving your craft, you may ignore the result and roll again. You must accept the result of the second die roll.

Ability 3: As you are swift and hardy, you must be defeated by at least 2 points in combat, or psychic combat. If you are only defeated by 1 point the result is a standoff.

Ability 4: You are unaffected by the Siren.


Highlander Góral

3 strength, 3 craft, start in the Crags, neutral alignment.

Ability 1: You do not need to roll the die in the Chasm, or Crags. However, if you do roll you must accept the outcome of the die roll.

Ability 2: At the start of any combat you may decide to charge into combat. This will increase your combat strength by 2 points, but you must miss your next turn whilst you recover your wits.

Ability 3: If you end your movement on the Crags, or a Hills space you may immediately take an extra move, instead of encountering another character in the space, or the space itself. You may only do this once per turn.


Hobgoblin Hobgoblin

3 strength, 3 craft, start in the Crags, evil alignment.

Ability 1: You do not need to roll the die in the Crags. However, if you do roll you must accept the outcome of the die roll.

Ability 2: If you encounter any enemy Goblins you may take them as followers. They will add their strength to yours in combat.

Ability 3: When you encounter an enemy Hobgoblin you may send it to any other space in the same region not already occupied by another character. An enemy Hobgoblin will not attack you unless you choose to attack it.

Ability 4: You are unaffected by the Siren.


Inquisitor Inkwizytor

2 strength, 4 craft, start in the City, any alignment.

Ability 1: You choose your alignment at the start of the game after all other players have chosen their characters. You must keep this alignment unless you are converted.

Ability 2: You begin the game with 1 spell.

Ability 3: Whenever you attack another character you may use psychic combat.

Ability 4: Instead of attacking another character whose alignment is different than yours, you may imprison them for heresy. When you do this in the outer region the character is imprisoned in the City; in the middle region the character is imprisoned in the Castle. The imprisoned character must miss their next turn.


Knight Rycerz

3 strength, 3 craft, start in the Chapel, good alignment.

Ability 1: Whenever you are involved in combat with another character and your combat strength is less than theirs (including anything) your combat strength will automatically increase so that you are equal.

Ability 2: For each enemy spirit that you kill in psychic combat you gain 1 craft.

Ability 3: Whenever you pray you may ignore the result and roll again. You must accept the result of the second die roll.


Leprechaun Kobold

2 strength, 4 craft, start in the Forest, good alignment.

Ability 1: You begin the game with 2 spells.

Ability 2: You do not need to roll the die in the Forest. However, if you do roll you must accept the outcome of the die roll.

Ability 3: When you roll a 6 for your movement, you may teleport to any other space in the same region instead of normal movement.

Ability 4: You are unaffected by the Siren.


Martial Artist Karateka

3 strength, 3 craft, start in the Village, neutral alignment.

Ability 1: Whenever you are involved in combat (not assassination, or secret strike) you may attempt a killer blow. In this case, neither you nor your opponent rolls as normal. Instead, you must roll one die with the following results: 1–4) you lose the combat; 5–6) you win the combat.

Ability 2: You may make heroic leaps. If you land on the same space as another character you may leap over them and land on the space beyond instead. You may only leap one space at a time.


Merchant Kupiec

2 strength, 3 craft, start in the City, neutral alignment.

Ability 1: You begin the game with 3 gold.

Ability 2: You may evade an enemy Goblin, Hobgoblin, or Ogre by giving them 1 gold (discard).

Ability 3: Instead of attacking another character that you land on you may trade with them. You may then exchange any 1 object, or bag of gold of yours for one of theirs. They have no say in the matter whatsoever; you can trade whatever you want.

Ability 4: When you visit the Market, or Village Blacksmith you may also trade. You may take any one object that you want and then exchange 1 object, or bag of gold of yours (discard).


Minotaur Minotaur

5 strength, 2 craft, start in the Crags, evil alignment.

Ability 1: You do not need to roll the die in the Crags However, if you do roll you must accept the outcome of the die roll.

Ability 2: You may not use any Broken Helmet, Dragonhelm, Full–Face Helm, Helmet, Magic Helmet, or Psi–Helmet.


Minstrel Minstrel

2 strength, 4 craft, start in the Tavern, good alignment.

Ability 1: You may evade enemy Animals, and enemy Dragons.

Ability 2: You may attempt to charm any enemy Animal. To do so, you must roll one die with the following results: higher than the enemy Animals strength – it becomes your follower and will add its strength to yours in combat; equal to or less than the enemy Animals strength – no affect. Once you have successfully charmed an enemy Animal you may not charm another for the rest of the game.

Ability 3: You may take the Maiden, or Princess from any character that you land on whether or not you attack them.

Ability 4: You are unaffected by the Hag. Discard it immediately should you encounter her.


Monk Mnich

2 strength, 3 craft, start in the Village, good alignment.

Ability 1: You may add your starting craft to your strength in combat.

Ability 2: You may add 1 to your die roll when you pray.

Ability 3: You cannot use any Armour, Battle Armour, Broken Helmet, Broken Shield, Broken Sword, Chainsword, Combat Enviro–Suit, Damaged Armour, Dragon Bane, Dragonhelm, Dragonscale Shirt, Force Shield, Full–Face Helm, Grimnir’s Axe, Helmet, Kite Shield, Magic Helmet, Magic Shield, Plate Mail, Poweraxe, Psi–Helmet, Runesword, Shield, Stiletto, Sword, or Two–Handed Sword.

Ability 4: You may not use an Axe, or Great Axe in combat though you may use one of them to build a Raft.


Necromancer Nekromancer

3 strength, 3 craft, start in the Graveyard, evil alignment.

Ability 1: You begin the game with 1 spell.

Ability 2: Whenever you attack another character you may use psychic combat.

Ability 3: Instead of attacking another character that you land on you may enchant them. If you do so, on their next turn they do nothing, and you take their turn instead. You may not enchant another character on the Crown of Command.

Ability 4: You may evade enemy spirits.

Ability 5: You may attempt to charm an enemy spirit. To do so, roll one die with the following results: higher than the enemy spirit’s craft – it becomes your follower and adds its craft to yours in psychic combat; equal to or less than the enemy spirit’s craft – no affect. Once you have successfully charmed an enemy spirit you may not charm another for the rest of the game.


Ninja Ninja

3 strength, 3 craft, start in a Woods space, evil alignment.

Ability 1: You may never have followers. Even creatures such as the Hag, Jester, and Poltergeist will not become your followers (discard them).

Ability 2: You may not use the Crown of Domination, Horse and Cart, Magic Banner, Magic Harness, Mule, Ring of Command, Staff of Mastery, or Wyvern Staff.

Ability 3: You may choose not to encounter any space that you land on in the outer and middle regions of the board, but you must always draw adventure cards where instructed. Adventure cards take affect as normal, except that you are unaffected by them.

Ability 4: You may evade all enemies in the outer and middle regions.

Ability 5: You have the power to make a secret strike when you attack another character, or face up enemy you land on. Combat takes place as normal, except that you subtract your starting craft from your opponents total. If you win, you may take your normal reward.


Orc Ork

4 strength, 2 craft, start in the Crags, evil alignment.

Ability 1: You do not need to roll the die in the Crags. However, if you do roll you must accept the outcome of the die roll.

Ability 2: You may evade an enemy Goblin, Hobgoblin, or Wolf.

Ability 3: You may attempt to charm an enemy Goblin, Hobgoblin, or Wolf. To do so, roll one die with the following results: higher than the enemies strength – it becomes your follower and adds its strength to yours for one combat of your choice; equal to or less than the enemy’s strength – no affect.

Ability 4: If you have the enemy Wolf as your follower you may ride it. You can then roll two dice for your movement and use the number indicated on either die.

Ability 5: You are unaffected by the Siren.


Philosopher Filozof

2 strength, 4 craft, start in the City, neutral alignment.

Ability 1: You begin the game with 1 spell.

Ability 2: You always know what the top adventure card in the pile is. You may look at it whenever you wish.

Ability 3: Whenever you roll the die for your movement, you may ignore the result and roll again. You must accept the outcome of the second die roll.

Ability 4: Whenever you have to draw spell cards you may draw one more than necessary, and then discard one of your choice that you do not want.


Pilgrim Pielgrzym

2 strength, 4 craft, start in the Chapel, good alignment.

Ability 1: You begin the game with 1 spell.

Ability 2: Whenever you encounter enemy spirits instead of fighting them, you may move them to any other space in the same region that is not already occupied by another character.

Ability 3: You may attempt to convert any enemy Monster that you encounter. To do so, roll one die with the following results: higher than the enemy Monsters strength – it becomes your follower and will fight in your place in any combat of your choice; equal to or less than the enemy Monsters strength – no affect. You can only have one such follower at any time.


Pirate Pirat

4 strength, 2 craft, start in the Tavern, evil alignment.

Ability 1: Whenever another character pays the Castle’s Royal Doctor, City Doctor, or Village Healer they must leave the gold on the appropriate space. No character but you may pick up the gold. When you land on the Castle, City, or Village you may plunder it and take any gold that has been left there.

Ability 2: You may capture any stranger that you land on, except the Judge, Leper, Outlaw, Siren, or Witch. The captive becomes your follower but neither you nor any other character may make use of a captive. When you decide to free your captive you must place it face up on the space you occupy. You can only have one such follower at any time.

Ability 3: You may build a Raft in the Forest, or a Woods space without requiring an Axe, or Great Axe.

Ability 4: You may add 1 to your die roll when you are in the Tavern.


Priest Kapłan

2 strength, 4 craft, start in the Chapel, good alignment.

Ability 1: You begin the game with 1 spell.

Ability 2: You may add 1 to your die roll when you pray.

Ability 3: You automatically kill all enemy spirits including the Vampire Bats, without resorting to psychic combat.

Ability 4: You may not use the Broken Sword, Chainsword, Dragon Bane, Grimnir’s Axe, Poweraxe, Runesword, Stiletto, Sword, or Two–Handed Sword.

Ability 5: You may not use an Axe, or Great Axe in combat though you may use one of them to build a Raft.


Prophetess Wróżka

2 strength, 4 craft, start in the Chapel, good alignment.

Ability 1: You begin the game with 1 spell.

Ability 2: You always have at least 1 spell during the game. Whenever you use your last remaining spell immediately draw another.

Ability 3: Whenever you draw an adventure card that you do not wish to encounter, you may discard it and draw another one instead. However, you must encounter the new adventure card.

Ability 4: At any time during the game you may look at spell cards held by other characters, though you may not look at spells belonging to the Genie, or Dragonskull Wand.


Questing Knight Błędny Rycerz

4 strength, 3 craft, start in the Chapel, good alignment.

Ability 1: You begin the game with a suit of Armour, Helmet, Shield, and Sword.

Ability 2: You cannot fight any enemy, or enemy spirit whose strength, or craft is 3 or more points less than yours (include all bonuses from objects, or followers when comparing these totals). You must leave them face up in the space where you encounter them.


Ranger Tropiciel

3 strength, 3 craft, start in the Village, good alignment.

Ability 1: You do not need to roll the die in the Chasm, Crags, or Forest. However, if you do roll you must accept the outcome of the die roll.

Ability 2: You may ignore the effects of the Blizzard, and Storm.

Ability 3: You do not lose a life in a Desert space.

Ability 4: You may add 1 to your die roll when in combat with Animals, or Dragons.


Rogue Rzezimieszek

3 strength, 3 craft, start in the Tavern, evil alignment.

Ability 1: You begin the game with 1 spell.

Ability 2: Instead of attacking another character that you land on you may if your craft allows take 1 spell from them. You cannot look at their spells beforehand (you must take one at random). Roll one die for each spell and take the spell with the higher number. You cannot take a spell from the Genie, or the Dragonskull Wand.

Ability 3: You may add 1 to your die roll whenever you visit the City Enchantress, Warlock, or Witch. However, if you roll a 1 you must accept the outcome of the die roll.


Samurai Samuraj

4 strength, 2 craft, start in the Village, neutral alignment.

Ability 1: You may fire your bow against another character, or face up enemy in your region that is no
more than 3 spaces away instead of moving (ranged combat). If you win, a character loses a life, or an
enemy is killed (discard). If you lose, the shot missed its target.

Ability 2: You may use karate whenever you attack another character that you land on. Combat takes place as normal, except that you must use your psychic combat craft instead of your combat strength. If you win, the character is stunned, and can cast no spells until they have missed their next turn. You may not take any other reward. If you lose, the character may take their normal reward.


Saracen Saracen

3 strength, 3 craft, start in the Crags, evil alignment.

Ability 1: You do not lose a life in a Desert space.

Ability 2: Instead of attacking another character that you land on you may attempt to enslave one of their followers. To do so, roll one die with the following results: equal to or less than their number of followers – take the follower of your choice and make it your own; higher than their number of followers – no affect.

Ability 3: At the end of your turn you can sell any of your followers into slavery. Discard the follower and then roll one die to determine how much gold you will receive with the following results: 1–3) gain 1 gold; 4–5) gain 2 gold; 6) gain 3 gold.


Satyr Satyr

2 strength, 4 craft, start in the Crags, evil alignment.

Ability 1: You do not need to roll the die in the Crags. However, if you do roll you must accept the outcome of the die roll.

Ability 2: If another character that is no more than three spaces away from you in your region draws a follower from the adventure deck (including the Hag, Jester, or Poltergeist) that follower automatically joins you, drawn by the sound of your pipes. You must still fulfil any criteria in which the follower joins you (Familiar, Mercenary, Porter, etc).

Ability 3: Instead of attacking another character that you land on you may use your pipes to panic them. If you do so, roll one die and move them that number of spaces around the board in either direction (they must still remain in the same region). They do not interact with the space they land on and must move off as normal on their next turn. You may not panic another character whilst you are in the inner region.

Ability 4: You are unaffected by the Siren.


Scientist Naukowiec

2 strength, 5 craft, start in the Vortex, neutral alignment.

Ability 1: Once you have gained a spell, you will always have at least 1 spell during the game. Whenever you use your last remaining spell immediately draw another.

Ability 2: You may repair the Ancient Artifact by missing 1 turn.

Ability 3: You may take the Alchemist from any character that you land on, whether or not you attack them.


Scout Zwiadowca

3 strength, 3 craft, start in the Crags, neutral alignment.

Ability 1: You do not need to roll the die in the Crags, or Forest. However, if you do roll you must accept the outcome of the die roll.

Ability 2: You may add 1 to your combat strength when you are in a Hills, or Woods space.

Ability 3: Whenever you land on a Place you may turn it face down to show that only you know the way there. Only you can visit that Place from then on. These cards still count as occupying a space so cards are not drawn to replace them.


Soldier Żołnierz

4 strength, 3 craft, start in the City, good alignment.

Ability 1: You begin the game with a Helmet, and Sword. If these are lost, or stolen they may be replaced free of charge whenever you visit the City, whether or not you do anything else in the space.

Ability 2: You are unaffected by the Patrol, and Raiders.

Ability 3: You do not need to pay the Mercenary to become your follower, or pay him for his services.


Sorceress Czarownica

2 strength, 4 craft, start in the Graveyard, evil alignment.

Ability 1: You begin the game with 1 spell.

Ability 2: Whenever you attack another character you may use psychic combat.

Ability 3: Instead of attacking another character that you land on, you may attempt to beguile them into giving you one object or bag of gold of your choice. If you do so, roll one die with the following results: 1–3) no affect; 4) successful for evil characters; 5) successful for evil and neutral characters; 6) successful for all characters.

Ability 4: You may take any one follower, except the Maiden, Princess, Unicorn, or enemy from any character that you land on whether or not you attack, or beguile them.


Space Marine Kosmiczny Komandos

3 strength, 2 craft, start in the Warp Gate, neutral alignment.

Ability 1: You begin the game with the suit of Battle Armour.

Ability 2: You may fire your bolt gun against another character, or face up enemy in your region that is no more than 3 spaces away after you have moved (ranged combat). If you win, a character loses a life, or an enemy is discarded. If you lose, the shot missed its target.


Space Pirate Kosmiczny Pirat

4 strength, 3 craft, start in the Warp Gate, evil alignment.

Ability 1: You begin the game with 3 gold.

Ability 2: You may evade any space in the Timescape, apart from the Sentinel Outpost, and Vortex.

Ability 3: You may steal 1 object whenever you visit the Space Fortress. Roll one die with the following results: 1) Gyro–Compass; 2) Mining Laser; 3) Combat Enviro–Suit; 4) Jet Pack; 5) Poweraxe; 6) Psi–Helmet. If the object is unavailable you get nothing.

Ability 4: You may add 1 to your die roll whenever you visit the City Enchantress, Warlock, or Witch. However, if you roll a 1 you must accept the outcome of the die roll.


Sprite Leśny Duszek

1 strength, 5 craft, start in the Forest, good alignment.

Ability 1: You do not need to roll the die in the Forest. However, if you do roll you must accept the outcome of the die roll.

Ability 2: You begin the game with 2 spells.

Ability 3: You always have at least 2 spells during the game. Whenever your spells are reduced to less than 2, draw enough spells to replace them.

Ability 4: You may evade any character, creature, enemy, or enemy spirit when you are in a Woods space.

Ability 5: You are unaffected by the Siren.


Spy Szpieg

3 strength, 3 craft, start in the City, evil alignment.

Ability 1: Whenever you land on a Stranger you may turn it face down to show that it is one of your agents. Only you may visit that stranger from then on. These cards still count as occupying a space, so cards are not drawn to replace them. The Cyclops, Grumpy Wizard, Judge, Leper, Outlaw, Siren, and Witch will not become your agents.

Ability 2: Whenever another character starts a move (by any means) from the space that you are on you may shadow them moving to the space that they move to. However, you do not encounter the space and you must move off as normal on your next turn. You may not shadow a character in the inner region.

Ability 3: At any time during the game you may look at spell cards held by other characters, though you may not look at spells belonging to the Genie, or Dragonskull Wand.


Swashbuckler Zawiadaka

3 strength, 3 craft, start in the Tavern, good alignment.

Ability 1: Whenever you win a combat during your turn, you may take an extra turn. You may only do this once per turn.

Ability 2: Whenever you land on a Field’s space you may if you wish draw two adventure cards instead of one; but if you do, both cards must be encountered. In addition, if there is a card already on a Field’s space when you land there you may draw a second one; but you must encounter both cards.

Ability 3: You may add 1 to your die roll when you visit the Tavern.


Swordsman Szermierz

3 strength, 3 craft, start in the Village, neutral alignment.

Ability 1: You begin the game with a Sword.

Ability 2: Whenever you are involved in combat with another character you may disarm them. The character must drop the weapon of your choice onto the space (whether you win, or lose) and neither of you may take it with you when you leave.

Ability 3: Whenever you are the defender in combat, you may perform a parry. This increases your combat strength by 2 points, but if you win the result is counted as a standoff. You must declare that you will parry before the dice are rolled for combat.


Thief Złodziej

3 strength, 3 craft, start in the City, neutral alignment.

Ability 1: Instead of attacking another character that you land on you may steal 1 object, or bag of gold from them to add to your own. They have no say in the matter; you may steal whatever you want.

Ability 2: You may steal 1 object whenever you visit the Market. Roll one die to determine which object you steal with the following results: 1) Sword; 2) Helmet; 3) Water Bottle; 4) Shield; 5) Mule; 6) Raft.


Troll Troll

6 strength, 1 craft, start in the Crags, neutral alignment.

Ability 1: You do not need to roll the die in the Crags. However, if you do roll you must accept the outcome of the die roll.

Ability 2: You may evade the Cave Troll.

Ability 3: You are unaffected by the Siren.


Valkyrie Walkiria

3 strength, 4 craft, start in the Graveyard, good alignment.

Ability 1: You begin the game with 1 spell.

Ability 2: You do not lose a life in the Graveyard.

Ability 3: You may add 1 to your die roll when in psychic combat with spirits.

Ability 4: Whenever you defeat a human enemy Monster in combat you may resurrect it, and take it as your follower. Whilst it is your follower, it will add its strength to yours for one combat of your choice after which it disintegrates, and you must discard it.

Ability 5: Whenever a follower belonging to another character is killed, you may resurrect it and take it for yourself.


Warrior Wojownik

4 strength, 3 craft, start in the Tavern, neutral alignment.

Ability 1: You may roll two dice in combat and use the higher one to determine your combat score.

Ability 2: You may use two weapons in combat, except when you are using the Force Shield, Great Axe, Holy Lance, Kite Shield, Magic Shield, Runesword, Shield, or Two–Handed Sword.


Warrior of Chaos Wojownik Chaosu

4 strength, 2 craft, start in the Ruins, evil alignment.

Ability 1: You have the power to receive gifts from the gods of chaos. When you kill another character, or enemy in combat you may roll one die with the following results: 1) gain 1 craft; 2) gain 1 life; 3) gain 1 spell (if your craft allows; 4) gain a Shield; 5) gain a suit of Armour; 6) gain 1 strength. You may only be gifted with a suit of Armour, or Shield once each; if you roll these numbers again you get nothing for that kill.

Ability 2: Instead of attacking a good or neutral character that you land on, you may attempt to corrupt them to evil. To do so, roll one die with the following results: equal to or lower than their craft – they become evil; higher than their craft – no affect.

Ability 3: The Maiden, Prince, Princess, and Unicorn will not become your followers.


Witch Doctor Szaman

2 strength, 4 craft, start in the Graveyard, evil alignment.

Ability 1: You begin the game with 1 spell.

Ability 2: For every 10 craft points worth of enemy spirits that you defeat in psychic combat, you may gain either 1 craft or 1 spell.

Ability 3: You have the power of the evil eye. Instead of attacking another character that you land on you may choose to throw a curse on them. On each subsequent turn thereafter the cursed character must move towards the Chapel (or Ruins if evil) by the shortest route possible before they can remove their curse and continue their quest to win the game. A Teleport spell may only be used by a cursed character, if it moves them to the relevant space; otherwise normal movement rules apply. You may evade any cursed characters. You cannot curse characters in the inner region.


Wizard Czarnoksiężnik

2 strength, 4 craft, start in the Graveyard, evil alignment.

Ability 1: You begin the game with 2 spells.

Ability 2: You always have at least 1 spell during the game. Whenever you use your last remaining spell immediately draw another.

Ability 3: Whenever you attack another character you may use psychic combat.


Woodsman Drwal

3 strength, 3 craft, start in the Forest, neutral alignment.

Ability 1: You do not need to roll the die in the Forest. However, if you do roll you must accept the outcome of the die roll.

Ability 2: Whenever you land on a Woods space you may if you wish draw two adventure cards instead of one, and discard one of your choice that you do not wish to encounter. In addition, if there is already a card on the Woods space when you land there you may draw a second one and again you can discard one of your choice that you do not wish to encounter.

Ability 3: You may build a Raft in the Forest, or a Woods space without requiring an Axe, or Great Axe.

Ability 4: Whenever you use an Axe in combat you may add 2 to your combat strength (instead of 1) for the duration of any combat in which you use it.

Ability 5: When you defeat an enemy Animal in combat you may choose not to kill it but instead take it as your follower. Whilst it is your follower, it will add its strength to yours in combat until you are defeated, in which case it is killed (discard) in addition to the normal penalties. You may only have one such follower
at any time.


Zulu Zulus

5 strength, 2 craft, start in the Forest, neutral alignment.

Ability 1: You do not need to roll the die in the Forest. However, if you do roll you must accept the outcome of the die roll.

Ability 2: When you defeat another character in combat you can after they have suffered the usual penalties rout them. If you do, roll one die and move them that number of spaces around the board in either direction (they must remain in the same region). They do not interact with the space that they land on, and must move off as normal on their next turn. You cannot rout another character in the inner region.
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