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Timescape - Characters


Hero character

Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)

Date: 25 Oct 1993

Updated because of playtesting information from Kurt Grossman.

Start:Vortex Alignment:Good Str:4 Cra:3

1.You start the game with a sword.

2.You may enter the Timescape at any time from the Main board or the Dungeon. 3.In the Timescape you may move to the Vortex as your next move.

Discussion: seemed quite powerful to one playtester, but perhaps not compared to, for example, the Sprite. #3 let him avoid the Warp Demon - but evasion, e.g. via the Chameleon suit, or the Warp Belt/Astropath's select-lines ability, also do the same (and more). Whether #2 is too powerful depends on whether you see the Timescape as too generous - you can get good stuff there, but also run into 12-Str or 12-Cra creatures, too.


Robot character

Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)

Date: 12 July 1993

Start:Space Port Alignment:Neutral Str:5 Cra:2

1.No spells may be used against you.

2.You may not use any spells.

3.If you encounter or are encountered by another player he may not use any magic objects against you in combat.

Playtester comment: not bad.


Sentinel character

Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)

Date: 25 Oct 1993

Start:Sentinel Outpost Alignment:Neutral Str:3 Cra:3

1.You may encounter other players in the Timescape.

2.When you encounter another character in the Outer or Middle regions or the Timescape, instead of fighting him you may arrest

him. Arrested players go to Donjon or the Castle (whichever is in the same region) as their next move. Arrested players in the Timescape go to the Vortex as their next move.

3.You may look at the top Timescape card at any time.

Playtester comment: interesting. Automatic arrest may be too powerful.


Space Knight character

Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)

Date: 25 Oct 1993

Updated because of playtesting information from Kurt Grossman.

Start:Space Port Alignment:Good Str:3 Cra:3

1.Every time you lose a life in combat you gain 1 Craft.

2.If you aquire a sword it adds two to your stength in combat.

3.When you draw an Adventure, Timescape, or Dungeon card you may attempt to use the force. If you roll 2d6 under your current craft you discard the current card and draw a new one. You may only do this once per turn.


Space Ork character

Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)

Date: 12 July 1993

Start:Space Warp Alignment:Evil Str:4 Cra:2

1.If you draw the Space Ork Timescape card they become your followers and fight for you until they are all destroyed.

2.You are uneffected by the siren.

3.You are safe in the Rad Zone and need not roll the die there.

Playtester comment: pretty quiet - comparable to some "average" existing characters. Nick replied: yep, just like the ordinary Orc.


Timelord character

Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)

Date: 25 Oct 1993

Updated because of playtesting information from Kurt Grossman.

Start:4th Dimension Alignment:Neutral Str:2 Cra:4

1.You start the game with 6 lives. This is your full quota for healing purposes

2.When you land on another player you may take one of his followers or give him one of yours (this includes the Hag and the Poltergeist).

3.You need only roll 1 die vs. Craft at the Portal of Power and 2 dice vs. Craft in the Mines.

4.Whenever you roll a 6 for movement, roll again and move according to the following chart:

1-4 Move six normally

5 Move to the warp gate

6 Move to any space in the region you are currently in (or in the Timescape, if on the Timescape board). All your followers go with you.

Discussion: Doctor Who would have been Good, and had more Lives, but it's too easy for Good characters to get healed back to starting quota.


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Copyright © 1996 Frank Schulte-Kulkmann, Trier, Germany