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Talisman Adventures Fantasy Roleplaying Game

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€20,86

Begin your exploration of the Realm with the Core Rulebook for the Talisman Adventures Fantasy Roleplaying Game! Magical forests, treacherous mountains, deadly dungeons, and more await you between these pages. Begin your adventures as any of ten classes (assassin, druid, minstrel, priest, prophet, scout, sorcerer, thief, warrior, or wizard) and seven ancestries (elf, dwarf, human, ghoul, leywalker, troll, and sprite).

The Talisman Adventures Fantasy Roleplaying Game is a hardcover book divided into two sections: the Player’s Guide and the Game Master’s Guide. In the back of the book, you’ll find Light and Dark Fate tokens, character sheets, and six pre-gen characters. It also includes a short, starting adventure, Death’s Messenger, so that you can jump right into the action.

If you want to be even better prepared for your heroic journey the Talisman Adventures Accessory Pack (Dice & Tokens) is available for purchase. It contains as many Light and Dark Fate Tokens as you could ever need in addition to 3 Talisman Adventures Dice. The special look of the customized Kismet Dice will make it easier for you to see what fate has in store. (Of course you are free to use common six-sided dice of different colors instead.)

The Talisman Adventures Fantasy Roleplaying Game rules are fast-paced, easy to learn, and feature the new 3D6 Adventures rules set. With these rules, the players take the lead and determine the action as their characters explore magical new lands, encounter enigmatic strangers, and do battle against terrible monsters. This book provides a multitude of enemies, strangers, followers, mysterious locations, and magic items to include in your adventures. Forbidden knowledge and fabulous treasures — perhaps even the fabled Talisman of the Great Wizard — await the daring and heroic.

To play this game, you’ll need a few friends, three six-sided dice, 2–4 hours, and your imagination.

Handouts and all additional extras can be found here.

Beginnt eure Reise durch das Reich mit dem Grundregelwerk des Talisman Adventures Fantasy Roleplaying Game! Mystische Wälder, tückische Gebirge, tödliche Verliese und mehr erwarten euch in diesem Buch. Taucht mit einer von sieben Abstammungen (Elf, Zwerg, Mensch, Ghul, Geisterläufer, Troll und Fee) und als eine von zehn Klassen (Assassine, Druide, Barde, Priester, Prophet, Kundschafter, Zauberer, Dieb, Krieger, Magier) in eure Abenteuer ein.

Die Regeln des Talisman Adventures Fantasy Roleplaying Game sind leicht zu lernen, flüssig zu spielen und basieren auf dem neuen 3D6 Adventures Regelsystem. Mit diesen Regeln übernehmen die Spieler die Führung, während ihre Charaktere magische Lande erkunden, rätselhaften Fremden begegnen und grauenhafte Monster bekämpfen. Das Buch enthält eine Vielzahl an Gegnern, Fremden, Gefolgsleuten, Orten und magischen Gegenständen, die ihr in eure Abenteuer integrieren könnt. Verbotenes Wissen und unermessliche Reichtümer und vielleicht sogar der berühmte Talisman des Großen Zauberers erwarten die Mutigen.

Das Core Rulebook des Talisman Adventures Fantasy Roleplaying Game ist aufgeteilt in zwei Abschnitte: den Player’s Guide und den Game Master’s Guide. Im Anhang findet ihr Helle und Dunkle Schicksalsmarker, Charakterbögen und sechs vorgefertigte Charaktere. Mit dem Einstiegsabenteuer Death’s Messenger könnt ihr direkt loslegen.

Um dieses Spiel zu spielen, braucht ihr lediglich drei sechsseitige Würfel, zwei bis vier Stunden Zeit und eine Prise Fantasie.

Es handelt sich um ein englischsprachiges Regelwerk.


 
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Reviews (7)
Discussions (48)
Customer avatar
Tim H March 16, 2021 7:28 pm UTC
PUBLISHER
Call for Errata!

Hi all - we're getting close to wrapping up errata changes for the core book. so please send in any corrections we need to make. Typos are welcome too!

You can email me directly at .huckelbery@pegasus.de.

And please include your name so I can include you in the special thanks section!

-Tim
Customer avatar
lyle B March 16, 2021 12:20 pm UTC
PURCHASER
Hello all

Got another clarification question on combat rules.

It sates that if you get a standard success, the enemy strikes you back. However what happens if you 1 hit the enemy on a standard? do the strike you as they fall, or do you avoid it.

Standard success is you succeeded but something went wrong, so I just want to see how others are handling that.
Customer avatar
Tim H March 16, 2021 2:35 pm UTC
PUBLISHER
I've always played that it is simultaneous, but I'm also curious how others play and how it is working in their games.
Tim
Customer avatar
lyle B March 16, 2021 4:01 pm UTC
PURCHASER
Yeah after going through the player attacks again, it makes since to do it simultaneous. Seems to be a balanced decision to also hit the casters in the back when they don't completely succeed. Also forcing them to use more light fate, which is always good.

Thank you for the quick response Tim!
Customer avatar
Tim H March 16, 2021 4:04 pm UTC
PUBLISHER
De nada!
Plus I think it's just more fun that way and makes for better stories. Which is really more important than rules :)
Customer avatar
Jarkko R March 18, 2021 11:49 am UTC
PURCHASER
I can't remember this absolutely, but a quick glance at the rules seems to indicate, that it is not "hardcoded" to the rules, that the attack roll / attack means just one swing (like some systems do), which also makes sense, because the enemy attack is also abstracted to the player's roll.

If that's the case, it only makes sense that during the exchange there might be an opportunity for the enemy to damage you too. It's not like two swords swing in the air simultaneously and hit each other at the same time. So if it supports both the balance AND the immersion, it's a win-win!
Customer avatar
Ian L March 24, 2021 2:47 pm UTC
PURCHASER
My intent was that an attack roll is an exchange of blows. It might be a single swing each, or several jabs or swings depending on the circumstances. Combat tends to be very fluid in that regard. Sometimes opponents circles each other looking for the perfect time to strike, while other times they are on top of each other wailing away. This is also represented by one of the possible effects for a standard success or failure in ranged combat being that you use additional ammo.
Customer avatar
lyle B March 02, 2021 3:51 pm UTC
PURCHASER
Love the system, just would like some clarity on equipment. Mainly involving the shield/helm:
What are some suggestions for different makes of shields/helms and how much would they cost and absorb before breaking?

I can make some different types up, but there is not enough information to go off of to do that and be confident in it.

Just would like some examples with cost, etc

Thank you!
Customer avatar
lyle B March 08, 2021 3:25 am UTC
PURCHASER
I would also like some Clarification on Spellcasting Focus.
If you have the spellcasting skill you can cast any spell, but if you cast a spell of your focus do you just add +2 like everything else?
Customer avatar
Ian L March 08, 2021 2:11 pm UTC
PURCHASER
That is correct. You can use the Spellcasting skill to cast any spell from a scroll or as a granted spell. But you can only learn and memorize spells if you have the spellcasting special ability, so usually if you are a Wizard, Sorcerer, Druid, etc. If you have a spell casting focus then you get a +2 when casting spells of that school.
Customer avatar
Tim H March 08, 2021 2:22 pm UTC
PUBLISHER
Good questions. We'll be adding lots of new gear in supplement books, but some GM guidance on creating new gear items could be a fun thing to include. In the meantime, maybe folks here could offer their own creations to add to the game?
Customer avatar
Ian L March 08, 2021 3:32 pm UTC
PURCHASER
As to helms and shields, the rules for when they/ break are in the core rulebook. Making different types would be easy enough. You could have helms and shields that would absorb extra hits Maybe 20-25 gold extra? There are also magical helms and shields listed in the core book. Ultimately, it's your game, so set the price what you think works for your campaign or adventure. As Tim said, rules for making master-crafted helms and shields and the like will show up in future supplements.
Customer avatar
lyle B March 09, 2021 9:03 pm UTC
PURCHASER
Ah ok thank you very much for clarifying the spellcasting ability.

Also thank you for the advice if I think I understand you correctly I can just follow the armor chart and have shields to match.

I'll work on it, but thank you both very much and I'm looking forward to more material!
Customer avatar
Tim H March 09, 2021 9:21 pm UTC
PUBLISHER
Glad to help and thanks for playing!
Customer avatar
Gustavo N February 10, 2021 2:14 am UTC
I assume this PDF book will be updated anytime there's a correction/update/errata.

But for those of us who bought the book only, will there be a file or document available with said updates?
So far I've purchased this (printed) book in Miniature Market, unless there's a discount I don't plan to purchase this PDF only to have it duplicated (though it'd be nice for the search feature), hence my concern on keeping the book up to date.

Thanks!
Customer avatar
Tim H February 10, 2021 1:25 pm UTC
PUBLISHER
Yes, the PDF here automatically updates whenever we change it in any way.

We'll definitely do a change log so you can see what updates in terms of rules and other mechanical things that aren't typos and the like. So please send in anything you notice, especially the "typos and the like" as those are always easy to miss! I'm at (my first name).huckelbery@pegasus.de for this.

I imagine I'll post that here plus on the discord channel. Will that work ok for all?

Tim
Customer avatar
Gustavo N February 11, 2021 12:22 am UTC
Most definitely, thank you Tim!
Customer avatar
Regényi M January 25, 2021 5:03 am UTC
PURCHASER
Okay, I have yet 2 rules questions!

1. The Leywalkers soulrune ability: He can cast a spell,which is tattooed on him. Thats all right, but how does he do that? He does not have the spellcasting skill, nor does he have any spell points, right? So he just makes a test without any skill?

2. Rerolling the Kismet Die: Can you reroll the Kismet die? (For a Light Fate) If the answer is yes, what happens when the player rolls a 1 on the Kismet Die and decide to reroll it? Does the GM get the Dark Fate or not?

3. Is Craft or Strength only used when determining the damage modifyers?

Thanks in advance!
Customer avatar
Ian L January 25, 2021 3:30 pm UTC
PURCHASER
1. The Leywalkers soulrune ability: He can cast a spell,which is tattooed on him. Thats all right, but how does he do that? He does not have the spellcasting skill, nor does he have any spell points, right? So he just makes a test without any skill?

Answer: First, one of the backgrounds for the Leywalker grants the spellcasting skill. Second, you get two freebie skills of your choice during character creation. This is an excellent time to take spellcasting if you want it. And finally, the leywalker soulrune is essentially a granted spell (although it does not count toward your maximum number of granted spells) and you would use the rules for casting Granted Spells on page 121.

2. Rerolling the Kismet Die: Can you reroll the Kismet die? (For a Light Fate) If the answer is yes, what happens when the player rolls a 1 on the Kismet Die and decide to reroll it? Does the GM get the Dark Fate or not?

Answer: Yes, you can use Light Fate to re-roll the Kismet Die. Any die you re-roll...See more
Customer avatar
Regényi M January 22, 2021 10:20 am UTC
PURCHASER
Is there any way to report typos/issues with the pdf?
Customer avatar
Tim H January 22, 2021 12:51 pm UTC
PUBLISHER
Yes and thanks in advance!
You can email them directly to me at (my first name).huckelbery@pegasus.de
We'll get them corrected in the pdf and future printings of the physical book.
-Tim
Customer avatar
Daniel Z January 21, 2021 12:57 pm UTC
PURCHASER
"Incorporeal" states that creatures with that trait are affected by spells normally, I am just having a hard time imagining spells like "gust of wind" knocking down a ghost ... are there any thoughts about how different kind of spells might affect ghosts or not?
Customer avatar
Regényi M January 22, 2021 10:19 am UTC
PURCHASER
Well, it is not an ordinary wind. It is magical, which means it affects ghosts.
Customer avatar
Jordan B January 13, 2021 5:46 pm UTC
PURCHASER
Will the PDF be optimised further to help with page loading. It is difficult to read on ipad as you have to wait for each page to load.
Customer avatar
Tim H January 14, 2021 1:31 pm UTC
PUBLISHER
We do have updates planned so I'll take another go at ways to make it read faster.
Customer avatar
Regényi M January 05, 2021 7:35 pm UTC
PURCHASER
Hello! I have another rules question: What happens if a character falls prone? What are his/her disadvantages? I cannot really find this information in the book.
Also, if he/she wants to stand up, is it a full action? Thanks!
Customer avatar
Ian L January 05, 2021 10:19 pm UTC
PURCHASER
Questions are always welcome, so thanks for that. It was a deliberate design decision to not make Talisman Adventures into a tactical game. We wanted to focus more on the story and characters rather than covering every detail of combat. That said, it is likely that we will address such details in future supplements for players who want that kind of detailed combat.

Based on the rules as they are I would say that standing up would be a Free Action, equivalent to drawing a weapon, drinking a potion, etc. The rules also indicate that a GM can limit the number of Free Actions, so it might be fair to say that this is the only Free Action a character can take aside maybe from speaking a short phrase.

As a rule of thumb, a -2 penalty is the typical penalty applied when a character is disadvantaged in some way. So, that might be an appropriate penalty. Of course, you could modify that based on circumstances. Ultimately, this sort of thing is up to the GM. I hope this helps!
Customer avatar
Stacie W January 03, 2021 10:57 am UTC
PURCHASER
Just curious but does this pdf allow us to turn off the backgrounds so the pages will load better?
Customer avatar
Tim H January 05, 2021 3:08 pm UTC
PUBLISHER
Hi Stacie!

Sorry but no. We might try doing a background-free version later on though when we do another update.

-Tim
Customer avatar
Daniel Z December 31, 2020 4:49 pm UTC
PURCHASER
I am actually confused by the last passage of the assist rules, where it is stated that an assisting character can be the victim of damage, should the attacking character fail or just get a standard success. This brings up two questions for me:

1. Can an NPC choose to hit back others than the attacking player characters? Because unlike with ranged or psychic combat, in the melee part it' s not mentioned explicitly.
2. If that' s possible I assume that the assisting character (or any other character who is not the attacker, but hit because of his companions failed attack) also is entitled to a defence test?
Customer avatar
Tim H January 05, 2021 3:06 pm UTC
PUBLISHER
Hi Daniel!

Some replies from Ian on this:
1. As long as the character is in striking range, yes. Generally, the Enemy should hit the character who attacked them, but if it makes sense for them to attack a Follower or another character (or even another NPC), they can do that. Note that an NPC won't get a defence test here, but if it's another PC the GM can allow that PC to make a defence test. GM's take note - this is a great way to keep a PC from being killed due to a really bad roll, or just from being killed in a way that is a poor death.

2. If another PC is assisting then they do not get a defence test since their action is tied to the success or failure of the PC who made the attack. NPCs and Followers should never be given a defence test.

As an example:
If a PC attacks an Enemy and gets a Failure, the Enemy can inflict damage on the PC who attacked them, or any other PC or NPC that is within range and it makes narrative sense that it could occur. If the...See more
Customer avatar
Daniel Z January 15, 2021 6:43 pm UTC
PURCHASER
Thank you so much Tim, it does help a lot indeed!
Customer avatar
Regényi M December 30, 2020 1:24 pm UTC
PURCHASER
Could someone write about how the Armour works in the game? It is really confusing. Thanks!
Customer avatar
Ian L December 30, 2020 6:17 pm UTC
PURCHASER
Here's an example that should help clarify things. (Thank you Tim H. for writing this.)

You have Plate with 15 AP. You take a Single hit of say 5 damage at the start of a fight, you mark one "X" for it the first point it absorbs in the encounter, then 4 more "/" marks for the other 4 damage.

You then later take another hit for 5, and you mark 5 more "/" as the armor absorbs that damage.

Then you take a third hit for say 7. You mark 5 more "/" indicating your armor absorbed that damage, then the remaining 2 points actually come out of your Life.

Any further hits that combat, come from your Life as your armor has done all it can for you that fight.



If you take a short rest, you can Refit the armor, and all of the "/" are removed, leaving you with Plate armor that can reduce 14 points worth of damage, as the one "X" does not leave.



That "X"...See more
Customer avatar
Tim H December 30, 2020 6:22 pm UTC
PUBLISHER
It was Brian from an earlier thread actually, but big thanks Ian for stepping in and answering!
(Ian is the game designer for those not familiar. All Hail!)
Customer avatar
Regényi M December 31, 2020 8:27 am UTC
PURCHASER
AAAh, this clears things up. So, the armor acts like additional HP, except for the attacks which penetrates armour. Is that correct?
Customer avatar
Tim H December 31, 2020 12:37 pm UTC
PUBLISHER
Yes, once the armour has taken as much damage as it can, further damage is taken against Life.
Customer avatar
Paxton K December 24, 2020 3:11 am UTC
PURCHASER
I am early eager to get started with this; but its the expansions that made it really fantastic. I have played the board all the way back and collected the miniatures. What is the plan?
Customer avatar
Tim H December 24, 2020 5:05 pm UTC
PUBLISHER
We have plenty of plans, not to worry! Like you said, this is Talisman - so expect lots of expansions.
Look for news in the new year!
Customer avatar
Paxton K December 25, 2020 1:13 pm UTC
PURCHASER
GREAT!!!! Wish I still had my minis!

Customer avatar
Gianfranco B December 15, 2020 7:57 pm UTC
PURCHASER
I’ve pre ordered this game on Pegasus Press website and still waiting for the shipment but haven’t received any pdf yet. Is it included with the physical copy?
Customer avatar
Tim H December 15, 2020 8:09 pm UTC
PUBLISHER
Hi Gianfranco,
Sorry but pre-ordering the book is just for the physical book. You will want to separately purchase the pdf to get that product.
- Tim Huckelbery, Pegasus Spiele
Customer avatar
Gianfranco B December 16, 2020 3:15 pm UTC
PURCHASER
Ok thanks for the reply. Honestly 25$ for a pdf, when I already have preordered the physical copy, seems too much. A discount for us would have been appreciated
Customer avatar
Ian L December 16, 2020 8:59 pm UTC
PURCHASER
I believe the issue here is that there are laws in Germany that prevent Pegasus from bundling a PDF (or even offering a discount) with the physical copy. I'm not 100% on this. Tim might be able to give a better answer.
Customer avatar
TM R December 17, 2020 8:24 am UTC
PURCHASER
Yes. I asked this further down and this was the reason: German law doesn't permit discounting printed books, and that includes offering free 'extras' with them. Some German publishers get around it by giving away the pdf for free to everyone, as Uhrwerk Verlag does for its game Splittermond, but that's not the norm.

Still, Pegasus ought to put a note to this effect in the description, since this is an English-language work and its reasonable for anglophones to expect a discounted pdf with their hardcopy, even if that's not the case in Germany.
Customer avatar
Aaron S December 10, 2020 2:51 am UTC
PURCHASER
I really liked this game. Yeah, that's really what I'm getting out of this rpg. Normally, I'm not a big fan of mechanics. Games are games are games. Certainly, some mechanics need to fit with certain genres. System definitely matters to me. But mostly mechanics are just "there" or "functional". For the given value of "generic fantasy world and generic game experience", Talisman's mechanics really are just... nice! There's really not a better way of saying it, it's just easy to digest, simple to understand, and most crucially, effective. I like what it's putting out, and I like it so much I want to talk about it! It looks like provides a very nice smooth experience, both to play and to run, with some excellent shock absorbers for expected holes in the road "What does a follower do? What do I do about traps/environment/travel? How do I encourage my PCs not to murder-hobo? How do I run this smooth and quick? How do I improv an encounter?"

Combat looks super smooth,...See more
Customer avatar
Ian L December 15, 2020 8:15 pm UTC
PURCHASER
So glad to hear you're enjoying the game! Please leave us a review as well if you have the time. Thanks again!
Customer avatar
Wayne R December 06, 2020 1:00 pm UTC
PURCHASER
Another one for you Tim. ;)

How big are sprites? I have a player looking to play one and I have no idea if they are 8 inches tall or 5ft? Also, if they are "tiny" does this not have any impact on the amount of physical damage they do and weapons/armour they can use/wield?

I can't imagine this question hasn't come up before or during playtest, so I look forward to hearing what the answer is. As always thanks for your time.
Customer avatar
Ian L December 07, 2020 2:19 am UTC
PURCHASER
We deliberately did not include ancestry sizes to allow flexibility in the types of stories players and GMs want to tell. If you want your sprints to be 8" that's fine. Or they can be 5' tall. That said there are no damage adjustments for sprites based on size. This being a faerie tale fantasy we didn't want to impose such restrictions or added complications. That said, I think it would be perfectly fair for a GM to impose restrictions on the types of weapons that a sprite can use. The same goes for equipment costs. There is no cost adjustment. One could assume that while a sprite's armour is smaller and uses less materials, it may also be harder to make because of the small size so the cost evens out. Sprites are one fo the core races of the Realm though so armour and weapons sized to them shouldn't be hard to find. In the end, such details are not something we wanted to focus on prefering to allow people to focus on the story, not the details.

All that said, here are the ancestry heights that...See more
Customer avatar
Wayne R December 07, 2020 9:00 am UTC
PURCHASER
That GW size guide is perfect! At that size sprites don't need any adjusting (other than maybe some RP'ing like Trolls etc) too which is great! Thanks as always for your fantastic support.
Customer avatar
Ian L December 15, 2020 8:17 pm UTC
PURCHASER
You're most welcome!
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