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Vlad & Isabella Von Carstein - Vampire Heroes

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Vlad & Isabella Von Carstein - Vampire Heroes

Postby alyndavies » Thursday September 3rd, 2015 3:09pm

Last edited by alyndavies on Friday September 4th, 2015 5:36am, edited 4 times in total.
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Re: Vlad & Isabella Von Carstein - Vampire Heroes

Postby sorcerersapprentice » Thursday September 3rd, 2015 3:25pm

Love the ideas for your expansion with regeneration, Alyndavies. Any option for the vampires to use magic? Maybe transform into a bat, turn others by biting them? Any particular weaknesses either - maybe sunlight, fire, garlic?
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Re: Vlad & Isabella Von Carstein - Vampire Heroes

Postby alyndavies » Thursday September 3rd, 2015 3:34pm

sorcerersapprentice wrote:Love the ideas for your expansion with regeneration, Alyndavies. Any option for the vampires to use magic? Maybe transform into a bat, turn others by biting them? Any particular weaknesses either - maybe sunlight, fire, garlic?


No not really I threw this together off an idea I had in work, and while managing to sneak onto the computer in between watching Reel Steel with my daughters while they were on toilet breaks.
I did have an idea for a move called "cannibalism, kiss of death or drink blood", where after killing a living monster, the Vampire could restore 1 body point, but I ditched it, he could do this instead of searching.

For Necromancer spells I use the wizards of Morcar ones, but substitute Fear / Terror for spirit of vengeance. Thats 6 spells, logically if the Elf gets 3 spell cards with 4 mind points, and the Wizard 9 cards with 6 mind points, then 6 cards with 5 mind points is the correct number.

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Re: Vlad & Isabella Von Carstein - Vampire Heroes

Postby Count Mohawk » Thursday September 3rd, 2015 3:57pm

For Necromancer spells I use the wizards of Morcar ones, but substitute Fear / Terror for spirit of vengeance. That's 6 spells, logically if the Elf gets 3 spell cards with 4 mind points, and the Wizard 9 cards with 6 mind points, then 6 cards with 5 mind points is the correct number.

Your logic is slightly faulty. Both of the Vampires have in their starting equipment the "Magister's Hood", which if I remember correctly is an item which increases starting Body Points by 2 and staring Mind Points by 1. The use of this item disguises the Vampires' actual base stats, which must be 8-2= 6 Body and 5-1= 4 Mind Points. The Elf also starts with 4 Mind Points and he only gets 3 spells. In order to give them 6 spells you would need to tweak the Vampire's starting Body and Mind Points to 5 and 5, which increase to 7 BP and 6 MP after the Hood's effect.

I don't have any problems with the Spells themselves; they seem balanced. Raise Dead is pretty terrible, though. I like to play it as:
    Raise Dead
    Cast this spell on another player's turn after a monster is killed. That monster is raised to life as an Undead figure under your control with 0 Mind Points and half as many Body Points as it used to have, rounded up.
...which basically means that the strength of the monster you raise is directly proportional to its original strength. Depending on the strength of the monsters your Heroes fight, it may also be expedient to add the clause "The raised figure rolls one fewer Combat Dice to attack and defend (minimum 1).".


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Re: Vlad & Isabella Von Carstein - Vampire Heroes

Postby alyndavies » Thursday September 3rd, 2015 4:11pm

Count Mohawk wrote:
For Necromancer spells I use the wizards of Morcar ones, but substitute Fear / Terror for spirit of vengeance. That's 6 spells, logically if the Elf gets 3 spell cards with 4 mind points, and the Wizard 9 cards with 6 mind points, then 6 cards with 5 mind points is the correct number.

Your logic is slightly faulty. Both of the Vampires have in their starting equipment the "Magister's Hood", which if I remember correctly is an item which increases starting Body Points by 2 and staring Mind Points by 1. The use of this item disguises the Vampires' actual base stats, which must be 8-2= 6 Body and 5-1= 4 Mind Points. The Elf also starts with 4 Mind Points and he only gets 3 spells. In order to give them 6 spells you would need to tweak the Vampire's starting Body and Mind Points to 5 and 5, which increase to 7 BP and 6 MP after the Hood's effect.

I don't have any problems with the Spells themselves; they seem balanced. Raise Dead is pretty terrible, though. I like to play it as:
    Raise Dead
    Cast this spell on another player's turn after a monster is killed. That monster is raised to life as an Undead figure under your control with 0 Mind Points and half as many Body Points as it used to have, rounded up.
...which basically means that the strength of the monster you raise is directly proportional to its original strength. Depending on the strength of the monsters your Heroes fight, it may also be expedient to add the clause "The raised figure rolls one fewer Combat Dice to attack and defend (minimum 1).".


I always make any starting heroes have a maximum of 10 points, then if they have Magisters hood, or another additional item like amulet of the north or elven bracers, they get an extra mind point and 2 body points. So the theory being the vampires start with 6 body and 4 points points, plus an additional 2 body and 1 mind from the Magisters Hood, giving a total of 8 body and 5 mind. Basically the Magisters Hood stats are added in.

Your right I'm going to dump raise dead and have created kiss of death instead.
Last edited by alyndavies on Friday September 4th, 2015 5:18am, edited 1 time in total.
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Re: Vlad & Isabella Von Carstein - Vampire Heroes

Postby Count Mohawk » Thursday September 3rd, 2015 5:01pm

alyndavies wrote:I always make any starting heroes have a maximum of 10 points, then if they have Magisters hood, or another additional item like amulet of the north or elven bracers, they get an extra mind point and 2 body points. So the theory being the vampires start with 6 body and 4 points points, plus an additional 2 body and 1 mind from the Magisters Hood, giving a total of 8 body and 5 mind. Basically the Magisters Hood stats are added in.

Well, let me phrase my thought in the form of a question: If the Elf in your game started with Elven Bracers, what would his starting stats be? And then, how many spells would he be entitled to?
Assuming +2BP / +1MP like all the rest, a base-system Elf would have 6+2 = 8 Body Points and 4+1= 5 Mind Points, the same as your Vampire. Would this Elf then get 3 spells or 6? If it's just 3, the Vampire would have equal stats but more magic.


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Re: Vlad & Isabella Von Carstein - Vampire Heroes

Postby alyndavies » Friday September 4th, 2015 1:30am

Count Mohawk wrote:
alyndavies wrote:I always make any starting heroes have a maximum of 10 points, then if they have Magisters hood, or another additional item like amulet of the north or elven bracers, they get an extra mind point and 2 body points. So the theory being the vampires start with 6 body and 4 points points, plus an additional 2 body and 1 mind from the Magisters Hood, giving a total of 8 body and 5 mind. Basically the Magisters Hood stats are added in.

Well, let me phrase my thought in the form of a question: If the Elf in your game started with Elven Bracers, what would his starting stats be? And then, how many spells would he be entitled to?
Assuming +2BP / +1MP like all the rest, a base-system Elf would have 6+2 = 8 Body Points and 4+1= 5 Mind Points, the same as your Vampire. Would this Elf then get 3 spells or 6? If it's just 3, the Vampire would have equal stats but more magic.

Elf starts with 6 body and 4 mind, with Elven bracers hed have 8 body and 5 mind. in the uk version hed start with 1 set of spells, 3 cards but for each mind point gained hed have an additional 3 cards. the necromancer spell sets count as 2 sets as there are 6 cards.
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