new home made character review and comment
You might want to change the wording graft for craft.
Also change Strenght for Strength.
Maybe he's been in the sun too long, thus needs a skin graft
?
i was wondering more about the abilities and such ?
You might want to explain why you would add 1 to your movement if you roll a 6. Give it some character.
In general, give some sort of explanation to the special abilities rather than just state the result.
You would also need to clarify wether the character "dying" has to be at your hand or not.
The character(Vampire) is too good.
He can never die, because he comes back with one life.
The second ability is also too good. I will always choose for getting one strength or one craft. It looks the same as the Dark Cultist except that you don't have to roll a dice for it
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What the Vampire normaly do is, taking enemies as followers,( only one enemie allowed) and he can use them in battle to add their strength or craft to the score.
A Vampire can also drain the life from his followers so that they die, and you will get one life for it.
Velhart said:
The second ability is also too good. I will always choose for getting one strength or one craft. It looks the same as the Dark Cultist except that you don't have to roll a dice for it
Except Dark Cultist gets to roll after taking 1 Life, Vampire only gets to choose when another char goes to 0 Life, HUGE difference. In 22 games so far, only 1 game has seen more than 1 death during mid-game (plenty of games where nobody died until a char reached the Crown). So if the Vampire gets to choose 1-2 times a game, that really doesn't sound too good (of course, Command Spell deaths would apply as well, but it might be too little, too late by then). Also, I think Vampire should be able to initiate Psychic Combat (Mesmerism, etc.).
well the +1 to movement its because of vampires wings and their ability for big jumps
he comes back to life like a vampire he is one after all, maybe i shall change it to, comes back to life one time only.
he gets one of the goodies if any of the characters dies( not just lose 1 life but all. his last life to be more specific), by any other character or enemy or even from the crown of command spell.
i dont know if a vampire can initiate psychic combat their more of physical strength characters than brainy
i though so about the ''neck bite'' ability to be like every time you take a life from a character you add it to your own and as velhart said use it on followers as well but i thought it might be too strong ability i dont know what do u guys think about this ?
vampires are blood thirsty-driven characters so i thought any death can benefit them they can drink some blood from the dead and gain something good.
How did you change the wording on the card in the first post as the forum does not have an edit feature l am aware of.
there is one edit topic thingy one the right top side above the first post
You are right.
I have read the text wrong. It gets only that bonus if you kill a character...
But the first ability is still to powerful.
I hope that FFG will make a official Vampire someday... ( keep fingers crossed
At least we can kill a vampire prince in the dungeon
(The official Vampire from third edition(White Dwarf) can drain the life from his followers) and may get one enemie follower to use it in battle.)
I know that the vampire is a powerful character !
Dudes, vampires are scared of running water, thus this character should have a 4th "ability"
Whenever you cross the River, you lose 1 Life.
thats a good idea, you should keep ther first and second abilities, and add that whenever you cross a river you lose a life, it makes comming back with only one life and no stuff a bigger set back.
Also I propose changing first ability so when you die you lose 1 turn or something like that. There should be some penalty to death.
Dth:
I see nothing. Maybe you have did something wrong with the code...
I suck
Working on it. Hey, I'm not as sucky!
Oh noes, I crummied up the formatting. Oh well.
Nice image. She looks gothic
The girl looks tasty
Strategy for playing as the first post's Vampire:
Go to Sentinel, kill yourself against the Strength 9 statue. (Takes 6 rounds)
Come back at 1 Life.
Gain 1 Craft because a "character" died (you are a character!).
Repeat for 7 rounds.
Kill self adding to strength until you defeat the Sentinel (usually around 7 or 8). (Takes 3-5 rounds)
Use the craft path to achieve victory in under 20 rounds.
librarycharlie said:
Strategy for playing as the first post's Vampire:
Go to Sentinel, kill yourself against the Strength 9 statue. (Takes 6 rounds)
Come back at 1 Life.
Gain 1 Craft because a "character" died (you are a character!).
Repeat for 7 rounds.
Kill self adding to strength until you defeat the Sentinel (usually around 7 or 8). (Takes 3-5 rounds)
Use the craft path to achieve victory in under 20 rounds.
thats exploiting and its not allowed
pingofdeath said:
Repeat for 7 rounds.
Kill self adding to strength until you defeat the Sentinel (usually around 7 or 8). (Takes 3-5 rounds)
Use the craft path to achieve victory in under 20 rounds.
thats exploiting and its not allowed
Of course it is but it doesn't make he is saying any less true
what he's saying is that the way it is worded, it is perfectly legal.
Nice Vampire Character. My first thoughts for a new Character for Talisman 4.5 edition were actually about a Vampire. there are lots of special abilities that could be applied.
I imagined a Vampiress Character too, due to male Character predominance in Talisman. My first ideas were almost the same as your Abilities 1,2,3, with the slight difference that I wrote them a little more powerful: if you force a Character to lose a Life you gain 1 Life (exactly like the Ghoul); if you sacrifice a Follower you heal up to your starting value .
Furthermore, I would give her also an Animal Based Ability, much more like the Minstrel's charming ability. Also a protective Control ability based on Craft could be interesting. If you're attacked by a Character/creature, you're allowed to test your Craft against the Characters Craft or Creature's printed value. If you succeed, you acquire the ability to Evade that Character/creature for that turn.
Nice ideas the Cross limitation and the Chapel rule. Another limitation I considered is the river crossing. Vampires traditionally can't cross rivers if not by a bridge or inside their casket. You must cross the River via the Sentinel bridge or by teleportation (Imp & Magic Portal), but you're not allowed to use boats or a spell like Water Walking.
I believe a Vampire should always be forced to fight Characters and creature for their lifeblood, but I didn't find a way to include time in Talisman in order to force the Character to lose a Life at a specific time. This could be an alternative: you can't heal your wounds, except by sacrificing Followers and killing creatures/damaging Characters.
The_Warlock said:
Nice Vampire Character. My first thoughts for a new Character for Talisman 4.5 edition were actually about a Vampire. there are lots of special abilities that could be applied.
I imagined a Vampiress Character too, due to male Character predominance in Talisman. My first ideas were almost the same as your Abilities 1,2,3, with the slight difference that I wrote them a little more powerful: if you force a Character to lose a Life you gain 1 Life (exactly like the Ghoul); if you sacrifice a Follower you heal up to your starting value .
Furthermore, I would give her also an Animal Based Ability, much more like the Minstrel's charming ability. Also a protective Control ability based on Craft could be interesting. If you're attacked by a Character/creature, you're allowed to test your Craft against the Characters Craft or Creature's printed value. If you succeed, you acquire the ability to Evade that Character/creature for that turn.
Nice ideas the Cross limitation and the Chapel rule. Another limitation I considered is the river crossing. Vampires traditionally can't cross rivers if not by a bridge or inside their casket. You must cross the River via the Sentinel bridge or by teleportation (Imp & Magic Portal), but you're not allowed to use boats or a spell like Water Walking.
I believe a Vampire should always be forced to fight Characters and creature for their lifeblood, but I didn't find a way to include time in Talisman in order to force the Character to lose a Life at a specific time. This could be an alternative: you can't heal your wounds, except by sacrificing Followers and killing creatures/damaging Characters.
Thanks
Originally, it was gain instead of heal, however, as a general rule, that meant the Vampire ended up with some 8 lives heading in to the Inner Region... After much game-testing, healing a life and setting the starting life slightly higher was deemed a better balancing act.
Hmm, maybe you can drain a follower to heal 1 or more lives OR gain 1 if at max...will think about it. Again, the problem with being able to heal to max is that it effectively means your vampire is almost impossible to beat. All you need is, say, a couple of useless followers and that gives you another 6 lives ('cause if you lose all four, you're dead ....).
The crossing running water thing...I didn't even consider it because at this rate, the character would be mostly disadvantages
Lastly, that's some nice thematic ideas, but this is Talisman: I don't think any character you devise should be too far from the beaten path.