Skills or States for Vampire or Blood Magicians

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Kupotepo

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Please help me brainstorm ideas for this class. I plan to disable MP and increase the HP. Thank you for your contribute.
 

trouble time

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One of my characters in my game is a blood magic user. For one thing she heals a set amount of HP when attacking (its only partially based on how much damage she does.) one of her skills is a "leech" state that deals damage over time and heals her over time (She also has passive healing.) Her main offensive magic is called Sanguine Splash and it does more damage the less HP she has, but she also is the parties only healer, and heals using her HP as well, she does have the ability to restore a large amount of HP to herself, but its limited in use (2 times per battle, its to help you come back from bad use of HP in case you misjudged the encounter), and if not you have potions (which heal over time in this game).

Stat wise she has the highest HP, and high speed and magic defense, but is middling everywhere else, even her magic attack is a bit on the low side, she makes up for it with her damage boost at low HP (and the fact she can bypass all but divine or unholy defenses with blood magic)
 
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"Vampire the masquerade" by White Wolf, is a table+dices role playing game, with a lot of magic skills for vampires, maybe their books
can be used for inspiration. "Magic schools" are refered as 'disciplines' on that game, tons of them with different levels.
Each vampiric house has some drawbacks too.

Random ideas:
resistence to all elements except fire & holy.
extra damage from fire & holy.
inmune to magic healing & potions.
damage from normal hits reduced.
A small proc to lose all HP when hit by a wood arrow.

A 'drain blood' skill, that deals low damage but replenishes TP (blood reserves).
Maybe usable on party members on a emergency? :troll:
Then you can use that TP as 'blood points' for other vampiric skills.

When the vampire has no blood reserves, only can cast 'drain blood'.

Skill ideas (that require blood):

Bat form: less % to get hit, but reduces damage done and max HP.
Fog form: inmune to damage, but cannot attack. Casting returns to normal form.
Domination / mesmerize: ???
Regenerate: reduces blood reserves, and heals himself.
Vampire strike I: Like a normal hit, but reduces blood reserves, and ensures +x damage
Vampire strike II: Like the previous, bigger cost, bigger damage.
Vampire strike III: And so on...
Celerity (from vampire game mentioned) allows to make 2 actions at the cost of blood
reserves. Example:
Celerity I -> 1 blood point
Now you have two turns:
Vampire strike-> 1 blood point.
Fog form-> 1 blood point.
(that allows to atack, an then go to a inmune to damage form at the cost
or three blood points.)

Roleplaying:
positive bonus on combats on night maps.
negative bonus on combats on maps with solar light.
Cannot enter sacred places (churches, graveyards, etc...)
Cannot use food & water (vampires go for blood only)
Needs to be invited to enter other people houses.
Cannot cross a river? :p
 

Wavelength

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I helped a friend design a Blood Mage recently and I think what we came up wasn't too far off from what @trouble time mentioned.
  • She has high Attack/Magic and HP stats.
  • About half of her skills require sacrificing a percentage of her current HP to cast. (Since you are disabling MP for her, you may want to raise this to most skills rather than half.)
  • Most of her skills have relatively low base power but get more effective as her %HP drops (e.g. a damage skill will deal 2-3x as much damage when she is at 1% HP compared to when she's at full HP).
  • She has a few skills which deal relatively low damage, but heal her for a portion of damage dealt. And (although we didn't do this) it might make sense to give the same Drain effect to her basic attack.
  • She has a few skills which heal other allies (not herself). These all have an HP sacrifice to use.
  • She also has a few ways to draw enemy aggro to herself, which can be useful when trying to get to low %HP without making reckless health sacrifices.
 

Kupotepo

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@trouble time, @SrOscuro, and @Wavelength. We all agree that drain skills are essential for this class to survive. Thank you for explaining your logic.
@trouble time, your vampire character is almost immortal, except expose the sunlight.:biggrin:
@SrOscuro, your game sounds fun. Thank you all of that typing. Your design is a very accurate description of a vampire by an expert historian. :smile:Sadly, I am not that good with RPG maker yet to do bonus/debuff terrains, but it is cool ideas nonetheless.
@Wavelength, The reckless bloodlust vampire sounds strategic and encourage a player to conserve her hp.
So funny we have a similar idea, but a little bit twists.:biggrin:
 

Aesica

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Vampire/Blood Mage? You could always have their abilities use HP instead of MP, or HP in addition to MP. Or something like that. Here's some sample stuff:
  • Drain Life: Dark magic damage with HP drain to one enemy
  • Sacrifice: Heal HP to all allies except caster. Costs HP
  • Blood Bolt: Dark and water magic damage to one enemy. Costs HP
  • Blood Drain: Damage over time with HP drain to one enemy
  • Bloodstorm: Dark and water magic damage to all enemies, increasing per target. Costs HP
  • Blood Feast: Dark and water magic damage with HP drain to all enemies. Damage and healing increased per target bleeding or affected by Blood Drain
I just pulled these out of my ass, so hopefully they're helpful. :)
 

Kupotepo

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@Aesica, thank you for stopping by. I will test your ideas out because it might be overpower and that can make a game become too easy.
 

Aesica

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Note that you can temper the power of HP drains by making them percent-of-damage rather than the full 100%. If my 9999 damage attack also heals for 9999 hp, that's obviously broken AF. But if it only heals for 10% of that (999) against foes dealing 2000 damage per hit, it's more reasonable.

Literally none of my game's "drain" skills give the player the full 100%.
 

Finnuval

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You can also think about 'charm' and 'hypnotize' skills for your vampire since in a lot of myths and pop-culture they posses some of these.
 

Kupotepo

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@Finnuval, I would like for you to explain more, please. Charm, do you mean in the game sense attack enemy's allies or stuns? Hypnotize, what stats do you prefer that put into a hypnotic state because it is could be sleep, paralyze, or attack the enemy's ally? What do you think it is appropriate?
 

Finnuval

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Both charm and hypnotize could cause a target to attack A partymember or act like stun, or cause the target to cast / use only benefitial action on the enemy.
I think all of these are viable options, you Just need to choose what you feel works and what the game needs
 

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[mod]Closed at the request of the OP[/mod]
 
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