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Message no. 1
From: Donald Arganbright <jayden63@*******.COM>
Subject: Vampire ideas and stuff
Date: Fri, 11 Dec 1998 13:36:18 PST
Hoi,

Ok... I admit it... I'm bored... and the vampire sting kind of got me
thinking... so I came up with a few cards and I would like to know what
others think. There is a dark side to the shadowrun universe... one of
gouls and nasty creatures. Creatures that have societies and whole
lives outside that of the humans/trolls/orks/etc... but still need to
live with the real world. Some of these are kind of Strange and need
some work... but all have potential. I have introduced two new
traits... regeneration and assention. Regeneration - once per turn a
runner with regeneration may fully heal themselves without turning.
Assention - Turn two vampire runners you contol. Trash the one with the
higher base attack value. Add a +2/+2 counter to the other. Also
General rule all vampire runners cannot hold gear/cyberware cards you
cannot use the special The Turning on a runner with cyberware.

Name - Neerith Davenshade
Type - Vampire Prime Runner
Cost - 8/1¥
Threat - 7/4 (A1)
Skills - Athlethics - 2, Stealth - 4
Traits - Anti-social
Text - All non-weapon damage delt by Neerith is silenced. Frag a runner
present with Neerith, or from your hand at anytime to fully heal Neerith
Davenshade.
Flavor - "I kill only for food, health, and pleasure"

Name - Kilm
Type - Vampire Runner
Cost - 7¥
Threat - 4/6
Skills - Melee - 1, Piloting - 1, Steetwise - 1
Traits - Assention
Text - Armor bonuses from vehicles, are doubled when deployed onto Kilm.
Flavor - "The roar of my engine, is more satisfying than my victoms
screams"

Name - Kitar Havensteed
Type - Vampire Assasin
Cost - 7¥
Threat - 4/5(A1)
Skills - Stealth - 3, Melee - 2
Traits - None
Text - 3¥ Turn Kitar to engage target runner in runner vs. runner
combat. Kitar can only attack runners with a higher inital attack
rating than his. Place a +1/+1 token on Kitar for every runner Kitar
kills.
Flavor - "The strong never pray on the weak... there is no honor in
that."

Name - The Turned
Type - Vampire runner
Cost - 2¥
Threat - 3/2
Skills - None
Text - You may have any number of The Turned in your deck.
Flavor - "I just got bit dude!!!... Still hurts a little though"

Name - Brock Strongfuller
Type - Vampire Immortal Runner - Unique
Cost - 8/1¥
Threat - 7/8 (A1)
Skills - Leadership - 2, Melee - 2, Social - 1
Traites - Stamina, Regeneration
Text - 4¥ Return Brock to your hand if he is ever fragged or trashed.
Flavor - "You will never be rid of me or my kind... We are the strong"

Name - Winston
Type - Vampire Runner
Cost - 7¥
Threat - 6/4
Skills - Firearms - 1, StreetWise - 1, Athletics - 1
Traits - Hermit, Regeneration
Text - None
Flavor - "I hide until needed... Then strike without warning."

Name - Conrad Uerrentilli
Type - Vampire Runner
Cost - 5¥
Threat - 2/4
Skills - Stealth - 2, Technical - 2
Traits - Assention
Text - Conrad immediatly returns to safehouse if the alarm is triggered.
Flavor - "I may be the living dead... but I don't want to die again."

Name - Nevell Doceturn
Type - Vampire Rocker
Cost - 4¥
Threat - 3/4
Skills - none
Traites - Fame - 2
Text - Nevell cannot be deployed if you have no vampire runners in play.
Trash Nevell if you have no vampires in play.
Flavor - "He only does night concerts... funny how they always get
bloody"

Name - Silver Bullets
Type - Gear/ammo/accessory
Cost - 2¥
Text - Deploy onto pistol/rifle/smg. Triple weapon damage bonus when
used against vampire challenges or runners. Guns may only hold 1 type
of ammo.

Name - Nosfartu Lair
Type - Location
Cost - 2¥
Text - 1¥ for each vampire runners staying here insead of the safehouse.
Any runner here is immune to all specials played until your next legwork
phase.
Flavor - "You go in as a living dead, or come back as one..."

Name - Blood Bank
Type - Location
Cost - 4¥
Text - 1¥ Turn vampire runner to visit. Roll D6 1-2 no effect. 3+
gain 1 +2/+0 blood token. Runner may trash token to gain +2/+0 until
end of turn.
Flavor - "We got what you need... some just more than others."

Name - The Thirst
Type - Special
Cost - 4/1¥
Text - Target vampire does not unturn during it's unturn phase unless
owner of vampire Frags a runner from his/her safehouse.
Flavor - "One can only hunt... when the thirst takes over."

Name - The Turning
Type - Special
Cost - 1¥
Text - Deploy onto target runner. Target runner is considered a Vampire
until end of game.
Flavor - "Welcome to the assention."

Name - Blood Party
Type - Special
Cost - 0¥
Text - Turn X vampires and add X+1 to your credstick.
Flavor - "When the blood flows, so does the money."

Name - Daylight
Type - Special/Stinger
Cost - 1¥
Text - Send target vampire back to safehouse turned.
Flavor - "Bright light... Bright light."

Name - Silver Cross
Type - Gear/misclanious
Cost - 3¥
Text - A runner with silver Cross deployed cannot be targeted with
vampire runner vs. runner combat.
Flavor - "It may be made of silver, but its worth its weight in gold."

Name - Feeding Time
Type - Special
Cost - 3¥
Text - Ingage target vampire runner you control and target runner in
runner vs. runner combat. If vampire runner has a lower inital attack
rating than its opponent and wins the vampire gets +1/+1 token.

Well thats it for now... let me know what you think.

*** Knife Sharpens on Stone... Man Sharpens on Man ***
*** - Tao ***

Jayden Stormwalker
Donald Arganbright


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Message no. 2
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Vampire ideas and stuff
Date: Thu, 10 Dec 1998 19:11:08 -0800
Donald Arganbright wrote:

Note: Cleaned these up a little bit.

Regeneration seems okay, although it's also ridiculously strong -- and
of the two guys I spotted who had it, one's a 7/8. I've gone two routes
with cards of my own:

- Remove one damage counter or Virus token during the Refresh phase,
without needing to turn.

- Remove all damage counters at the /end/ of the turn if the Runner is
unturned.

Ascension seems for keyed toward being a special; that, or an ability
common to all Vampires. But I've never been into the White Wolf
hierarchy of all things fanged - alas, alack; all this talk of elders
and incarnu means nothing to me.

One in-general problem that I saw was that nearly all of these were
buff, buff guys with high skills to boot. Buff isn't bad; high-skill
isn't bad; but both together create some unbalanced Runners.

Moreover, with a lot of *new* Runners with high skills, it becomes
tempting in the next expansion to create *new* Challenges with high
sleaze requirements (so the *new* guys are actually challenged) -- and
this simply means that the *old* Runners are all now behind-the-times,
last-year's-tech -- possibly symbolically important, but, gamewise, a
very bad maneuver.

Vampires, being - well, not-nice - should also have a large drawback
associated with them: They Need To Feed. /Most/ of the Runners that
follow have no drawback, and certainly nothing like the lust that sounds
a vampire out into the night.

Onto individual cards.


> Neerith Davenshade / Prime Vampire / 8/1¥
7/4 (A1). Anti-social. Stealth-3. If Neerith is not holding Gear, any
damage (s)he deals is Silenced. Frag a Runner from yuor hand to heal
Neerith.
"I kill only for food, health, and pleasure"

My major beef with this Runner was the skills -- two uncommon skills at
extreme levels doth not a balanced card make. Stealth is probably the
more 'in-flavor' of the two skills, and the Challenges that require it
fit in well (notably various security guards, and a Hellhound that might
be influenced.)
=

> Kilm / Vampire / 7¥
4/6. Melee-1, Piloting-1, Streetwise-1. Double the Armor bonus of any
Vehicle Kilm is using.
"The roar of my engine is more satisfying than my victim's screams"

No real comment on this one; just tidied up the Armor ability. I'd like
to see more Riggers that benefit from using Vehicles, since (except the
Rapier and Yellowjacket) I rarely see any get used. Of course, there
aren't that many Vehicles in the game -- an oversight that needs
correcting...

> Kitar Havensteed / Vampire Assasin / 7¥
4/5 (A1). Melee-2. 3¥: Turn Kitar to engage target opponent Runner
with a higher Attack rating in Runner vs. Runner combat. Place a +1/+1
token on Kitar for every runner Kitar kills this way.
"The strong never pray on the weak... there is no honor in that."

Strangely enough, there was an almost *identical* Runner in Corp War.

But - ditto the thing with Neerith. While it's nice to see guys with
high skills, someone super-specialized in one skill really shouldn't
have any others -- Louie da Bruiser and Foxy both fit in this mold;
Torgo gets away with his nasty upkeep and Fastjack is, well, Fastjack. =

But at least Kitar's Melee works against him; at least for his early
career you won;t want to give him a Katana - but after three or four
kills, give him the Katana and send him running.

I condensed the language some, and, most dramatically, only assigned the
bonus when Kitar 'assassinated' a Runner - normal R-v-R combat, a la
Wanted and Bar Fight, wouldn't work. That's not really in flavor, but
seems more balanced.

> The Turned / Vampire Thug / 2¥
You may have any number of The Turned in your deck.

A *real* Tanaka.

> Brock Strongfuller / Immortal Vampire / 8/2¥
7/8 (A1). Regeneration, Unique. Leadership-2, Melee-2, Social-1. If
Brock is trashed, he is fragged. 4¥: Return Brock to your safehouse an=
d
put a permanent -1/-1 token on him. Play this ability only when he is
fragged.
"You will never be rid of me or my kind ... We are the strong"

I don't really see the point of having a Runner with both Regeneration
and Stamina; both are going to keep him from feeling damage.

I upped the Upkeep cost; with the high Threat and well-rounded skills,
he deserved it. I altered the return-to-play substantially; as written
previously, it was far, far too expensive. This keeps Brock around, but
makes each regeneration a bit more painful. The 'frag when trashed' text
just makes sure those tokens don't disappear: when he's gone, he's gone
for good.

> Winston / Vampire / 7¥
6/4. Firearms-1, Streetwise-1, Athletics-1. Hermit, Regeneration.
"I hide until needed ... Then strike without warning."

No real comment.

> Conrad Uerrentilli / Vampire Decker / 5¥
2/4. Decking-1, Technical-1. If Conrad is assisting in a shadowrun and
the alarm is triggered, he immediately jacks out (and may no longer
assist in the shadowrun).
"I may be the living dead... but I don't want to die again."

AEX had a (rather) similar Runner, Cobarde, and I found that the ability
to return to the safehouse is actually a positive thing; more than
keeping out of danger's way, it gives you a sort-of-free Recon.

Game balance: With two (again, fairly uncommon) skills at high levels,
this guy is going to make sure that the alarm never gets triggered - so
his 'drawback' (which isn't really a drawback anyway) disappears.

First time I've used the phrase 'jack out' for Deckers. I think I like
it.
=

> Nevell Doceturn / Vampire Rocker / 4¥
3/4. Fame-2. Nevell cannot be deployed if you have no vampire runners
in play. Trash Nevell if you have no vampires in play.
"He only does night concerts... funny how they always get bloody"

Well-balanced. Sort of. Fame-2 is awfully powerful, and this guy is
only going to be used in a vampire deck - so the requirement and
drawback really don't mean much. I might change this to:

> Phoebe Rayburne / Vampire Rocker / 4¥
3/4. Fame-1. Turn Phoebe Rayburne and frag a non-Vampire Runner you
control to give Phoebe Fame+1 until the end of the game.

Besides .. who on earth would have a stage name like Nevell Doceturn? =

:)

> Silver Bullets / Gear (Ammo / Accessory) / 2¥ =

Play on any Pistol, Rifle, or SMG. Vampires struck by Silver Bullets
take triple damage. User may only use one type of Ammo per combat.

Streamlined this to meet the rest of the Ammo cards (and changed it to
triple all damage, not just the gun's Attack bonus). But like most
Ammo, I wouldn't expect to see it used very much.

> Nosferatu Lair / Location / 2¥

As originally written, vastly, vastly overpowered - a Coffin Hotel that
both protects your Runners better /and/ earns money while doing that.

> Blood Bank / Location / 4¥
1¥: Turn a visiting Runner to visit Blood Bank. That Runner takes one
armor-piercing damage. Add a number of Blood tokens to Blood Bank equal
to that Runner's remaining Body.
1¥: Turn a Vampire Runner to visit to visit Blood Bank and place a Bloo=
d
token from Blood Bank onto that Runner. Runner holding Blood token may
trash it at any time to gain +2/+0 until the end of turn.
"What flavor wouldya like -- we got dwarf, troll ... "

Changed this around a bit: Every blood bank needs a donor, after all.

That being said, I really don't feel Vampires need to be made any
tougher.

> The Thirst / Special / 4/1¥
Target vampire cannot unturn unless its controller frags a Runner from
his or her safehouse.
"One can only hunt ... when the thirst takes over."

Mmmmkay.

> The Turning / Special / 2¥
Deploy onto target runner. Target runner is considered a Vampire until
end of game. You may turn a Vampire Runner you control instead of
paying the deployment cost.
"Got blood?"

Upped the base deployment to equal the cost of In The Family and The
Eternal Vow (and even then, I feel turning into a vampire should cost
more). Thought about extending the "Turn a Vampire.." clause to being a
set requirement: need a leech to make a leech, after all.

> Blood Party / Special / 0¥
Turn X Vampires and add X+1 to your credstick.
"When the blood flows, so does the money."

I dunno - you don't normally hear about Vampires rolling in the dough. =

Only the ancient ones with lots of accumulated wealth. With Doceturn,
you don't really *need* much money, anyway.

> Ray of Sunlight / Special (Stinger) / 1¥
Immediately return target Vampire to the safehouse turned OR inflict one
armor-piercing damage on a Vampire Challenge or turned Vampire Runner.
"Bright light! Bright light!"

I really liked Neorazorboy's ideas about daytime/nighttime in the SRTCG
game (which ties in really well with this vampire thing), so I changed
the name. I kind of like cards that have more than one purpose.

> Silver Cross / Gear (Miscellaneous) / 3¥
User may not be damaged by Vampire Runners or Challenges.
"It may be made of silver, but its worth its weight in gold."

It's got nice flavor text :) Seriously, it's an alright card, in the
same way that Enviro-Bodysuit is a nice card: it works well, but only
against one enemy (even expanding it to include Challenges, as I did).

> Feeding Time / Special / 3¥
Turn any Vampire Runner in play to attack target Runner in Runner vs.
Runner combat. If the Vampire Runner had a lower initial Attack Rating
than its opponent and wins, the Vampire gains a +1/+1 Blood token.

Here's a neat twist: Choose any Vampire in play to be your attacking
Runner. Want to use Bob's Runner to knock off Steve's Deckers? Well,
when the wind screams hunger into your ears, and it's time to feed....

There'd be some questions bound to arise, though: Bob's Vamp is still
Bob's Vamp, meaning he'd have to pay for any Burst Fire rolls, or choose
to use any spells his Runner was holding; I suppose this would also
eliminate cards like Hokaheh! from the AEX set, which can only be played
on your Runners.


All in all: interesting, but the Vampires need a stronger glue to hold
them together. Lone Star has its arrests, and Gangers have street
brawls (and even Amerinds have a common theme, of working with the
removed-from-game stack); Vampires should be driven by the need to
bleed, but, except one or two Specials (which most people won't play
with, simply because their too limited in effect), there are no big
drawbacks to being a Vampire. High stats, good skills; they'd need
something to balance them out anyway.

My initial proposal to FASA was for the Containment Zone expansion;
while it focused on the aftershocks of Bug City (meaning lots of Insect
spirits, and general chaos amid the rubble) it did include HMHVV, the
Human/Metahuman Vampiric Virus. I'll post my initial ideas on that
later this evening; although they were (and still are) only very rough
ideas.


- Matt
Message no. 3
From: Teos Abadia <tabadia@*********.COM>
Subject: Re: Vampire ideas and stuff
Date: Mon, 14 Dec 1998 09:12:04 -0500
> -----Original Message-----
> From: Matb [SMTP:mbreton@**.NETCOM.COM]
[Teos Abadia writes] (writing about Donald's cards)
> Regeneration seems okay, although it's also ridiculously strong -- =
and
> of the two guys I spotted who had it, one's a 7/8. I've gone two =
routes
> with cards of my own:
>
> - Remove one damage counter or Virus token during the Refresh phase,
> without needing to turn.
>
> - Remove all damage counters at the /end/ of the turn if the Runner =
is
> unturned.
>
[Teos Abadia writes]
Heh. We though along similar lines here.

> Ascension seems for keyed toward being a special; that, or an ability
> common to all Vampires. But I've never been into the White Wolf
> hierarchy of all things fanged - alas, alack; all this talk of elders
> and incarnu means nothing to me.
>
[Teos Abadia writes]
I thought Ascension was fine the way it was, and I didn't think White =
Wolf
had to figure into things. To me Vampires have always been on the top =
of
the food chain they are involved in. They seem to stay out of food =
chains
with larger predators.

> One in-general problem that I saw was that nearly all of these were
> buff, buff guys with high skills to boot. Buff isn't bad; high-skill
> isn't bad; but both together create some unbalanced Runners.
>
[Teos Abadia writes]
I felt this way as well. One or two of the runners in an expansion =
would be
fine, but as a whole, they are all too powerful. I made my runners too
powerful in my submissions to AEX, no doubt, but my thoughts were that =
only
a few would be used, and that they would probably be weakened (which =
they
correctly were). If all of these Vampires are to be in a set, then I =
would
weaken them further than I suggested.

> Moreover, with a lot of *new* Runners with high skills, it becomes
> tempting in the next expansion to create *new* Challenges with high
> sleaze requirements (so the *new* guys are actually challenged) -- =
and
> this simply means that the *old* Runners are all now =
behind-the-times,
> last-year's-tech -- possibly symbolically important, but, gamewise, a
> very bad maneuver.
[Teos Abadia writes]
Great point. We don't want to make the game one of continual =
escalation.
Clever new combos are good enough a reason to use new cards.

> Vampires, being - well, not-nice - should also have a large drawback
> associated with them: They Need To Feed. /Most/ of the Runners that
> follow have no drawback, and certainly nothing like the lust that =
sounds
> a vampire out into the night.
>
[Teos Abadia writes]
Oh, that's a great idea. What do you think, Donald? Could there be an =
all
around detriment for a "Vampire"? Maybe all Vampires must feed at =
least
once every 3 turns. You would have to either have won a R vs. R combat =
or
frag another runner you own to fuel the Vampire.

> > Neerith Davenshade / Prime Vampire / 8/1¥
> 7/4 (A1). Anti-social. Stealth-3. If Neerith is not holding Gear, =
any
> damage (s)he deals is Silenced. Frag a Runner from yuor hand to heal
> Neerith.
> "I kill only for food, health, and pleasure"
>
> My major beef with this Runner was the skills -- two uncommon skills =
at
> extreme levels doth not a balanced card make. Stealth is probably =
the
> more 'in-flavor' of the two skills, and the Challenges that require =
it
> fit in well (notably various security guards, and a Hellhound that =
might
> be influenced.)
>
[Teos Abadia writes]
We thought similarly along the gear lines. I agree with the skill =
change.
>
> > Kilm / Vampire / 7¥
> 4/6. Melee-1, Piloting-1, Streetwise-1. Double the Armor bonus of =
any
> Vehicle Kilm is using.
> "The roar of my engine is more satisfying than my victim's screams"
>
> No real comment on this one; just tidied up the Armor ability. I'd =
like
> to see more Riggers that benefit from using Vehicles, since (except =
the
> Rapier and Yellowjacket) I rarely see any get used. Of course, there
> aren't that many Vehicles in the game -- an oversight that needs
> correcting...
>
[Teos Abadia writes]
As I said, I would clarify further to "Double the Armor bonus to Kilm =
for
any Vehicle Kilm is using." Otherwise Bulldog Van is a little too much =
on
Kilm.

> > Kitar Havensteed / Vampire Assasin / 7¥
> 4/5 (A1). Melee-2. 3¥: Turn Kitar to engage target opponent =
Runner
> with a higher Attack rating in Runner vs. Runner combat. Place a =
+1/+1
> token on Kitar for every runner Kitar kills this way.
> "The strong never pray on the weak... there is no honor in that."
>
> Strangely enough, there was an almost *identical* Runner in Corp War.
>
> But - ditto the thing with Neerith. While it's nice to see guys with
> high skills, someone super-specialized in one skill really shouldn't
> have any others -- Louie da Bruiser and Foxy both fit in this mold;
> Torgo gets away with his nasty upkeep and Fastjack is, well, =
Fastjack.
> But at least Kitar's Melee works against him; at least for his early
> career you won;t want to give him a Katana - but after three or four
> kills, give him the Katana and send him running.
>
> I condensed the language some, and, most dramatically, only assigned =
the
> bonus when Kitar 'assassinated' a Runner - normal R-v-R combat, a la
> Wanted and Bar Fight, wouldn't work. That's not really in flavor, =
but
> seems more balanced.
[Teos Abadia writes]
These changes work as well. I like my idea of the lower body better, =
since
it forces defensive gear rather than just waiting on attack gear.

> > The Turned / Vampire Thug / 2¥
> You may have any number of The Turned in your deck.
>
> A *real* Tanaka.
[Teos Abadia writes]
Or Tenaka after he was bitten! Can you see the card art? This could =
even be
a Zombie runner.

> > Brock Strongfuller / Immortal Vampire / 8/2¥
> 7/8 (A1). Regeneration, Unique. Leadership-2, Melee-2, Social-1. =
If
> Brock is trashed, he is fragged. 4¥: Return Brock to your =
safehouse and
> put a permanent -1/-1 token on him. Play this ability only when he =
is
> fragged.
> "You will never be rid of me or my kind ... We are the strong"
>
> I don't really see the point of having a Runner with both =
Regeneration
> and Stamina; both are going to keep him from feeling damage.
>
> I upped the Upkeep cost; with the high Threat and well-rounded =
skills,
> he deserved it. I altered the return-to-play substantially; as =
written
> previously, it was far, far too expensive. This keeps Brock around, =
but
> makes each regeneration a bit more painful. The 'frag when trashed' =
text
> just makes sure those tokens don't disappear: when he's gone, he's =
gone
> for good.
[Teos Abadia writes]
I still think full Regen is too strong. I like your other ideas. =
Basically,
you can take this 7/8 A1 guy, and he can take 8 points of damage, then =
heal
all of them. That's really ugly! It makes Biotech too unimportant. I
strongly believe it should be limited to one point per turn, and you =
can
have different levels, like Regeneration-2 for this runner.

> > Conrad Uerrentilli / Vampire Decker / 5¥
> 2/4. Decking-1, Technical-1. If Conrad is assisting in a shadowrun =
and
> the alarm is triggered, he immediately jacks out (and may no longer
> assist in the shadowrun).
> "I may be the living dead... but I don't want to die again."
>
> AEX had a (rather) similar Runner, Cobarde, and I found that the =
ability
> to return to the safehouse is actually a positive thing; more than
> keeping out of danger's way, it gives you a sort-of-free Recon.
>
[Teos Abadia writes]
A very powerful Recon, I thought! I was wondering if you had noticed =
that!
I didn't until I was playing with him and complaining about my lack of
Recon, then said to myself "wait a minute!" <grin> I otherwise like the
changes. I would lower the above cost to 4.

> Game balance: With two (again, fairly uncommon) skills at high =
levels,
> this guy is going to make sure that the alarm never gets triggered - =
so
> his 'drawback' (which isn't really a drawback anyway) disappears.
>
> First time I've used the phrase 'jack out' for Deckers. I think I =
like
> it.
>
> > Nevell Doceturn / Vampire Rocker / 4¥
> 3/4. Fame-2. Nevell cannot be deployed if you have no vampire =
runners
> in play. Trash Nevell if you have no vampires in play.
> "He only does night concerts... funny how they always get bloody"
>
> Well-balanced. Sort of. Fame-2 is awfully powerful, and this guy is
> only going to be used in a vampire deck - so the requirement and
> drawback really don't mean much. I might change this to:
>
> > Phoebe Rayburne / Vampire Rocker / 4¥
> 3/4. Fame-1. Turn Phoebe Rayburne and frag a non-Vampire Runner you
> control to give Phoebe Fame+1 until the end of the game.
>
> Besides .. who on earth would have a stage name like Nevell Doceturn? =

> :)
[Teos Abadia writes]
Heh. Similar to what I was thinking. I promise to other list members =
that I
did not discuss my previous comments with Matb! Damn, they are =
similar! i
would still lower the threat rating to 2/3.

> > Nosferatu Lair / Location / 2¥
>
> As originally written, vastly, vastly overpowered - a Coffin Hotel =
that
> both protects your Runners better /and/ earns money while doing that.
>
[Teos Abadia writes]
I wasn't sure if that was a cost or an earning. I agree that as an =
earning
it is too powerful.

> > Blood Bank / Location / 4¥
> 1¥: Turn a visiting Runner to visit Blood Bank. That Runner takes =
one
> armor-piercing damage. Add a number of Blood tokens to Blood Bank =
equal
> to that Runner's remaining Body.
> 1¥: Turn a Vampire Runner to visit to visit Blood Bank and place a =
Blood
> token from Blood Bank onto that Runner. Runner holding Blood token =
may
> trash it at any time to gain +2/+0 until the end of turn.
> "What flavor wouldya like -- we got dwarf, troll ... "
>
> Changed this around a bit: Every blood bank needs a donor, after all.
>
> That being said, I really don't feel Vampires need to be made any
> tougher.
>
[Teos Abadia writes]
I agree with these changes. Cool idea of putting the tokens there. =
Gives
Cherry Bomb something to wait for!


> > The Turning / Special / 2¥
> Deploy onto target runner. Target runner is considered a Vampire =
until
> end of game. You may turn a Vampire Runner you control instead of
> paying the deployment cost.
> "Got blood?"
>
> Upped the base deployment to equal the cost of In The Family and The
> Eternal Vow (and even then, I feel turning into a vampire should cost
> more). Thought about extending the "Turn a Vampire.." clause to =
being a
> set requirement: need a leech to make a leech, after all.
[Teos Abadia writes]
I like the idea of it being a set requirement.

> > Feeding Time / Special / 3¥
> Turn any Vampire Runner in play to attack target Runner in Runner vs.
> Runner combat. If the Vampire Runner had a lower initial Attack =
Rating
> than its opponent and wins, the Vampire gains a +1/+1 Blood token.
>
> Here's a neat twist: Choose any Vampire in play to be your attacking
> Runner. Want to use Bob's Runner to knock off Steve's Deckers? =
Well,
> when the wind screams hunger into your ears, and it's time to =
feed....
>
> There'd be some questions bound to arise, though: Bob's Vamp is still
> Bob's Vamp, meaning he'd have to pay for any Burst Fire rolls, or =
choose
> to use any spells his Runner was holding; I suppose this would also
> eliminate cards like Hokaheh! from the AEX set, which can only be =
played
> on your Runners.
>
[Teos Abadia writes]
Cool idea! It does a great job of limiting Vampires.
Message no. 4
From: Teos Abadia <tabadia@*********.COM>
Subject: Re: Vampire ideas and stuff
Date: Mon, 14 Dec 1998 09:11:59 -0500
> -----Original Message-----
> From: Donald Arganbright [SMTP:jayden63@*******.COM]
>
> Hoi,
>
> Ok... I admit it... I'm bored... and the vampire sting kind of got me
> thinking... so I came up with a few cards and I would like to know =
what
> others think. There is a dark side to the shadowrun universe... one =
of
> gouls and nasty creatures.
>
[Teos Abadia writes]
Hey, I like it when you're bored! Great ideas this time and always!

[snip]
> I have introduced two new
> traits... regeneration and assention. Regeneration - once per turn a
> runner with regeneration may fully heal themselves without turning.
>
[Teos Abadia writes]
This seems like a really powerful ability. Self biotech, but without =
the
turning. I like the concept, but would list it as healing one point of
damage per turn without turning. This way, a Challenge could actually =
have
Regenerate-6 and it could basically heal itself 6 points of damage =
(which
right now isn't different from adding to the body, but it could be =
different
if you had a runner or other card that said "ignore traits of target
attacking card" or something of the sort. You could also have a =
Regenerate-2
runner, etc.

> Assention - Turn two vampire runners you contol. Trash the one with =
the
> higher base attack value. Add a +2/+2 counter to the other.
[Teos Abadia writes]
This one is cool.

> Name - Neerith Davenshade
> Type - Vampire Prime Runner
> Cost - 8/1¥
> Threat - 7/4 (A1)
> Skills - Athlethics - 2, Stealth - 4
> Traits - Anti-social
> Text - All non-weapon damage delt by Neerith is silenced. Frag a =
runner
> present with Neerith, or from your hand at anytime to fully heal =
Neerith
> Davenshade.
> Flavor - "I kill only for food, health, and pleasure"
[Teos Abadia writes]
I really like Neerith. His silence ability is cool, since it =
encourages
that he not be beefed up with other weapons. A little more control, if
desired, could be if it said "Damage delt by Neerith is silenced if he =
holds
no Gear". I like the Frag idea. I would remove either the Stealth-4 =
or
limit this to Stealth-1 and Athletics-1.

> Name - Kilm
> Type - Vampire Runner
> Cost - 7¥
> Threat - 4/6
> Skills - Melee - 1, Piloting - 1, Steetwise - 1
> Traits - Assention
> Text - Armor bonuses from vehicles, are doubled when deployed onto =
Kilm.
> Flavor - "The roar of my engine, is more satisfying than my victoms
> screams"
[Teos Abadia writes]
First thing I checked was if this was an elf, and I noticed it is =
actually
only a Vampire. Kind of interesting that it is both positive and =
negative.
One problem, does than mean that a Bulldog Van is A2 for everyone? =
Maybe
clarify this in the text. I think this card might be a little cheap (6
nuyen gets you a 4/5 runner (hatchetman, for example), this is one =
nuyen for
an extra body point plus double armor). Just my take. In effect, you =
pay
the same as you would for two armors (Hatchetman with armor jacket =
costs 7,
and Kilm costs 8 with the jacket) but the bonus is you can use fewer =
armor
cards in your deck and get the same effect. Then again, good 'ol =
Stomper is
6/7 A1 for a cost of one less, so maybe I would recommend only =
clarifying
the Bulldog bit and then removing the melee skill.

> Name - Kitar Havensteed
> Type - Vampire Assasin
> Cost - 7¥
> Threat - 4/5(A1)
> Skills - Stealth - 3, Melee - 2
> Traits - None
> Text - 3¥ Turn Kitar to engage target runner in runner vs. runner
> combat. Kitar can only attack runners with a higher inital attack
> rating than his. Place a +1/+1 token on Kitar for every runner Kitar
> kills.
[Teos Abadia writes]
I would change Kitar's stats to 4/3 (A1), and reduce the cost of the =
ability
to 2 Nuyen. This means the card has to get some defensive gear or =
attack
wounded runners. (The later is pretty easy to do). You might also =
change
the last sentence by adding "in this way" to clarify that using Wanted =
or
Z-Zone or intercepting would not be a way of getting the token. =
(Unless you
want that to happen, but I think that would be too powerful, and not =
the way
this runner would operate).

> Name - Brock Strongfuller
> Type - Vampire Immortal Runner - Unique
> Cost - 8/1¥
> Threat - 7/8 (A1)
> Skills - Leadership - 2, Melee - 2, Social - 1
> Traites - Stamina, Regeneration
> Text - 4¥ Return Brock to your hand if he is ever fragged or =
trashed.
> Flavor - "You will never be rid of me or my kind... We are the =
strong"
[Teos Abadia writes] See my earlier note on Regeneration. Full =
regeneration
would be really powerful! I might even remove the Stamina and give him
Regen-2. This in effect makes him better than a 7/8 A3!

> Name - Winston
> Type - Vampire Runner
> Cost - 7¥
> Threat - 6/4
> Skills - Firearms - 1, StreetWise - 1, Athletics - 1
> Traits - Hermit, Regeneration
> Text - None
> Flavor - "I hide until needed... Then strike without warning."
[Teos Abadia writes]
Regen-2, IMHO. Really, Regen ends up being like that many points of =
armor,
except it is better than armor, "armor-piercing" is not a problem! So, =
a
6/4 A2 guy that ignores AP damage is pretty serious for 7 Nuyen. Maybe
Regen-1 is bad enough!

> Name - Nevell Doceturn
> Type - Vampire Rocker
> Cost - 4¥
> Threat - 3/4
> Skills - none
> Traites - Fame - 2
> Text - Nevell cannot be deployed if you have no vampire runners in =
play.
> Trash Nevell if you have no vampires in play.
> Flavor - "He only does night concerts... funny how they always get
> bloody"
[Teos Abadia writes]
I would make him 2/3 and increase his cost to 5, even with the =
limitation
(which I like a lot, by the way). Your flavor text makes me think: =
what
about a Vampire Rocker that generates Fame on the next turn for any =
runners
he kills in the present turn:

8 Nuyen
Johnny Bloodhound:
5/5 Vampire Rocker
Skills: None.
Traits: Ascension, Fame-x
X= the number of runners Johnny Bloodhound killed last round.
Flavor - "No one knows where his groupies go after the concert"

> Name - Silver Bullets
> Type - Gear/ammo/accessory
> Cost - 2¥
> Text - Deploy onto pistol/rifle/smg. Triple weapon damage bonus when
> used against vampire challenges or runners. Guns may only hold 1 =
type
> of ammo.
[Teos Abadia writes]
Cool!


> Name - Nosfartu Lair
> Type - Location
> Cost - 2¥
> Text - 1¥ for each vampire runners staying here insead of the =
safehouse.
> Any runner here is immune to all specials played until your next =
legwork
> phase.
> Flavor - "You go in as a living dead, or come back as one..."
[Teos Abadia writes]
Now you have to write a story about Cherry Bomb taking out this =
location!
Actually, the text is a little confusing. Do you pay 1 Nuyen to place =
a
runner there? When can they come back?

> Name - Blood Bank
> Type - Location
> Cost - 4¥
> Text - 1¥ Turn vampire runner to visit. Roll D6 1-2 no effect. =
3+
> gain 1 +2/+0 blood token. Runner may trash token to gain +2/+0 until
> end of turn.
> Flavor - "We got what you need... some just more than others."
[Teos Abadia writes]
I would add either "Runners may not hold more than one blood token" or
"Discard all blood tokens at the end of each turn". Otherwise, two =
turns
and you have a real ugly scene! I prefer the limitation on number of =
tokens.
Actually, with the "end of turn" you could probably drop the 1 Nuyen =
cost
and "turn". This would be kind of cool, since you would have to get =
lucky on
the roles, then go on a Shadowrun immediately!

> Name - The Thirst
> Type - Special
> Cost - 4/1¥
> Text - Target vampire does not unturn during it's unturn phase unless
> owner of vampire Frags a runner from his/her safehouse.
> Flavor - "One can only hunt... when the thirst takes over."
[Teos Abadia writes]
Very cool. I would even drop the cost to 3/1.

> Name - Blood Party
> Type - Special
> Cost - 0¥
> Text - Turn X vampires and add X+1 to your credstick.
> Flavor - "When the blood flows, so does the money."
[Teos Abadia writes]
I might make this Unique. Or, add "End your turn immediately" to
it.

> Name - Silver Cross
> Type - Gear/misclanious
> Cost - 3¥
> Text - A runner with silver Cross deployed cannot be targeted with
> vampire runner vs. runner combat.
> Flavor - "It may be made of silver, but its worth its weight in =
gold."
[Teos Abadia writes]
I would lower the cost, otherwise it is hard to justify using. You can =
put
another runner out for one nuyen more!

> Name - Feeding Time
> Type - Special
> Cost - 3¥
> Text - (E)ngage target vampire runner you control and target runner =
in
> runner vs. runner combat. If vampire runner has a lower inital =
attack
> rating than its opponent and wins the vampire gets +1/+1 token.
[Teos Abadia writes]
I likes!

> Well thats it for now... let me know what you think.
[Teos Abadia writes]
Cool ideas! This seems like a great expansion idea, maybe one I would =
have
liked to see FASA put out after 3-4 other more normal expansions. This =
is a
big theme change.

Overall, the runners are too powerful, but good starting points!

Teos.
Message no. 5
From: Donald Arganbright <jayden63@*******.COM>
Subject: Re: Vampire ideas and stuff
Date: Mon, 14 Dec 1998 10:22:13 PST
>> Hoi,

>> Ok... I admit it... I'm bored... and the vampire sting kind of got
>>me thinking... so I came up with a few cards and I would like to
>>know what others think. There is a dark side to the shadowrun
>>universe... one of gouls and nasty creatures.

>[Teos Abadia writes]
>Hey, I like it when you're bored! Great ideas this time and always!

>>I have introduced two new
>>traits... regeneration and assention. Regeneration - once per >>turn
a runner with regeneration may fully heal themselves without >>turning.

>[Teos Abadia writes]
>This seems like a really powerful ability. Self biotech, but without
>the turning. I like the concept, but would list it as healing one
>point of damage per turn without turning. This way, a Challenge >could
actually have Regenerate-6 and it could basically heal itself >6 points
of damage (which right now isn't different from adding to >the body, but
it could be different if you had a runner or other >card that said
"ignore traits of target attacking card" or something >of the sort. You
could also have a Regenerate-2 runner, etc.

In retrospect... Fully healing is entirely too powerful. That came to
me a few hours after I posted it. I like the idea of removing one or
maybe two damage counters, without having to turn.

>>Assention - Turn two vampire runners you contol. Trash the one with
>>the higher base attack value. Add a +2/+2 counter to the other.

>[Teos Abadia writes]
>This one is cool.

Actually this needed a little clarification as well. You turn two
vampires... one with assention... one without. The one with assention
gets the +2/+2 counter, only if the one that died had the greater attack
value.
This ability when coupled with blood bank and The Turned is how I
envisioned it. You bump up The Turned with blood tokens and then kill
it off with a vampire with assention... every time you choose to do
this, it cost more and more nuyen.

>>Name - Neerith Davenshade
>>Type - Vampire Prime Runner
>>Cost - 8/1¥
>>Threat - 7/4 (A1)
>>Skills - Athlethics - 2, Stealth - 4
>>Traits - Anti-social
>>Text - All non-weapon damage delt by Neerith is silenced. Frag a =
>>runner present with Neerith, or from your hand at anytime to fully
>>heal Neerith Davenshade.
>> Flavor - "I kill only for food, health, and pleasure"

>[Teos Abadia writes]
>I really like Neerith. His silence ability is cool, since it
>encourages that he not be beefed up with other weapons. A little >more
control, if desired, could be if it said "Damage delt by >Neerith is
silenced if he holds no Gear". I like the Frag idea. I >would remove
either the Stealth-4 or limit this to Stealth-1 and >Athletics-1.

He is a little on the buff side. I could lower the skills and maybe his
threat rating a little, but I want to keep the Frag a runner to heal
him.

>>Name - Kilm
>>Type - Vampire Runner
>>Cost - 7¥
>>Threat - 4/6
>>Skills - Melee - 1, Piloting - 1, Steetwise - 1
>>Traits - Assention
>>Text - Armor bonuses from vehicles, are doubled when deployed onto
>>Kilm.
>>Flavor - "The roar of my engine, is more satisfying than my victoms
>> screams"

>[Teos Abadia writes]
>First thing I checked was if this was an elf, and I noticed it is
>actually only a Vampire. Kind of interesting that it is both >positive
and negative.
>One problem, does than mean that a Bulldog Van is A2 for everyone? =
>Maybe clarify this in the text. I think this card might be a little
>cheap (6 nuyen gets you a 4/5 runner (hatchetman, for example), this
>is one nuyen for an extra body point plus double armor). Just my
>take. In effect, you pay the same as you would for two armors
>Hatchetman with armor jacket costs 7, and Kilm costs 8 with the
>jacket) but the bonus is you can use fewer armor cards in your deck
>and get the same effect. Then again, good 'ol Stomper is 6/7 A1 for >a
cost of one less, so maybe I would recommend only clarifying
>the Bulldog bit and then removing the melee skill.

Good point about BD. The armor bonus was only to apply to Kilm, Other
runners would not get the armor bonus if Kilm held a BD. Not really
sure how to word it though... Also his stats could drop a hair and not
really suffer... loosing the melee 1 as well.

>>Name - Kitar Havensteed
>>Type - Vampire Assasin
>>Cost - 7¥
>>Threat - 4/5(A1)
>>Skills - Stealth - 3, Melee - 2
>>Traits - None
>>Text - 3¥ Turn Kitar to engage target runner in runner vs. runner
>>combat. Kitar can only attack runners with a higher inital attack
>>rating than his. Place a +1/+1 token on Kitar for every runner
>>Kitar kills.

>[Teos Abadia writes]
>I would change Kitar's stats to 4/3 (A1), and reduce the cost of the
>ability to 2 Nuyen. This means the card has to get some defensive >gear
or attack wounded runners. (The later is pretty easy to do). >You might
also change the last sentence by adding "in this way" to >clarify that
using Wanted or Z-Zone or intercepting would not be a >way of getting
the token. (Unless you want that to happen, but I >think that would be
too powerful, and not the way this runner would >operate).

True... He was only supposed to get the bonus from "hunting" not wanteds
or Z-zones... so that added text... in this way is a must. I think 2¥
for the chance of going out and trashing a runner is a little cheap...
You could do it twice with 1 nuyen phase (with two Kitars in play)...
The 3¥ was to limit that some to only being able to do it once per turn
and not having much money to do much else.
I agree with the dropping of his body some...

>>Name - Brock Strongfuller
>>Type - Vampire Immortal Runner - Unique
>>Cost - 8/1¥
>>Threat - 7/8 (A1)
>>Skills - Leadership - 2, Melee - 2, Social - 1
>>Traites - Stamina, Regeneration
>>Text - 4¥ Return Brock to your hand if he is ever fragged or =
>>rashed.
>>Flavor - "You will never be rid of me or my kind... We are the
>>strong"

>[Teos Abadia writes] See my earlier note on Regeneration. Full
>regeneration would be really powerful! I might even remove the >Stamina
and give him Regen-2. This in effect makes him better than a >7/8 A3!

With the Original Regeneration he was very strong... and I missed that
coupled with Stamina. So I could easily drop the stamina part with the
new form of regen... it makes him a little less buff. I tried to give
the impression of a very old, very powerful vampire, thus the unique
status and the immortal part of his name. I could raise his upkeep to 2

>> Name - Winston
>> Type - Vampire Runner
>> Cost - 7¥
>> Threat - 6/4
>> Skills - Firearms - 1, StreetWise - 1, Athletics - 1
>> Traits - Hermit, Regeneration
>> Text - None
>> Flavor - "I hide until needed... Then strike without warning."

>[Teos Abadia writes]
>Regen-2, IMHO. Really, Regen ends up being like that many points of =
>armor, except it is better than armor, "armor-piercing" is not a
>problem! So, a 6/4 A2 guy that ignores AP damage is pretty serious
>for 7 Nuyen. Maybe Regen-1 is bad enough!

Again agreed on Regen... it will be changed, and maybe lower his threat
to a 5/3.

>>Name - Nevell Doceturn
>>Type - Vampire Rocker
>>Cost - 4¥
>>Threat - 3/4
>>Skills - none
>>Traites - Fame - 2
>>Text - Nevell cannot be deployed if you have no vampire runners in =
>>play. Trash Nevell if you have no vampires in play.
>> Flavor - "He only does night concerts... funny how they always get
>> bloody"

[Teos Abadia writes]
>I would make him 2/3 and increase his cost to 5, even with the
>limitation (which I like a lot, by the way). Your flavor text makes
>me think: what about a Vampire Rocker that generates Fame on the >next
turn for any runners he kills in the present turn:

Ok... so I suck at names :) ... I could easily drop his threat rating
to a 2/3, but I don't want to raise his cost. Due to his lack of skills
and the limition, I think it is fine. Currently there is only 1 other
fame-2 guy and he blows up inside of 3 turns.

>8 Nuyen
>Johnny Bloodhound:
>5/5 Vampire Rocker
>Skills: None.
>Traits: Ascension, Fame-x
>X¥ the number of runners Johnny Bloodhound killed last round.
>Flavor - "No one knows where his groupies go after the concert"

Not bad :)

>>Name - Nosfartu Lair
>>Type - Location
>>Cost - 2¥
>>Text - 1¥ for each vampire runners staying here insead of the
>>safehouse. Any runner here is immune to all specials played until
>>your next legwork phase.
>>Flavor - "You go in as a living dead, or come back as one..."

>[Teos Abadia writes]
>Now you have to write a story about Cherry Bomb taking out this =
>location! Actually, the text is a little confusing. Do you pay 1
>Nuyen to place a runner there? When can they come back?

Oopie... That should read, PAY 1¥ for every vampire staying in Nosfaratu
Lair... You shouldn't gain money from protecting them.

>>Name - Blood Bank
>>Type - Location
>>Cost - 4¥
>>Text - 1¥ Turn vampire runner to visit. Roll D6 1-2 no effect.
>>3+ gain 1 +2/+0 blood token. Runner may trash token to gain +2/+0
>>until end of turn.
>>Flavor - "We got what you need... some just more than others."

>[Teos Abadia writes]
>I would add either "Runners may not hold more than one blood token" >or
"Discard all blood tokens at the end of each turn". Otherwise, >two
turns and you have a real ugly scene! I prefer the limitation >on number
of tokens.
>Actually, with the "end of turn" you could probably drop the 1 Nuyen
>cost and "turn". This would be kind of cool, since you would have to
>get lucky on the roles, then go on a Shadowrun immediately!

The point of this location was to pump up weaker vampires so the ones
with assention could kill them. I would leave the cost the way it is
and maybe add the line blood tokens may only be used during your legwork
phase.

>>Name - The Thirst
>>Type - Special
>>Cost - 4/1¥
>>Text - Target vampire does not unturn during it's unturn phase
>>unless owner of vampire Frags a runner from his/her safehouse.
>> Flavor - "One can only hunt... when the thirst takes over."

>[Teos Abadia writes]
>Very cool. I would even drop the cost to 3/1.

Could easily do that.

>>Name - Blood Party
>>Type - Special
>>Cost - 0¥
>>Text - Turn X vampires and add X+1 to your credstick.
>>Flavor - "When the blood flows, so does the money."

>[Teos Abadia writes]
>I might make this Unique. Or, add "End your turn immediately" to
>it.

It was supposed to be Unique... I guess that go left out.

>>Name - Silver Cross
>>Type - Gear/misclanious
>>Cost - 3¥
>>Text - A runner with silver Cross deployed cannot be targeted with
>>vampire runner vs. runner combat.
>>Flavor - "It may be made of silver, but its worth its weight in =
>>gold."

>[Teos Abadia writes]
>I would lower the cost, otherwise it is hard to justify using. You >can
put another runner out for one nuyen more!

Good point... maybe lower the cost to 2

>>Name - Feeding Time
>>Type - Special
>>Cost - 3¥
>>Text - (E)ngage target vampire runner you control and target >>runner
in runner vs. runner combat. If vampire runner has a lower >>inital
attack rating than its opponent and wins the vampire gets >>+1/+1 token.

>[Teos Abadia writes]
>I likes!

Thanks for you comments... I was thinking that for an overall
disadvantage for vampires would be...
1 - cannot hold cyberware/gear cards.
2 - no deckers or riggers
3 - At the begining of your legwork phase put a number of -0/-1 counters
equal to the number of vampire runners you control spread out amoungs
any number of non-vampire runners you control. If you cannot give out
that much damage to non vampire runners trash a number of vampires equal
to the number of token you could not distribute.

*** Knife Sharpens on Stone... Man Sharpens on Man ***
*** - Tao ***

Jayden Stormwalker
Donald Arganbright


______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
Message no. 6
From: Donald Arganbright <jayden63@*******.COM>
Subject: Re: Vampire ideas and stuff
Date: Mon, 14 Dec 1998 11:05:49 PST
Hoi,

>Note: Cleaned these up a little bit.
>
>Regeneration seems okay, although it's also ridiculously strong -- >and
of the two guys I spotted who had it, one's a 7/8. I've gone >two
routes with cards of my own:
>
>Remove one damage counter or Virus token during the Refresh phase,
>without needing to turn.
>
>Remove all damage counters at the /end/ of the turn if the Runner is
>unturned.

Agreed... I like the first idea better than the second.

>One in-general problem that I saw was that nearly all of these were
>buff, buff guys with high skills to boot. Buff isn't bad; high-skill
>isn't bad; but both together create some unbalanced Runners.

Inretospect... I noticed that too... Partially that came from the
enhanced sences and strengths that a vampire gets when it becomes an
undead... but in game play that doesn't pan out too well. Changes will
be made

>Vampires, being - well, not-nice - should also have a large drawback
>associated with them: They Need To Feed. /Most/ of the Runners that
>follow have no drawback, and certainly nothing like the lust that
>sounds a vampire out into the night.

I was thinking that for an overall disadvantage for vampires would be...
1 - cannot hold cyberware/gear cards.
2 - no deckers or riggers
3 - At the begining of your legwork phase put a number of -0/-1 counters
equal to the number of vampire runners you control spread out amoungs
any number of non-vampire runners you control. If you cannot give out
that much damage to non vampire runners trash a number of vampires equal
to the number of token you could not distribute.

>Onto individual cards.
>
>> Neerith Davenshade / Prime Vampire / 8/1¥
>>7/4 (A1). Anti-social. Stealth-3. If Neerith is not holding >>Gear,
any damage (s)he deals is Silenced. Frag a Runner from yuor >>hand to
heal Neerith.
>"I kill only for food, health, and pleasure"
>
>My major beef with this Runner was the skills -- two uncommon skills
>at extreme levels doth not a balanced card make. Stealth is >probably
the more 'in-flavor' of the two skills, and the Challenges >that require
it fit in well (notably various security guards, and a >Hellhound that
might be influenced.)

Noted about skills...

>> Kilm / Vampire / 7¥
>>4/6. Melee-1, Piloting-1, Streetwise-1. Double the Armor bonus of
>>any Vehicle Kilm is using.
>>"The roar of my engine is more satisfying than my victim's screams"
>
>No real comment on this one; just tidied up the Armor ability. I'd
>like to see more Riggers that benefit from using Vehicles, since
>(except the Rapier and Yellowjacket) I rarely see any get used. Of
>course, there aren't that many Vehicles in the game -- an oversight
>that needs correcting...

Good clean up job... it was a little wordy.

>> Kitar Havensteed / Vampire Assasin / 7¥
>>4/5 (A1). Melee-2. 3¥: Turn Kitar to engage target opponent >>Runner
with a higher Attack rating in Runner vs. Runner combat. >>Place a
+1/+1 token on Kitar for every runner Kitar kills this way.
>"The strong never pray on the weak... there is no honor in that."
>
>Strangely enough, there was an almost *identical* Runner in Corp War.

Ohh... I'm ready to be a Star Trek Psychic

>
>But - ditto the thing with Neerith. While it's nice to see guys with
>high skills, someone super-specialized in one skill really shouldn't
>have any others -- Louie da Bruiser and Foxy both fit in this mold;
>Torgo gets away with his nasty upkeep and Fastjack is, well, >Fastjack.

>But at least Kitar's Melee works against him; at least for his early
>career you won;t want to give him a Katana - but after three or four
>kills, give him the Katana and send him running.

My thoughts exactly

>I condensed the language some, and, most dramatically, only assigned
>the bonus when Kitar 'assassinated' a Runner - normal R-v-R combat, >a
la Wanted and Bar Fight, wouldn't work. That's not really in >flavor,
but seems more balanced.

Thats the way it was intended

>> The Turned / Vampire Thug / 2¥
>>You may have any number of The Turned in your deck.
>
>A *real* Tanaka.

I thought there was more fodder needed... they work well.

>>Brock Strongfuller / Immortal Vampire / 8/2¥
>>7/8 (A1). Regeneration, Unique. Leadership-2, Melee-2, Social-1.
>>If Brock is trashed, he is fragged. 4¥: Return Brock to your
>>safehouse and put a permanent -1/-1 token on him. Play this >>ability
only when he is fragged.
>>"You will never be rid of me or my kind ... We are the strong"

>I don't really see the point of having a Runner with both >Regeneration
and Stamina; both are going to keep him from feeling >damage.

Good point... I like the -1/-1 aspect... Originally he went back into
your hand and you would have to repay his deployment cost, and loose all
the gear he was holding... with the new version what happens to any gear
that he has?

>I upped the Upkeep cost; with the high Threat and well-rounded >skills,
he deserved it. I altered the return-to-play substantially; >as written
previously, it was far, far too expensive. This keeps >Brock around,
but makes each regeneration a bit more painful. The >'frag when trashed'
text just makes sure those tokens don't >disappear: when he's gone, he's
gone for good.

I upped his up keep as well... it seemed justified.

>> Winston / Vampire / 7¥
>6/4. Firearms-1, Streetwise-1, Athletics-1. Hermit, Regeneration.
>"I hide until needed ... Then strike without warning."
>
>No real comment.
>
>>Conrad Uerrentilli / Vampire Decker / 5¥
>>2/4. Decking-1, Technical-1. If Conrad is assisting in a >>shadowrun
and the alarm is triggered, he immediately jacks out >>(and may no
longer assist in the shadowrun).
>"I may be the living dead... but I don't want to die again."
>
>AEX had a (rather) similar Runner, Cobarde, and I found that the
>ability to return to the safehouse is actually a positive thing; >more
than keeping out of danger's way, it gives you a sort-of-free >Recon.

Never thought about it as reconish... also I don't personally like the
idea of a vampire decker... that would imply cyberware... and I don't
think that would go over too well... just my opinion.

>> Nevell Doceturn / Vampire Rocker / 4¥
>>3/4. Fame-2. Nevell cannot be deployed if you have no vampire
>>runners in play. Trash Nevell if you have no vampires in play.
>>"He only does night concerts... funny how they always get bloody"
>
>Well-balanced. Sort of. Fame-2 is awfully powerful, and this guy is
>only going to be used in a vampire deck - so the requirement and
>drawback really don't mean much. I might change this to:
>
>> Phoebe Rayburne / Vampire Rocker / 4¥
>3/4. Fame-1. Turn Phoebe Rayburne and frag a non-Vampire Runner you
>control to give Phoebe Fame+1 until the end of the game.

Ohh I like this one... good change... but is there a limit to how high I
can go with fame?

>Besides .. who on earth would have a stage name like Nevell >Doceturn?

Ok... I suck at names... :)

>> Nosferatu Lair / Location / 2¥
>
>As originally written, vastly, vastly overpowered - a Coffin Hotel
>that both protects your Runners better /and/ earns money while doing
>that.

It was not supposed to earn money... it should have read... Pay 1¥ to
place a vampire in the lair.

>> Blood Bank / Location / 4¥
>1¥: Turn a visiting Runner to visit Blood Bank. That Runner takes >one
armor-piercing damage. Add a number of Blood tokens to Blood >Bank
equal to that Runner's remaining Body.
>1¥: Turn a Vampire Runner to visit to visit Blood Bank and place a
>Blood token from Blood Bank onto that Runner. Runner holding Blood
>token may trash it at any time to gain +2/+0 until the end of your
>legwork phase.
>"What flavor wouldya like -- we got dwarf, troll ... "

I like the idea of the doner... to keep the abuse of the tokens away
from the shadowrun, add the line "can only trash blood tokens during
your legwork phase. They were intended to help with assention... not
shadowrunning.

>> The Thirst / Special / 4/1¥
>Target vampire cannot unturn unless its controller frags a Runner >from
his or her safehouse.
>"One can only hunt ... when the thirst takes over."
>
>Mmmmkay.
>
>> The Turning / Special / 2¥
>Deploy onto target runner. Target runner is considered a Vampire
>until end of game. You may turn a Vampire Runner you control >instead
of paying the deployment cost.
>"Got blood?"
>
>Upped the base deployment to equal the cost of In The Family and The
>Eternal Vow (and even then, I feel turning into a vampire should cost
>more). Thought about extending the "Turn a Vampire.." clause to >being
a set requirement: need a leech to make a leech, after all.

I like the change...

>> Blood Party / Special / 0¥
>Turn X Vampires and add X+1 to your credstick.
>"When the blood flows, so does the money."

>I dunno - you don't normally hear about Vampires rolling in the >dough.

It was an idea... just another nuyen generator... sometimes you just
cant have enough of those... also it was supposed to be unique.

>Only the ancient ones with lots of accumulated wealth. With Doceturn,
you don't really *need* much money, anyway.
>
>> Ray of Sunlight / Special (Stinger) / 1¥
>Immediately return target Vampire to the safehouse turned OR inflict
>one armor-piercing damage on a Vampire Challenge or turned Vampire
>Runner.
>"Bright light! Bright light!"
>
>I really liked Neorazorboy's ideas about daytime/nighttime in the
>SRTCG game (which ties in really well with this vampire thing), so I
>changed the name. I kind of like cards that have more than one
>purpose.

I like the change as well.

>> Silver Cross / Gear (Miscellaneous) / 3¥
>User may not be damaged by Vampire Runners or Challenges.
>"It may be made of silver, but its worth its weight in gold."
>
>It's got nice flavor text :) Seriously, it's an alright card, in the
>same way that Enviro-Bodysuit is a nice card: it works well, but only
>against one enemy (even expanding it to include Challenges, as I >did).

>> Feeding Time / Special / 3¥
>Turn any Vampire Runner in play to attack target Runner in Runner vs.
>Runner combat. If the Vampire Runner had a lower initial Attack
>Rating than its opponent and wins, the Vampire gains a +1/+1 Blood
>token.
>
>Here's a neat twist: Choose any Vampire in play to be your attacking
>Runner. Want to use Bob's Runner to knock off Steve's Deckers? >Well,
when the wind screams hunger into your ears, and it's time to >feed....
>


*** Knife Sharpens on Stone... Man Sharpens on Man ***
*** - Tao ***

Jayden Stormwalker
Donald Arganbright


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