Unique Personas SE - Random assignment
Based on the Ravenloft game/map/setting.
From the ledge of his overlook, on the precipice of the chasm which yawns just below, Count Strahd Von Zarovich looks south and westward to the small village of Barovia. The Count's face displays a ruefull smile, for he has spied a small group of adventurers entering from beyond the mists. The group travels westward along the Old Svalich Road and proceeds through the gate, the imposing Svalich woods seeming to compress inwards on both sides. You, the player, have been invited to the castle for dinner. Will you accept?
Many magic items are distributed throughout the realm. Some of the most powerful are within the confines of Castle Ravenloft, but only the truly courageous will brave that grim location. Grab these items and add to your persona to best utilize them to win the game. Note - use the matrix in the middle of the board to match magic items to your persona to determine bonuses.
Personas - Each player represents a distinct persona. Each has special abilities and each generates magic item bonuses based on the matrix in the center of the board.
Generates a +1 factory bonus on each warehouse owned and can fortify from these
locations back to his Life flask.
Has the ability to view each of the magic item's guardian locations as well as guardian
for other special locations (Circus, Gingerbread House and Castle entrance).
Gets a +1 placement bonus for owning the Tavern.
Defends with additional advantage against the Assassin and Vampire.
The Rogue can attack Rafael's Barge from his Life Flask with advantage (artillery
border). Likewise, since he knows Donnie Drumpf (aka "Donnie 2-times"), he can easily
get into the Carnival (artillery border).
Finally, the Rogue has a "Rogue's Gallery' location. This location, capped at 2 units, has
fortify abilities to the warehouse and empty warehouse locations. The Rogue's life flask
has an attack border to the Rogue's Gallery.
Gains a placeable +2 bonus for owning all 4 empty/ware-houses.
Generates an additional +1 bonus for any two countryside magic items owned.
Due to his connection with nature, has artillery borders to the Water Nymph, Wolf
Ambush, Werewolf Trapper and Stagecoach locations from his Life flask at slight
The Ranger gets an additional +1 placeable bonus for the Werewolf Trapper and Fountain
Due to his scouting nature, the Ranger has some viewable locations along the roads and
Begins with additional +1 default bonus.
Additional +1 bonus for any two village magic items owned.
Gets an additional +1 placeable bonus for owning the smithy at Bildrath's Mercantile.
Can fortify from his Life flask to any village magic item locations.
The Fighter attacks anywhere in the Town Center at advantage and has an extra
jumping off point in each direction from the Town Center.
Can cast the following spells - fireball and magic missile. Fireball casts a 5 unit artillery
attack at any one non-castle magic item location and hits at 100%. For a brief moment,
the wizard will get a glimpse of the location being targeted. Magic Missile artillery
attacks each non-castle magic item location with 2 units, each landing at 100%. Fireball
and Magic Missile take place the turn following their being set. Note - the Magic Missile
will not harm the Wizard's own units.
To replenish spells, the wizard needs to secure the Magic Fountain and the Codex or
Azalin's Tower and the Codex.
The Wizard's divination abilities give view-only borders to the bridges.
+2 bonus for taking Azalin's Tower.
Dual-continent bonus of +1 for owning any two of Azalin's Tower, Codex Advocare
and the Ring of Parting Prevented.
Has the ability to become the Paladin (see below) if acquires the Sunsword.
Gets an additional +1 placeable bonus for owning the Church.
Has view borders to the Haunted houses, but gets a -1 penalty for each haunted house
Can cast Heal spells (+2 bonus to all of his non-castle magic item locations and also to
the chapel bonus locations in the castle).
Has the ability to 'turn' the Ghost of Van Richten (factory attacks to the ghost and the
Heal and Turn take place the turn following their being set.
To replenish spells, the Cleric needs to secure the Magic Fountain and the Holy Symbol
of Ravenkind or Azalin's Tower and the Holy Symbol.
+1 bonus for taking Azalin's Tower.
Dual-continent bonus of +1 for owning any two of Moonfriend Stone, Pendant and Holy
Generates a +1 bonus for each haunted house owned. Owning all 3 haunted houses
generates a +1 factory bonus to the Vampire Attack location which can attack opposing
player's Life Flask, possibly taking over their persona. Owning multiple haunted houses
also generates dual-bonuses for the vampire (+1 for any two, +3 if own all three).
The ability to transfer from Life Flask to any owned haunted house.
Immune to the Assassin's attack.
Can view the Life Flask of opposing players.
The Vampire gets no bonus for owning the Church, but does get a +2 placeable bonus
for owning the Graveyard. Furthermore, each Cemetary location owned generates a +1
factory bonus on itself.
The Vampire can attack the Stagecoach from his Life flask (artilllery border) with
+1 bonus for taking Azalin's Tower.
Finally, the Vampire gets an additional +1 bonus for any two castle magic items owned.
Magic items generate positive bonuses to life force based on the player's persona. There are 9 magic items with a variety of bonuses. The magic item matrix is on the center of the map for ease of reference. Unit placement is on for magic items and these locations can also fortify back to the life bonus. The items are spread about - 3 in the village, 3 in the countryside and 3 in the castle.
Gameplay special notes:
The Village of Barovia, places of interest
The Countryside, places of interest
1-North near Werewolf Trapper
2-NW near the Carnival
3-NW near the Stagecoach and Vistani Camp
4-West, on the Gingerbread path
5-SW on the swamp path near the Fountain
6-East on path to Van Ricthen's Tower
The Vistani Camp, places of interest
Castle Ravenloft, areas of interest
The Castle is populated with several creatures, some basic and some monstrous and contains 3 of the magic items, each very powerful.
Special persona powers:
(also see Sunsword above for acquiring the Paladin)
How to win:
Each player's life force is his/her capital. The way to win the game is to obtain a portal key ( by acquiring a sufficient amount of magic items on the board), which unlocks a factory portal. On the player's next turn (as long as they retain the key until then), the portal fills with 20 units and can attack opposing player's life force at D6 vs D5.
This version requires acquiring any 4 magic items.
Bonuses, Limits and Dice