Custom Heralds

By dkw, in Fan Creations

Veet said:

It says in the rules "The players should decide where monsters will be placed". I like playing it random but I have a friend I play with often that holds onto that statement tightly.

I was on the fence about the awareness modifier, it makes the shoggoths really scary but the deep ones are easy to evade otherwise.

Dexter did survive, he was the one character equipped to handle it with dual shrivels and David Packard in tow.

Oh, I'm not saying that the awareness modifier is a bad idea, not at all. I just don't understand why you'd need to give the monsters ambush afterwards. I mean, if they're willing to spend clues to get out of that mess, well :')

I guess I feel like it's a bit double brutal. Not necessarily bad, but it makes the herald a little less friendly :') either way, I think it's great. I think it's my favorite of the aquatic heralds made so far.

Avi_dreader said:

Okay, I read it, and now I think it's not much of an improvement over the original. You might want to make it three or four times the number of yellow signs. I mean, really, how many yellow signs go on the terror track? 0-5? That's not alot of extra draws. Especially for terror levels 1-3. Also, you said "spacejust." I think I'll houserule something like your idea for when I play the King in Yellow herald. If I remember :')

I'm kindof sad, I got so excited when I saw your picture. I love Hastur boosting heralds. He used to be so badass (before I understood how to kill him easily by deliberately waking him with low terror), now he's just ass.

Avi_dreader said:

Okay, I read it, and now I think it's not much of an improvement over the original. You might want to make it three or four times the number of yellow signs. I mean, really, how many yellow signs go on the terror track? 0-5? That's not alot of extra draws. Especially for terror levels 1-3. Also, you said "spacejust." I think I'll houserule something like your idea for when I play the King in Yellow herald. If I remember :')

It wasn't meant to be THAT much more scary than the original. Just a little boost to fight deck dillusion, those blights are pretty scary all on their own. But I can see the multiplier assuming between 1-5 blight draws the extra draws would break down like so (1, 3, 6, 10 or 15) it can add up once you get a few down.

Avi_dreader said:

I guess I feel like it's a bit double brutal. Not necessarily bad, but it makes the herald a little less friendly :') either way, I think it's great. I think it's my favorite of the aquatic heralds made so far.

Haha I know enough to know that if YOU say it's a bit brutal then it must be downright terrifying.

Veet said:

Avi_dreader said:

Okay, I read it, and now I think it's not much of an improvement over the original. You might want to make it three or four times the number of yellow signs. I mean, really, how many yellow signs go on the terror track? 0-5? That's not alot of extra draws. Especially for terror levels 1-3. Also, you said "spacejust." I think I'll houserule something like your idea for when I play the King in Yellow herald. If I remember :')

I'm kindof sad, I got so excited when I saw your picture. I love Hastur boosting heralds. He used to be so badass (before I understood how to kill him easily by deliberately waking him with low terror), now he's just ass.

Avi_dreader said:

Okay, I read it, and now I think it's not much of an improvement over the original. You might want to make it three or four times the number of yellow signs. I mean, really, how many yellow signs go on the terror track? 0-5? That's not alot of extra draws. Especially for terror levels 1-3. Also, you said "spacejust." I think I'll houserule something like your idea for when I play the King in Yellow herald. If I remember :')

It wasn't meant to be THAT much more scary than the original. Just a little boost to fight deck dillusion, those blights are pretty scary all on their own. But I can see the multiplier assuming between 1-5 blight draws the extra draws would break down like so (1, 3, 6, 10 or 15) it can add up once you get a few down.

Ehhh... Still. The mythos deck is enormous now.

I always was hoping that someone would make a Hastur Herald that would significantly boost yellow bordered monsters :')

Veet said:

Avi_dreader said:

I guess I feel like it's a bit double brutal. Not necessarily bad, but it makes the herald a little less friendly :') either way, I think it's great. I think it's my favorite of the aquatic heralds made so far.

Haha I know enough to know that if YOU say it's a bit brutal then it must be downright terrifying.

::Laughter:: is my tolerance for brutality that well known? ;'D

Look, the truth is, I don't think what you're doing is *that* bad, it's just if you want to make unevadable aquatic monsters, why not just say that you can't evade aquatic monsters?

Avi_dreader said:

Ehhh... Still. The mythos deck is enormous now.

I always was hoping that someone would make a Hastur Herald that would significantly boost yellow bordered monsters :')

True, by my count m deck is 165 cards without the next act cards (they are the only thing I filter out on a regular basis) and I don't have KH or DH. Were looking at with a full compliment of expansions only about 5% of the mythos deck. I think a x2 modifier could be warranted here. All things considered the next act raises the terror track so you could end up with a cascade effect if you have an unlucky draw.

But definately x2

OH! Nasty! :') Consider making the awareness/ambush/toughness bonuses only apply while aquatic monsters are in aquatic locations (that way they could be a severe pain in the ass at times, but still not very useful as trophies, like Crawling One) ::evil grin:: you could bump toughness by two.

Veet said:

Avi_dreader said:

Ehhh... Still. The mythos deck is enormous now.

I always was hoping that someone would make a Hastur Herald that would significantly boost yellow bordered monsters :')

True, by my count m deck is 165 cards without the next act cards (they are the only thing I filter out on a regular basis) and I don't have KH or DH. Were looking at with a full compliment of expansions only about 5% of the mythos deck. I think a x2 modifier could be warranted here. All things considered the next act raises the terror track so you could end up with a cascade effect if you have an unlucky draw.

But definately x2

You mean a *lucky* draw :'D

Well... You've persuaded me against a four draw, but I'd still consider doing a three draw, for cruelty's sake ;') to make up for all those games people laughed at the Act cards.

OK revised, I really liked the idea of "at aquatic locations" screw them over on the monster trophies unless the science building floods.

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Hee hee hee... I would have raised the toughness by two. Clearly you're nicer than me ;')

Also, for The Final Act, you said put doom tokens on the terror track.

::Sigh:: You get great pictures. Where do you get your pictures from?

Crap, I thought I did raise it by two.

So based on the conversation about placing monsters in a surge I need to rethink how to get the monsters to aquatic locations perhaps they run to them like Tulzsha's cultists or maybe extensive flooding will just sort it out naturally.

KiY picture I found in the stash of pics someone posted a link to about a month ago. Bastan was just a lucky find in google. Rlim I found on a spanish language site for strange eons someone had made a bunch of GOOs with a lot of good images.

OK I figured out what was wrong I accidentaly exported an earlier version of bastan, I fixed the monster placement snafoo and replaced moving black with moving to the nearest aquatic place if not indicated otherwise, that should get em in the water quick.

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First of all, this text is shorter :')

Aquatic monsters have their toughness increased by 2, their awareness modifier increased by -2, and gain ambush.

Second, thanks for looking up the ruling on monster placement ;')

Third... To fix monster placement, I think a Tulzscha type mechanic is a good idea. Have them always move to an adjacent aquatic location and squat there if there is no adjacent investigator?

Edit: oh holy crap, no your solution is *much* better :'D I just saw it. Swim my fishies, swim!

I also just noticed the first mythos card aquatic bit :') nice.

Bah I just realized I forgot to add the "at aquatic locations" to the toughness/awareness increase I'll fix and replace the file so it will fix itself.

NOW!.....on to locating an identity for my idea of a herald that makes fliers fly into vortexes......and other stuff.

A few space saving text edits:

"Place an aquatic marker on locations where monster surges occur; if they are aquatic already, place an aquatic marker in the adjacent street and raise the terror level by 1."

"When a monster surge occurs, all aquatic monsters move to the nearest aquatic location or street [unless they are already sharing a space with an investigator]."

I’m not sure if you intend for monsters already on investigators’ spots to move which is why I bracketed the above text. I had no idea what you meant by “if not indicated otherwise.”

"Aquatic monsters at aquatic locations have their toughness increased by 2, their awareness modifier increased by -2, and gain ambush."

Flyers into vortexes? Sounds odd :')

I had one idea that's even odder though ;') I never really figured out what to stick it with, but I wanted there to be mobile gates that would move according to their dimensional symbol. If you ever want to try for something ambitiously odd you could for something with that :'D Some of the things that really stymied me were how do you prevent gates from going into vortexes and how do you keep the doom track from going out of control, since there wouldn't be monster surges. It required too much of a radical game redesign and possibly even play testing, so rather than spend a day trying to figure out how to make it work, I decided to move on to some easier idea ;'D

Well, I'm going to bed. Type to you tomorrow.

Well just saying that all aquatic monsters move isn't as clear cut as saying all flying monsters move since aquatics are still governed by the colored directional arrows. So the "if not indicated otherwise" was meant as an indicator of how the monster moves if it dosen't have a legal move to make.

Example: a deep one (cross symbol) is sitting in a dry street when the monster surge occurs, he has to move because the surge occured but if the cross isn't on the mythos card then where to? So we've dictated how the aquatics move now but we still want them to swarm an investigator braving the floods so we add the clause of "if not indicated otherwise" then the ones hanging out in the water will run to him instead of the nearest flooded space which may not have an investigator.

Perhaps it would be more clear if it read:

"When a monster surge occurs all aquatic monsters move, moving to the nearest aquatic location if there is no other legal move."

Avi_dreader said:

Flyers into vortexes? Sounds odd :')

I had one idea that's even odder though ;') I never really figured out what to stick it with, but I wanted there to be mobile gates that would move according to their dimensional symbol. If you ever want to try for something ambitiously odd you could for something with that :'D Some of the things that really stymied me were how do you prevent gates from going into vortexes and how do you keep the doom track from going out of control, since there wouldn't be monster surges. It required too much of a radical game redesign and possibly even play testing, so rather than spend a day trying to figure out how to make it work, I decided to move on to some easier idea ;'D

Well, I'm going to bed. Type to you tomorrow.

I was thinking of making it dependant on the environment card. If its weather then unstable locations are adjacent to the sky. If it's urban then stable locations are adjacent to the sky. Then if it's mystical vortexes are adjacent to the sky and a flying monster will move towards them if they cannot reach an investigator. Would make the Dunwich horror really scary. just make sure to add a draw and discard the first mythos untill you get an environment.

There is potential for mobile gates, perhaps as GOO though if you could pare the text down enough. Just have them not enter a vortex staying at the adjacent street, make them not enter streets with an elder seal, that should prevent a few of them from escaping to the streets. Or just the ones in Arkham proper move. Give the GOO a long doom track to handle the lack of monster surges.

Veet said:

Avi_dreader said:

Flyers into vortexes? Sounds odd :')

I had one idea that's even odder though ;') I never really figured out what to stick it with, but I wanted there to be mobile gates that would move according to their dimensional symbol. If you ever want to try for something ambitiously odd you could for something with that :'D Some of the things that really stymied me were how do you prevent gates from going into vortexes and how do you keep the doom track from going out of control, since there wouldn't be monster surges. It required too much of a radical game redesign and possibly even play testing, so rather than spend a day trying to figure out how to make it work, I decided to move on to some easier idea ;'D

Well, I'm going to bed. Type to you tomorrow.

I was thinking of making it dependant on the environment card. If its weather then unstable locations are adjacent to the sky. If it's urban then stable locations are adjacent to the sky. Then if it's mystical vortexes are adjacent to the sky and a flying monster will move towards them if they cannot reach an investigator. Would make the Dunwich horror really scary. just make sure to add a draw and discard the first mythos untill you get an environment.

There is potential for mobile gates, perhaps as GOO though if you could pare the text down enough. Just have them not enter a vortex staying at the adjacent street, make them not enter streets with an elder seal, that should prevent a few of them from escaping to the streets. Or just the ones in Arkham proper move. Give the GOO a long doom track to handle the lack of monster surges.

Ooo... When you seal a gate you can place the elder sign token at any location. Why am I not asleep? ;.(

Veet said:

Well just saying that all aquatic monsters move isn't as clear cut as saying all flying monsters move since aquatics are still governed by the colored directional arrows. So the "if not indicated otherwise" was meant as an indicator of how the monster moves if it dosen't have a legal move to make.

Example: a deep one (cross symbol) is sitting in a dry street when the monster surge occurs, he has to move because the surge occured but if the cross isn't on the mythos card then where to? So we've dictated how the aquatics move now but we still want them to swarm an investigator braving the floods so we add the clause of "if not indicated otherwise" then the ones hanging out in the water will run to him instead of the nearest flooded space which may not have an investigator.

Perhaps it would be more clear if it read:

"When a monster surge occurs all aquatic monsters move, moving to the nearest aquatic location if there is no other legal move."

I'm still not entirely clear on this, maybe I'm too tired.

I think the all flying monsters move and all aquatics move should work in the same way. The gate burst movement leads to some confusion too though...

A "legal move" doesn't mean anything in the game's terminology.

Do you mean to say that you only want the aquatic monsters whose dimensional symbols are shown to move to the nearest aquatic locations during monster surges?

Do you mean to say that aquatics with their symbols shown move to the nearest aquatic locations and then move a second time?

Alright :') I'm really going to bed this time ;') I mean it now. Don't post another version of the herald until we have this terminology down ;'D

::Sigh:: I can't wait for the final version. It's about time an excellent aquatic boosting herald has been made.

Aquatic monsters are still bound by the directional arrows, unless I'm misunderstanding. If an aquatic monster in an aquatic location comes up to move and there is no investigator in another aquatic location it will still move black or white accordingly, unlike a flyer who would just hang out in the air. So if you just say aquatic monsters move and you have one in an aquatic location who's symbol didn't come up and no investigator to move towards, where would it move?

Veet said:

Aquatic monsters are still bound by the directional arrows, unless I'm misunderstanding. If an aquatic monster in an aquatic location comes up to move and there is no investigator in another aquatic location it will still move black or white accordingly, unlike a flyer who would just hang out in the air. So if you just say aquatic monsters move and you have one in an aquatic location who's symbol didn't come up and no investigator to move towards, where would it move?

]

Hrm... I see the problem here.

How about this?

Aquatic monsters move on black to the nearest aquatic location, unless they can move to an investigator by normal or aquatic movement.

What that text would result in would be a stationary movement, since the nearest aquatic location would be the location it's already on. Or it would result in them relocating to the nearest aquatic location, it wouldn't really matter how someone played it, as long as it were played consistently.

This would also prevent them from swimming into a vortex.

OK final version, replaced the files so previous postings will change to this version as well.

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