Custom Heralds

By dkw, in Fan Creations

amikezor said:

Avi_dreader said:

Heh... I actually *liked* the four toughness Shoggoths ;'D

Uummm... Well... I see... you like the being beaten to death, right ? :o ))

I will try with the extra toughness on the next game and see how it goes.

Do you know how I can edit previous post (to get rid of previous versions)

You just have to know how to factor it in. Since you roll a die 6 and get a success on 5 or 6 (1/3 of the possible outcomes) you will average roughly 1 success for every three dice you roll. Taking that into consideration a +1 toughness is roughly equivelant to -3 combat modifier.

OK, after a test here is a "final" version. It works out nicely, I thought (I used Abhoth along with it)

ubbosathlafrontface.png

The-Outsider-Front-Face.png?t=1265062478

Hmmm... Interesting for a first shot (actually, interesting period). I generally like your card. It needs a bit of proofing (I can tell that English isn't your first language), but that can wait until it's finalized. One problem it has is it seems a little short on effects (although the effects it has are very strong and colorful, which I like).

It can be really brutal if it opens a gate in Innsmouth or Dunwich. Heh...

A few things you could still do with the card. Tie it to an Ancient One. Have it modify a specific monster.

This is useful for quickly looking around at what you're dealing with.

http://www.arkhamhorrorwiki.com/Main_Page

Btw, you know there's almost no slash monsters in the bag? Nightgaunts, Gug, Leng Spider, and Moonbeast. I figure you picked slash because of the thematic connection, but ::shrug:: it's really not going to alter the game much. You could pick a second symbol too.

::Laughter:: if you really wanted to be nasty, you could have it turn cultists into copies of The Color From Outer Space ;'D

Anyways, welcome to the forums, and pick a face, even if it's a faceless one.

Avi_dreader said:

Hmmm... Interesting for a first shot (actually, interesting period). I generally like your card. It needs a bit of proofing (I can tell that English isn't your first language), but that can wait until it's finalized.

About this part you can account me as responsible, I know Adventurer in RL, and I'm the one who translated/proofread his work. Unfortuinatly when he showed me the herald I was a little tired so I missed some details.

Thank you very much, I've really appreciated your compliments and pondered on your observations. The concept of The Outsider was created time ago, for a RPG with my friends: the idea was about a gestaltic entity, born from primal human fears, and living in a dimension linking the subconscious of every human being on Earth, draining them through nightmares and horrible visions. The only Ancient Ones compatible with him should be Hastur or Y'Golonac, and the combination would prove devastating.

A simple idea could be this: every time a n Investigator is driven insane or devoured, or fails two Horror checks in the same round, a Monster is spawned in the same location vhere he is (or was) at the moment. If it's a sealed location, return the monster to the cup, and rise the Terror track by one.


For other monster influenced, how about simply modifying the Cultists Horror rating/damage -2/1?

By the way, I've tried to put an image as my avatar, but it seems there is a problem with the edit command.

Oh, and nice to meet you here, Wood.

Yet another herald. Mostly thematic, though it can be nasty.

thecolouroutofspacefron.png

I think I get the general idea for the Color From Outer Space herald. Very cool. It makes it far more storyesque :')

Some of the language on the card is very unclear though. However I am exhausted, and a little drunk, so I don't think this is the right time for me to try to help you out ;') maybe tomorrow. ::Hiccup::

P.S. I've been hiccuping since 3 PM, which is partially why I decided to get drunk, it appealed to my appetite for irony.

I have a few questions about the card— basically you intend the dust to continue spreading through the streets every turn the colors move? I.e. first movement it goes onto the adjacent street, second movement the street dust moves onto all adjacent streets?

Also, what happens if it hits a train station spot?

Oh, also, currently the card reads that for each "dead" street an investigator moves through they'll lose one sanity— this will result in making impassable streets if a color isn't killed fast enough. Is this your intention? I mean, it can work, it's a bit harsh, but it can definitely work :') (and of course there's always a patrol wagon in case of total screw up).

I like this new trend of Lovecraftizing monsters ;')

P.S. I love the picture (even though it bears no resemblance to the story— if I remember correctly, it still has the greenishness and the general sense of insanity :') so, it fits).

Adventurer said:

Thank you very much, I've really appreciated your compliments and pondered on your observations. The concept of The Outsider was created time ago, for a RPG with my friends: the idea was about a gestaltic entity, born from primal human fears, and living in a dimension linking the subconscious of every human being on Earth, draining them through nightmares and horrible visions. The only Ancient Ones compatible with him should be Hastur or Y'Golonac, and the combination would prove devastating.

A simple idea could be this: every time a n Investigator is driven insane or devoured, or fails two Horror checks in the same round, a Monster is spawned in the same location vhere he is (or was) at the moment. If it's a sealed location, return the monster to the cup, and rise the Terror track by one.


For other monster influenced, how about simply modifying the Cultists Horror rating/damage -2/1?

By the way, I've tried to put an image as my avatar, but it seems there is a problem with the edit command.

That monster modification (with the cultists) would be so slight it wouldn't be worth the text space.

Q: what do you mean fails two Horror checks? You mean ends up on a space with two monsters and fails both horror checks? You know you only have one horror check per monster, right (I'm not sure which of these you mean)?

It would be cool if you had combat interruptors of random monsters appearing whenever you failed a horror check. That's never been done before. Basically, if you failed combat, "a monster appears" if you flee it or it defeats you it disappears, however, you would have to reinitiate combat with your monster afterwards (maybe), or the new monster could generate further monsters if you failed its horror check also ;'D if you don't use this idea, I hope someone will. I think it's brutal and bizarre and that spells Arkham :') well, in the Asylum anyways. Anyways, the horror string of monsters could represent the nightmare visions.

Avi_dreader said:

I think I get the general idea for the Color From Outer Space herald. Very cool. It makes it far more storyesque :')

Some of the language on the card is very unclear though. However I am exhausted, and a little drunk, so I don't think this is the right time for me to try to help you out ;') maybe tomorrow. ::Hiccup::

P.S. I've been hiccuping since 3 PM, which is partially why I decided to get drunk, it appealed to my appetite for irony.

I have a few questions about the card— basically you intend the dust to continue spreading through the streets every turn the colors move? I.e. first movement it goes onto the adjacent street, second movement the street dust moves onto all adjacent streets?

Also, what happens if it hits a train station spot?

Oh, also, currently the card reads that for each "dead" street an investigator moves through they'll lose one sanity— this will result in making impassable streets if a color isn't killed fast enough. Is this your intention? I mean, it can work, it's a bit harsh, but it can definitely work :') (and of course there's always a patrol wagon in case of total screw up).

I like this new trend of Lovecraftizing monsters ;')

P.S. I love the picture (even though it bears no resemblance to the story— if I remember correctly, it still has the greenishness and the general sense of insanity :') so, it fits).

Great. Glad you like it.

The dust should spread through streets from neighborhood to neighborhood. You can still enter "infected" streets at the cost of 1 sanity. If all streets of Arkham are dusty, then eventually it becomes very hard. :-) Otherwise, I do not think that will stop all investigators to enter the street area. Maybe, I should change it to 1 sanity or 1 stamina, but it it makes it easier... (may be too easy ? I have to think about it more.)

I guess you are right, I did not think about the train station. If it closes the station, how do we go to Dunwhich ? ... um... make an exception for the station ? (well, not so fully satisfying). Leave the Locations open ? OK but then something nasty is needed for these locations... (what about a Madness card ?). This also needs a second thought.

Well, need a bit more thinking. Any suggestion is welcome.

Let's also add "can only be removed by combat" (not affected by Gate closing).

Re: Colour Out of Space

I agree with Avi here you have a nice thematic thing going. I'm going to suggest a few rearangements and additions. Avi will probably have suggestions to make my suggestions less wordy he seems to be better at that than I.

First off in the headers you need to capitalize all words that aren't glue words like "the" or "to".

Also there is no hard and fast rule for formating a herald but usually you will find everything that must be done in setup on the left side of the herald witch leaves little room and forces the quote (if there is one) to go on the top of the right side.

On the left side under your quote you need to include the following.

"This herald requires the Dunwitch board to play. At the start of the game return the Dunwitch Horror monster token to the box"

In the Well

The bit about the combat modifier should be moved to the last section (It's good to keep all your monster stat enhancing stuff in one area)

Out of Space

No suggestions but I will point out that with how tough these buggers are and how few there are the terror track is going to go up. You may want to think about changing the "if" to "when". lengua.gif

Sucking All Forms of Life

I think a wording like this will work.

"When a colour out of space moves place a dust token on all streets and locations adjacent to streets and locations that already contain one and at any location containing a color out of space if there isn't one already. If a colour out of space is defeated return all dust markers to this herald sheet.

Locations containing a dust marker are closed. Each time an investigator moves into a street with a dust marker they lose 1 sanity."

Becoming Stronger

This is where you want to add the combat modifier and I always like to phrase those as "reduced by 1 (to -1)" because that wording allows for multiple alterations to the same monster (that reminds me Avi ask me sometime about my idea for cultist modifications on your wendego herald).

Additionaly the last bit about the dunwitch horror track should be handled by the bit in the begining about returning it to the box. In the box means out of play so it can't enter the game and the only way to reduce the track is to kill the monster that is no longer in the game. (correct me if I am misinterpreting this)

amikezor said:

Great. Glad you like it.

The dust should spread through streets from neighborhood to neighborhood. You can still enter "infected" streets at the cost of 1 sanity. If all streets of Arkham are dusty, then eventually it becomes very hard. :-) Otherwise, I do not think that will stop all investigators to enter the street area. Maybe, I should change it to 1 sanity or 1 stamina, but it it makes it easier... (may be too easy ? I have to think about it more.)

I guess you are right, I did not think about the train station. If it closes the station, how do we go to Dunwhich ? ... um... make an exception for the station ? (well, not so fully satisfying). Leave the Locations open ? OK but then something nasty is needed for these locations... (what about a Madness card ?). This also needs a second thought.

Well, need a bit more thinking. Any suggestion is welcome.

Let's also add "can only be removed by combat" (not affected by Gate closing).

Let's see, if your opening monster on gardeners place gets left unchecked and completely consumes Dunwitch an investigator would only lose 2 sanity trying to make a run at it (assuming dust doesn't spread through train stations). Also I think if you start at the train station and have to go get a colour at the historical society that would be 5 sanity, a tough run but doable. Think about that a bit before changing it to sanity or stamina.

I think it should go ahead and close the station, if you are playing a herald like this one you need to be aware of how badly you can screw up and avoid it. My earlier suggestion about removing all tokens when you defeat a colour (since there realy is no way of telling which one belongs to witch unless you make 2 diferent color tokens) can help mitigate this, also if dust doesn't spread through train stations then on any map you would get stuck on should have a colour on it so you could go kill it and use the station. Perhaps you should add a line that makes them immune to being pulled through closing gates?

Oh and nothing should ever close St Mary's or The Asylum you may want to note that.

Very happy you like it too. I will incorporate all suggestions.

Veet said:

Out of Space

No suggestions but I will point out that with how tough these buggers are and how few there are the terror track is going to go up. You may want to think about changing the "if" to "when". lengua.gif

Just to reply to this point, there are only three Gates with a square (2 of Another Dimension, 1 of Another Time), so I guess the bugs won't come so often back in play. If there are two bugs already on the board, the investigators need to do something about it... unless the Dunwich track is already too high...

new version

thecolouroutofspacefron.png

Well, I've reflected a bit abut modifications. Probably there's no need to change the rules about cultists: after all both Hastur and Y'golonach give a nasty power-up to their human minions. As a possible add- on, I think this could be interesting

The Sleep of Reason Produces Monsters


Fear and despair empower the outsider might. Whenever an Investigator is driven insane or Devoured, draw a Monster and put it on the Herald Sheet.If an investigator Escape from an already started Combat, or fail at least two Horror checks when fighting more than a monster in the same location, draw a monster and put it on the same location of the investigator. If that's impossible (es. sealed location) put it on the Herald Sheet.
When a Gate opens or a Monster Surge happens, add all the monsters on the sheet to the other monsters. If the Ancient One awakens and there are monsters on the sheet, rise the Terror track by 1 for each monster.

Oups Asylum and hospital

thecolouroutofspacefron.png

Adventurer said:

Well, I've reflected a bit abut modifications. Probably there's no need to change the rules about cultists: after all both Hastur and Y'golonach give a nasty power-up to their human minions. As a possible add- on, I think this could be interesting

The Sleep of Reason Produces Monsters


Fear and despair empower the outsider might. Whenever an Investigator is driven insane or Devoured, draw a Monster and put it on the Herald Sheet.If an investigator Escape from an already started Combat, or fail at least two Horror checks when fighting more than a monster in the same location, draw a monster and put it on the same location of the investigator. If that's impossible (es. sealed location) put it on the Herald Sheet.
When a Gate opens or a Monster Surge happens, add all the monsters on the sheet to the other monsters. If the Ancient One awakens and there are monsters on the sheet, rise the Terror track by 1 for each monster.

I would remove the part about the double horror check failure (just because it's so rare), and the part about the terror rising (since it really only affects Hastur and Glaaki— if you actually want to affect them, just name them specifically).

Okay ;') this took me a while, but here's a cleaned up version of your herald. I moved around the spawn text to make the rest of the text fit a little better. I also compressed text whenever I could (I'd suggest you just copy paste the stuff I wrote). I changed the suckin' the life paragraph quite a bit because I wanted to remove the ambiguity about how dust tokens were placed (I'm actually not entirely sure what you intended there— but I assumed that you wanted a dust token to appear on the Color's space during the first turn (you do realize that will knock it into the street when the location closes, right?) then second turn the color moves it will place a dust on its street location, then it will place adjacent dusts, well, you know how it goes. Is that what you wanted, or do you want them creating dusts on their spots, and all adjacent dust spots every time they move? That's really the one paragraph that might need a bit more work. I need to know what you intended though... I probably shouldn't've spent so much time trying to word it while uncertain ;'D

This requires the Dunwich Horror board. The Dunwich Horror monster never enters play. Place the Colours Out of Space on this sheet, they are spawn monsters and cannot be removed from the board except by combat.

[all your headings are entirely capitalized, only first letters in words should be capitalized— it’s just the way these sorts of cards are formatted— and “the” and “of” should never be capitalized unless they begin a phrase i.e. In the Well, Out of Space, Suckin’ the Life, and It Burns.]

In the Well
Place a Colour Out of Space at Gardener’s Place.

Out of Space
If a gate with a square symbol opens, place a color out of space from here on it, if you can. If not, increase the terror level by 2.

Suckin’ the Life
If a Colour Out of Space moves, place a dust token on areas (streets and locations) containing a Colour Out of Space, or if it already has a dust token on its area, place a dust token on all areas adjacent to areas with dust tokens (except Arkham Asylum and St. Mary’s Hospital [or Arkham Asylum, St. Mary’s Hospital, and train depots if you want it to be less challenging] ). Dust tokens close locations and cause investigators moving through streets with them to lose1 sanity per street.

It Burns…

A Colour Out of Space has a combat modifier of –1, does 2 stamina damage, and an extra toughness for each token in the Dunwich Horror track. If it is defeated, return it to this sheet and remove all dust tokens from play.

@Veet

What're you waiting for? Tell me about the Wendigo Cultists :'D

Avi_dreader said:

Adventurer said:

Well, I've reflected a bit abut modifications. Probably there's no need to change the rules about cultists: after all both Hastur and Y'golonach give a nasty power-up to their human minions. As a possible add- on, I think this could be interesting

The Sleep of Reason Produces Monsters


Fear and despair empower the outsider might. Whenever an Investigator is driven insane or Devoured, draw a Monster and put it on the Herald Sheet.If an investigator Escape from an already started Combat, or fail at least two Horror checks when fighting more than a monster in the same location, draw a monster and put it on the same location of the investigator. If that's impossible (es. sealed location) put it on the Herald Sheet.
When a Gate opens or a Monster Surge happens, add all the monsters on the sheet to the other monsters. If the Ancient One awakens and there are monsters on the sheet, rise the Terror track by 1 for each monster.

I would remove the part about the double horror check failure (just because it's so rare), and the part about the terror rising (since it really only affects Hastur and Glaaki— if you actually want to affect them, just name them specifically).

I agree, failing 2 horror checks in a row is quite rare, unless you are trying to go through a pile of monsters after a surge, so it's a rare enough condition. And more or less the same goes for the track effect, only 2 Ancient Ones will get any benefit from it.

Maybe this version will work better:

The Sleep of Reason Produces Monsters

Every time a investigator is driven Insane or have to draw a Madness card pick a monster from the cup and place it on this sheet. When a gate to the Dreamlands, the Leng Plateau, the Unknown Kadath or the Underworld opens or trigger a monster surge place all the monsters on this sheet on it in addition to those normally spawned.

If there are any monster left on the sheet when the Ancient One awakens the investigators have to score one more success to repel it for each point of monstee toughness on the sheet.

Yes, the part about multiple horror checks is quite useless, so I'll remove it. For the Terror track, you have to consider the first rule of my Herald: at the start of the battle the Ancient One gains a number of additional Doom token equivalent to the Terror level at the awakening moment: every one of them would be strenghtened (Maybe Hastur and Glaaki might become far too powerful).

Here is the new proposed rule:

The Sleep of Reason Produces Monsters

The Outsider feeds upon fear and despair. Every time a investigator Escapes from an already started Combat , is driven Insane or have to draw a Madness card pick a monster from the cup and place it on this sheet. When a gate to the Dreamlands, the Leng Plateau, the Unknown Kadath or the Underworld opens or trigger a monster surge place all the monsters on this sheet on it in addition to those normally spawned.

If there are any monster left on the sheet when the Ancient One awakens, before the battle starts, rise the Terror track by one for each monster.

Avi_dreader said:

@Veet

What're you waiting for? Tell me about the Wendigo Cultists :'D

Oh just thought they should reduce the maxmum stamna of anyone they knock unconcious. they are canibals after all :D

Veet said:

Avi_dreader said:

@Veet

What're you waiting for? Tell me about the Wendigo Cultists :'D

Oh just thought they should reduce the maxmum stamna of anyone they knock unconcious. they are canibals after all :D

I like the idea :') one problem though, it'd make getting deliberate devourings relatively easy (I don't like encouraging that kind of playstyle). Perhaps if I changed the winds to -1 max san, and the cultists to -1 max stam ::shrug:: I'll think about it :'D I do love the idea of investigators losing, one bite at a time.

Avi_dreader said:

I like the idea :') one problem though, it'd make getting deliberate devourings relatively easy (I don't like encouraging that kind of playstyle). Perhaps if I changed the winds to -1 max san, and the cultists to -1 max stam ::shrug:: I'll think about it :'D I do love the idea of investigators losing, one bite at a time.

I figure the winds already gve you a route to devouring. Yeah make the winds san and the cultists stam lose your mnd to the ancient one and your leg to the cultists demonio.gif