Custom Heralds

By dkw, in Fan Creations

excellent work guys. Avi, could you give a link to a larger version (for nice printing ?)

Veet original has not the abyss... therefore two extra herald were tough but doable... so this one with two extra-heralds,

how bad things could be ? :-)

May be requirement of at least another one and eventually more if the mood is "this game is way too easy" :-)

If I had been using him during my Herbert West playtest Arkham would have been overrun on the second turn. gui%C3%B1o.gif

Veet said:

If I had been using him during my Herbert West playtest Arkham would have been overrun on the second turn. gui%C3%B1o.gif

::Laughter:: I made the terror doublings Azathoth only because, well, you'll see how devestating that ability actually can be when you play it. It shuts down the shops *really* fast. And if the terror hits five, it's basically game over.

amikezor said:

excellent work guys. Avi, could you give a link to a larger version (for nice printing ?)

Veet original has not the abyss... therefore two extra herald were tough but doable... so this one with two extra-heralds,

how bad things could be ? :-)

May be requirement of at least another one and eventually more if the mood is "this game is way too easy" :-)

I don't get it. That *is* a large printing. It's larger than an actual herald card, and the text is clear. What's the problem? Actually, the terror level is much worse than Abysses operating like two Colors from Outer Space.

I don't get it. That *is* a large printing. It's larger than an actual herald card, and the text is clear. What's the problem?

I haven't try the printing... It just look small on screen. But no worry. I shall just print it and shut my... :-)

Actually, the terror level is much worse than Abysses operating like two Colors from Outer Space.

OK. I was just suggesting that playing with three heralds (including this one) may be somehow a hard game. But I

feel challenged now... I'll try asap :-)

@rovdjuret: just re-read the Haunter of the Dark story yesterday.

I re-checked your herald. The fit to the short-story is excellent.

amikezor said:

I don't get it. That *is* a large printing. It's larger than an actual herald card, and the text is clear. What's the problem?

I haven't try the printing... It just look small on screen. But no worry. I shall just print it and shut my... :-)

Actually, the terror level is much worse than Abysses operating like two Colors from Outer Space.

OK. I was just suggesting that playing with three heralds (including this one) may be somehow a hard game. But I

feel challenged now... I'll try asap :-)

Hey, Tibs and I nearly beat it... And we would've beaten it too, if it weren't for those meddling kids! (Did you know that the Scooby Gang were Azathoth worshippers?)

Besides, keep in mind, if you're playing two other heralds, you're still playing vs. Azathoth :') so that is a bit of an offsetting factor (since he's the AO that does nothing).

Avi_dreader said:

Hey, Tibs and I nearly beat it... And we would've beaten it too, if it weren't for those meddling kids! (Did you know that the Scooby Gang were Azathoth worshippers?)

Besides, keep in mind, if you're playing two other heralds, you're still playing vs. Azathoth :') so that is a bit of an offsetting factor (since he's the AO that does nothing).

Still partying over the internet ? That must be fun, though.

please fill my complete lack of culture: what is Scooby Gang ?? (scooby-doo relatives ?)

amikezor said:

Avi_dreader said:

Hey, Tibs and I nearly beat it... And we would've beaten it too, if it weren't for those meddling kids! (Did you know that the Scooby Gang were Azathoth worshippers?)

Besides, keep in mind, if you're playing two other heralds, you're still playing vs. Azathoth :') so that is a bit of an offsetting factor (since he's the AO that does nothing).

Still partying over the internet ? That must be fun, though.

please fill my complete lack of culture: what is Scooby Gang ?? (scooby-doo relatives ?)

:'(

"I would have gotten away with it too, if it weren't for you [or those] meddling kids!" is a typical phrase used by the villain in Scooby Doo after being caught and unmasked. The "Scooby Gang" refers to Scooby-Doo and friends. ::Sigh:: I don't even know why I'm explaining this (other than your asking) since a joke explained isn't a joke.

No worry. Being an alien that grew out without tv , I could not get it. Plus there is the cultural issue where outsiders like myself are not so familiar to local jokes (ie american ones) although I did spent few years in boston. thank you Avi. Now, I feel less stupid (not that I am :-)

amikezor said:

No worry. Being an alien that grew out without tv , I could not get it. Plus there is the cultural issue where outsiders like myself are not so familiar to local jokes (ie american ones) although I did spent few years in boston. thank you Avi. Now, I feel less stupid (not that I am :-)

I thought Scooby Doo was international, oh well :')

****... I just realized I should have attributed the flavor text to The Necronomicon (there's enough room for it).

A brand new completely revised and simpler Sheldon Gang. The old one did not work so well. I think this one may be more fun. All suggestions welcome.

thesheldongangfrontface.png

I can tell you immediately that this won't work as it is. Eight investigator game: 16 corruption cards drawn. By the 6th turn the Ancient One will awaken in an average game. I'm going to bed now, so I'm not going to say anything else tonight (but I just thought I should say that much so you could mull over that issue a bit).

Ohhhh, never mind. I misunderstood. I'll try to comment properly tomorrow.

I am sure I get your point. Investigators do not start with any gangster token. So by default, no one draw a corruption card.

If they enter corrupted location, rob the bank or kill a cultist, they start taking gangster tokens and therefore corruption cards. So I guess, this is alright (for this point at least).

--edit--

OK, just saw the second half of your post

It looks like it could be quite fun. But I'm a little worried it might operate too fast (and about what happens if 2-3 cultists are drawn over the course of the game— you could be dealing with six or seven toughness cultists, that's not even considering less likely scenarios where you draw 4-5). You might want to bump the bank robbing penalty down to one instead of two. Otherwise you're probably only going to see one player do it per game, at most. I could be wrong, but I don't think so. That's *a lot* of corruption you're talking about. Also, consider making the roll for defeating a cultist, gaining a gangster token on a failure. I'm not saying that you should necessarily make these changes, but you should consider them after playtesting.

Thank you Avi for the feedback.

I guess you are kind of right, that it can be somehow fairly too fast. But despite all heralds I have not see the red corruption card in play yet.

I shall set the cultist toughness to the number of corrupted locations (ie. decrease by 1)

If ithe combat against cultist is changed to get a token on a failure, how can investigators be arrested (which is part of the gangster life). Any idea ? I need to think about it more.

For the bank, I am not so sure. How many players typically get a loan in one of your game ? More than one ? Plus, if you rob the bank late in the game, impact is not so high. I have to play test it. Again, great to have feedback.

Finally got an idea for the fear of being arrested... the wanted special card :-) (not too bad but sometimes vicious)

New version of the gang, including avi's suggestions. Bank excepted since I suspect that otherwise, all investigators will just go for the hold-up asap.

thesheldongangfrontface.png

I think this is getting fairly interesting, (though I'm still a little worried about cultists— I guess bumping their toughness down one will probably be fine). When you've finalized all the rules details let me know and I'll help you edit the card.

you mean : # of corrupted locations - 1 ?

Using the current setup, they start at 3, which is fine (combat modifier +1). In a game, if you get at the end 3 cultists, they would end up at 6 AT MOST (if they all appear in different locations), which is same as cultist using the wendigo. There is the possibility that they starts entering location because of *unaware* players that sits in location (stalker ability). If you have in the end 6-7 cultists in all different location, that starts to be very tough... though it typically does not happen :-) And you still have the handcuffs or spells or I dunno dodge them. ;o)

I am still unclear for the -1.

Otherwise, I can just use Veet herald ability: getting their combat modifier decrease by 1 for each corrupted location. Though they would be more easy to handle.

Finally, I can fix a toughness value (but I like it less ;o).

I also need to add that "Wanted" never ends (even if you are arrested). I think I will just copy the text from the card on the herald.

Avi, I think I have minor the cultist : they are fast instead of stalker and move the investigators to corrupted location when the combat test is failed (this should avoid taking several token and being sent to Hopsital).

Here is an almost final version of the gang (still open to comments). If you are willing to help for wording, I would be more than happy !

thesheldongangfrontface.png

amikezor said:

you mean : # of corrupted locations - 1 ?

Using the current setup, they start at 3, which is fine (combat modifier +1). In a game, if you get at the end 3 cultists, they would end up at 6 AT MOST (if they all appear in different locations), which is same as cultist using the wendigo. There is the possibility that they starts entering location because of *unaware* players that sits in location (stalker ability). If you have in the end 6-7 cultists in all different location, that starts to be very tough... though it typically does not happen :-) And you still have the handcuffs or spells or I dunno dodge them. ;o)

I am still unclear for the -1.

Otherwise, I can just use Veet herald ability: getting their combat modifier decrease by 1 for each corrupted location. Though they would be more easy to handle.

Finally, I can fix a toughness value (but I like it less ;o).

I also need to add that "Wanted" never ends (even if you are arrested). I think I will just copy the text from the card on the herald.

Ah, but the Wendigo doesn't start off with any cultists on the board ;'D (or provide incentive for ignoring them— avoiding the corruption cards). More importantly, it has a capped toughness. Oh geeze... I didn't even think about handcuffs. I'm going to have to change Wendigo to prohibit their use. ::Laughter::

I think that if you make toughness=corrupted locations, that should be fine most of the time (although I'm still worried about the occasional unlucky draw game— bad luck is a part of Arkham).

The way you want to deal with Sheldon Gang Membership and Wanted is to say that take the cards out at the beginning of the game. All investigators are always considered to have them. Wanted is not removed if an investigator is arrested.

Yeah, handcuffs, that is how we handle the wendigo's cultist last game. They deserve it these bastards. ! :-))

OK, I guess I will keep 1 corrupted location = 1 toughness (after thinking about it). I will change the sentence about the special cards. Anything else before I repost a more finalized version ?

I really appreciate your suggestions Avi.

amikezor said:

Yeah, handcuffs, that is how we handle the wendigo's cultist last game. They deserve it these bastards. ! :-))

OK, I guess I will keep 1 corrupted location = 1 toughness (after thinking about it). I will change the sentence about the special cards. Anything else before I repost a more finalized version ?

I really appreciate your suggestions Avi.

Hah. Yeah. Make my Yeti-hybrid cultists immune to handcuffs, that's ridiculous! ;'D seriously, I'm changing that.

update the color wording (for those who cares). Did not change mechanics.

thecolouroutofspacefron.png

amikezor said:

Recently, I have play tested

(...)

* The Phantom of truth : We play the King In Yellow "pure" and it makes it really tough. We decided to ignore some capacity (like put a new act in play when the doom token ranges are filled and did not add Carcossa Gates). I bet this herald is perfect if the KiY is dilluted with at least another mythos deck. Otherwise, great. Get some good pressure. Terror level ended at 10 (not so frequent :-).

(...)

I look forward to the final version of the Nyarlatothep heralds before play test and translation to French.

While its nice to hear that the Phantom brings pressure and that you ended up at terror level 10, I've had an idea about making him a little less dependent on expansion-configurations:

thephantomoftruthfrontf.jpg

As for the Nyarlathotep heralds, I'm sad to say that The Black Man didn't work AT ALL (and the part that kind of did work was Eihort in disguise), so it's back to the drawing board for Nyarly...