Custom Heralds

By dkw, in Fan Creations

Julia said:

Avi_dreader said:

By the way, does anyone know how to make the display image fit the forum screen?

Yep, specify a Width of 600 pixel and it's done!

As for the Herald... need some time to read it! My mind is quite clouded after reworking some custom stuff for your league

Ooo.

But read it ;'D

Ok, I read it. A comment: I don't know much about English use of punctuation, but, for a foreigner, the way you used commas made it almost incomprehensible (I'm referring to the first paragraph). I think you meant: "terror rises by one, if they are devoured; unconsciousness now devours them; after they seal a gate, they roll a die and are devoured on a 1". Apologies in case this is pedant, but really, I had problems while figuring out what you meant.


The picture is great.


The teleportation ends the movement phase or not? What if I teleport in a space with another zombie? Can I use this exploit to teleport to forbidden zone (let's say there is a stalker zombie in the Kingsport streets. May I jump directly to the Wireless station, skipping the Causeway?


Anyway, it's seem to be fun to play ;-) Good work!

Julia said:

Ok, I read it. A comment: I don't know much about English use of punctuation, but, for a foreigner, the way you used commas made it almost incomprehensible (I'm referring to the first paragraph). I think you meant: "terror rises by one, if they are devoured; unconsciousness now devours them; after they seal a gate, they roll a die and are devoured on a 1". Apologies in case this is pedant, but really, I had problems while figuring out what you meant.

The picture is great.

The teleportation ends the movement phase or not? What if I teleport in a space with another zombie? Can I use this exploit to teleport to forbidden zone (let's say there is a stalker zombie in the Kingsport streets. May I jump directly to the Wireless station, skipping the Causeway?

Anyway, it's seem to be fun to play ;-) Good work!

Well. You did understand the structure of that sentence ;'D so apparently the punctuation worked. I would have gone for simpler sentences, but it would have required the use of a lot more words. And I didn't really have space for them. That sentence took me a really long time to cobble together... If you think reading it was frustrating, just imagine writing it ;'D

Hrm... I'm tempted to say yes to the teleportation to forbidden zones, but that requires more errata, so I'm going to say follow the general rule and no... Or you can just houserule it ;'D I won't complain. I'd probably play with it with this house rule. If it were being used in an official capacity (and I have no plans on making additional scenarios once the 24 are done— although... I was entertaining the thought of... Well... Better keep my lips sealed for now, especially since I probably won't do it, too time consuming, but someone else might if they wanted to volunteer).

I'd say allow the teleportation, skipping one space in Kingsport once every blue moon isn't a big deal. So. Yeah. Official unofficial ruling ;'D I leave it to you to puzzle about whether you should allow teleportation to Devil's Reef. (I'd say go for that too, probably an extremely rare occurence).

Oh... The zombies will *never* move into Vortexes... Just in case it required clarification.

So... Are there still objections to my connection between gates and zombification? ;'D

The things I do for my fellow Arkhamites ;'D (reposted in about a minute). Minor tweaks to reflect most of the above discussion. Minor name change (you won't notice it probably).

Gkhhuthetheth.png

Here's another interesting idea.

This is technically a Herald, but is more intended as an alternative mission with good and bad endings. (A Herald just seemed the best way to do it). For those who are curious, this is based off of the RPG plotline I ran that Barganon was in.

The general idea is that there are three artifacts (known as Keys) which could free the Ancient One. Tiberius wants them to free the evil and destroy the world. The investigators want to prevent that, but may also wish to use them to awaken the Ancient One early. If they manage to get the keys and awaken the Ancient One, they can get a benefit from it (the Ancient One does not attack the first round). Or, of course, they can simply protect the keys from Tiberius and try to get a seal/close victory normally.

Additionally, they must attempt to deal with Tiberius himself. If the Ancient One awakens (even by the Investigators doing so) while Tiberius is still active, the Ancient One receives an additional -2 (or -3 in Barganon's case) to its Combat rating from Tiberius' aid.

Key token

Sir Tiberius (Herald)

Large Version

Sir Tiberius (Monster)

Large version

Hi everybody,

I finally managed to do the final editing of my R'lyeh awakens Herald. Here it is:

Rlyeh-awakens-1.png

Basically, I changed the way monsters move on the board. There was too much confusion with monsters in aquatic locations and non aquatic locations to control with ease the monster limit. Now everything should be easier

@ Julia

If you want, toss me the image used, and I could play around with it for a minute, see if I can make it look a bit creepier (at the very least I could make the weather look worse).

@ Avi

Why not? Thx!

Did a little editing on the Sir Tiberius Herald and monster. I thought some of the rewards for success weren't really all that good (though I think I may have pulled them back a little too far in the other direction now) and didn't really like Tiberius being massively stronger than the God of the Bloody Tongue, especially since you might have to fight him multiple times per game.

The revised version files can be found with the links in my signature. And of course, here's the pics.

Sir Tiberius (Herald)

Sir Tiberius (Monster)

Okay, so, here are my notes for a gate burst herald. I probably won't create the actual thing for a bit (possibly not even until this weekend). So, any comments or critiques in the meanwhile would be appreciated.

-Cultists will move like Tzsulsha's except they cause gate bursts instead of seal removal. They do not count against the monster limit, and if they are placed in the outskirts, they are instead placed on the least defended gate of the first player's choice.

-When a gate bursts, if no gate is there, it works as normal, but also causes terror to rise by two, and a monster surge instead of regular monster placement.

-If a gate with a seal bursts, flip the seal over, it counts as a monster surge beginning at that location and raise the terror level by two. That doom token is counted against the gate limit *and* as a seal, it can not be removed from the board, gate bursts and monster surges can now happen there (this won't cause the token to be flipped again though).

-Investigators closing a gate must draw the top two corruptions

-When the doom track reaches seven, search the mythos deck for the first gate burst card, and immediately play it (and all its effects).

-Dual gates do not remove corruptions and monsters when closed. (I need to think about the statistics here, and if it will make the corruption deck overwhelming if used as is).

---

This would actually make a good Hastur herald, I think... Any suggestions for a name? Or photo?

I might also make it so that flying monsters also aren't counted against the monster limit and are placed like cultists if they end up in the outskirts.

A couple of ideas popping out of my mind

- make the Cultists fast: they'll be by far more difficult to control. Otherwise they'll be easy to block

- raise the terror level by one, and not by two. Just to make the Herald work even with Glaaki or other AOs. But maybe when Hastur is the AO, every time the terror level increases, put a blight into play

Avi_dreader said:

-If a gate with a seal bursts, flip the seal over, it counts as a monster surge beginning at that location and raise the terror level by two. That doom token is counted against the gate limit *and* as a seal, it can not be removed from the board, gate bursts and monster surges can now happen there (this won't cause the token to be flipped again though).

-

This would actually make a good Hastur herald, I think... Any suggestions for a name? Or photo?

I might also make it so that flying monsters also aren't counted against the monster limit and are placed like cultists if they end up in the outskirts.

Does "gate bursts...can now happen there" mean that the second burst received for that site removes the token, or...not sure what that meant, exactly.

As far as who the Herald is for, thematically I'd say it's actually more related to either Yog-Sothoth or Daoloth, since they're all about the time and space manipulation.

Julia said:

A couple of ideas popping out of my mind

- make the Cultists fast: they'll be by far more difficult to control. Otherwise they'll be easy to block

- raise the terror level by one, and not by two. Just to make the Herald work even with Glaaki or other AOs. But maybe when Hastur is the AO, every time the terror level increases, put a blight into play

Nah. Terror increase of two is fine. It'll just be very dangerous against Glaaki and Y'golonac. I mean, how often do you have a game with more than two gate bursts? Even with the gate burst search, that's still only terror track six. Heh... Okay, maybe it's a bit dangerous ;'D Perhaps it'll require a die roll, 1-3 1 terror 4-6 2 terror. As much as I love 2 terror ;') variability is good too.

I guess adding a blight per terror increase would work.

Fast cultists is... Not such a good Idea with Hastur as the AO. Actually, I could just change the cultists from flying to fast when he is the Ancient One. Good thing I caught that (kind of) before someone implemented it ;'D Whoops. Or I could make the cultists so they're fast but have to be on the seal for 2 mythos phases to burst it (that way investigators have at least one chance to get rid of them).

@ Sdrolion

Gate manipulation might seem more thematically related to the other two, but corruption is more suitable for Hastur (mind manipulation), and besides, I don't think the effects would go well with the other AOs, mechanically (I'll usually choose mechanics over theme unless the theme is ridiculous, i.e. a well designed Hello Kitty AO).

Avi_dreader said:

Nah. Terror increase of two is fine. It'll just be very dangerous against Glaaki and Y'golonac.

Not to mention a certain spider-god... Holy Hell, it'd be such a nasty combo that I want desperately to give this a try

Avi_dreader said:

I mean, how often do you have a game with more than two gate bursts?

Depends on the investigators you're playing with. I had a game with 4 gate bursts against Tsathoggua this year. And terror level hit 6. Without extra boosts from any Herald

Avi_dreader said:

Even with the gate burst search, that's still only terror track six. Heh... Okay, maybe it's a bit dangerous ;'D Perhaps it'll require a die roll, 1-3 1 terror 4-6 2 terror. As much as I love 2 terror ;') variability is good too.

I guess adding a blight per terror increase would work.

Fast cultists is... Not such a good Idea with Hastur as the AO. Actually, I could just change the cultists from flying to fast when he is the Ancient One. Good thing I caught that (kind of) before someone implemented it ;'D Whoops. Or I could make the cultists so they're fast but have to be on the seal for 2 mythos phases to burst it (that way investigators have at least one chance to get rid of them).

Yup, it can work. But go for the dice roll, or +1 Terror & Blight. We do not see that often Blights into play, and it's a pity, they are so marvellous

... It won't work against Atlach without customization. But I'm not going to alter it just for Atlach, or else it won't work nearly as well against anyone else.

re: 2+ gatebursts, yeah, it's possible, just think back to the days where Act Cards could mean death though ;') and it's really not *that* bitter.

Perhaps it'll be 1 terror, and a 2nd terror and 2 blights on a 4-6 die roll.

Sounds good (and you're right about Atlach, I was just... you know... kr***ing a little ::laughter: :) . After all, there are new Blights coming with MH, so we need in some way them popping out in couples

Julia said:

Sounds good (and you're right about Atlach, I was just... you know... kr***ing a little ::laughter: :) . After all, there are new Blights coming with MH, so we need in some way them popping out in couples

New cards... Drool...

here is a graphical version of the guardian and herald proposal from the thread Gate Bursts. I just added a twist to make it more fun.

TheSilverGate-GuardianHerald.jpg

The Silver Gate doesn't clarify what happens if an investigator is in the space that counts as a gate during Arkham Encounters. You need to either clarify or make an excluding statement for that event.

Avi_dreader said:

The Silver Gate doesn't clarify what happens if an investigator is in the space that counts as a gate during Arkham Encounters. You need to either clarify or make an excluding statement for that event.

I am not sure I get this point Avi. would you mind rephrasing it ?

_Kroen_ said:

Here's one nasty herald, perhaps the nastiest but I'm not sure:

interesting. Not too nasty I believe. Just right.

That is the funniest thing I've heard all day.

amikezor said:

Avi_dreader said:

The Silver Gate doesn't clarify what happens if an investigator is in the space that counts as a gate during Arkham Encounters. You need to either clarify or make an excluding statement for that event.

I am not sure I get this point Avi. would you mind rephrasing it ?

If the doom token counts as a gate, then it would suck investigators into Other Worlds, however, there is no associated Other World to go with the doom token because it is not actually a gate.