Custom Heralds

By dkw, in Fan Creations

Admiral142 said:

What if instead of gates gaining the moving ability, I incorporated a rift using just cerberus? A new rift marker maybe (a white crescent?), and his own rift counter track thingy on his card? That was my original idea, but it seemed kind of clunky.

You can, and it may be good ;'D but there's no chance I'll print it out.

Well, like I said, these guys are rough.

How about something like, "Gates with the hexagonal dimensional become moving gates in addition to any other abilities they may have." This would include gates to the underworld and the abyss, and I'm doing this post at school, so I'm not sure if there are others. Also, I don't know if they changed the symbols with Lurker.

I'd like to get this mechanic to work, what do you think of this solution?

Admiral142 said:

Well, like I said, these guys are rough.

How about something like, "Gates with the hexagonal dimensional become moving gates in addition to any other abilities they may have." This would include gates to the underworld and the abyss, and I'm doing this post at school, so I'm not sure if there are others. Also, I don't know if they changed the symbols with Lurker.

I'd like to get this mechanic to work, what do you think of this solution?

Check the arkham horror wiki gates section. Symbols have been changed for lurker because there are quite a few dual gates. I haven't memorized them all yet.

So, maybe? It might still be too much... Moving gates are just awful. They're basically extra doom tokens most of the time.

That would add 3 moving gates Abyss, Underworld and Abyss + Ryleh.

3 moving gates doesn't seem too bad, considering the likelihood of drawing those gates out of the pile. I think I'll do that.

Thanks for all your help!

It's 3 additional moving gates for a total of 5 out of 18 gates (if using all expansions) that makes around 28% chance or slightly better than 1 in 4 gates moving.

Veet said:

It's 3 additional moving gates for a total of 5 out of 18 gates (if using all expansions) that makes around 28% chance or slightly better than 1 in 4 gates moving.

Yeah... That doesn't sound so good to me ;'D

Avi_dreader said:

Yeah... That doesn't sound so good to me ;'D

What it would need in any case is either a way to slow down gate movement (like you mentioned earlier) or a way to control it. Perhaps an ability allowing an investigator to become lost in time and space to move a gate to their location, then investigators could do a little teamwork to get the seals down.

Now for his ability to double the monster limit, that's not as much of a threat as it might seem. Sure there can be more monsters in the streets but that just means fewer in the outskirts which will slow down the terror track (the real threat of the monster limit). Personally I would change that ability to something lowering the outskirts limit instead.

Veet said:

Avi_dreader said:

Now for his ability to double the monster limit, that's not as much of a threat as it might seem. Sure there can be more monsters in the streets but that just means fewer in the outskirts which will slow down the terror track (the real threat of the monster limit). Personally I would change that ability to something lowering the outskirts limit instead.

Well... You can do both.

Avi: sorry that I haven't gotten to the Avi Special version of Barganon yet. :-P Life got busy. I'll try to get that done soon.

Sdrolion said:

Avi: sorry that I haven't gotten to the Avi Special version of Barganon yet. :-P Life got busy. I'll try to get that done soon.

No problem. I assumed something came up. Whenever you're ready. Thanks. And FYI, trying to speak with Kroen is just a waste of e-breath.

And, here we are: the Avi Special version of Barganon, in herald form. Eon file available from the links in my sig.

Since this was intended to represent the whole Barganon concept in herald form, I went ahead and just named it Barganon, and used the image from the AO to distinguish it from the other Barganon heralds.

Got an interesting new AO idea today...may try to have it up later.

Barganon (Herald)

Oooo. Shiiiiiney. :'D Thanks.

The first draft of something crazy, with flying gates

The-Gate-to-the-Void-Front-Face.png

As always, comments and feedback are really welcome!

(and sorry, the sheet is quite overcrowded with text)

[question: does the gate to the Abyss move?] I'm assuming it does. I cut the parts about cultists to save space. I also changed around the spacing a bit, and the wording a bit, I hope you'll like it. I altered the way the Dark Young manifest so you'll still have Dark Young on the board (without needing to use proxies), and I changed the way the monsters appear after failed speed checks so it won't take as long to find something from the cup (plus this way it will really be a surprise)

Void Gate

The Conduit of Shub-Niggurath

Start of Game: Place the gate to the Abyss in the Sky with a Dark Young before resolving the first Mythos card. Reshuffle the gates.

An Abyss gate is -4 [2] to closing. If one is open, ignore skill modifiers on environments, and all monsters gain 2 toughness.

The Sky Cometh Down to Earth

Devil Reef, Wizard's Hill, The Strange High-House in the Mist, The Black Cave, and The Unvisited are aerial locations. Monsters on them have an extra -2 combat rating, +1 toughness, and +1 overwhelming. Investigators can reach the Sky from aerial locations by spending two movement points if there is a gate in the Sky.

Sky Mouths

Moving gates are flying gates, and move like flying monsters; they consider aerial locations adjacent to the sky. Gates in the sky can not be sealed. An investigator closing a gate in the sky immediately moves to any aerial location. Monsters on gates in the Sky have flying instead of their normal movement. Investigators that become insane or unconscious in the Sky are devoured and the Terror level rises by 1.

Darkness Breeding

Dark Youngs gain +1 Nightmarish, +1 Overwhelming, Overwhelming, and flying. Dark Young are not counted against the monster limit, if one goes to the outskirts, move it to an aerial location (first player's choice), and can not be removed from the board except by combat. Investigators starting their movement in a street or aerial location must pass a speed -2 check or be surprised by a hexagon monster.

P.S. Awesome picture :')

Avi_dreader said:

P.S. Awesome picture :')

Thx ;-)

And thx for checking the wording. I need some time to rework your comments, tomorrow I'll be able to reply with more precision

Avi,

I managed to find time to read carefully your rewording. It does work, apart from a couple of little things I have to fix. Tonight or tomorrow I'll repost the Herald with all the major changes. As usual, thanks

JULIA

@julia: Finnaly had a chance to read this thoroughly and look forward to the revision. Just one question, with the addition of 3 moving gates wouldn't this bump into some of the same issues discussed about the Cerberus Herald?

Hi Veet,

thanks for the feedback :-) I'm not so sure I remember all the points regarding Cerberus, but I hope there won't be too many problems. Moving gates can enter certain locations, so they can be sealed there. And the Abyss gate in the Sky isn't moving at all, but fixed. So basically at the beginning of the game you won't have any moving gate, but a big problem above Arkham, and then you should have flying gates as soon as you start draing them. Don't know if I've answered to your question, though. I'll search later this thread and read again posts about Cerberus (no time right now, since I'm at work)

Veet said:

@julia: Finnaly had a chance to read this thoroughly and look forward to the revision. Just one question, with the addition of 3 moving gates wouldn't this bump into some of the same issues discussed about the Cerberus Herald?

Oh right, what happens if two gates are on the same space? I'd say just say that multiple gates can be on the same space (the real question is do you want to say that an investigator with an explored token can seal any gate on his space, or only the one he came out of.

@Julia The issue was what happens when you would have two gates on one spot (no precedent for this in the rules).

Avi_dreader said:

@Julia The issue was what happens when you would have two gates on one spot (no precedent for this in the rules).

Ah! Ok! I'm fine with multiple gates in the sky. No probs at all. As for their landing (all but the Abyss one)... they cannot enter the same street area / aerial location. It seems to be logic, to me, but I'll write a line at this regard on the edited version of the herald. Thanks for clarifying!

Lurker gate movement rules say gates cannot move into a space already occupied by another gate, I think those rules already cover everything you would need other than allowing multiples into the sky.

As for the issues with too many moving gates I think this will be slightly mitigated by them moving as flying monsters since you could lure them into certain unstable areas by hanging out there waiting for one to jump you, it would probably take some team work since only a couple areal locations are unstable, I would suggest trying it using the White Ship.

I may try to play test this tonight to try to get a feel for it, it's a neat idea.

Julia said:

The first draft of something crazy, with flying gates

The-Gate-to-the-Void-Front-Face.png

As always, comments and feedback are really welcome!

(and sorry, the sheet is quite overcrowded with text)

... And you thought Cerberus was tough!?

Great ideas though. Isn't this powerful enough to be an AO? I can't imagine combining this with some a-hole like Cthulhu... buhhhh.... :)