Crap, I'd forgotten Ithaqua's ability...what f I changed it to discarding weather cards and it costs double movement points to move through streets?
Custom Great Old Ones
OK I've given some thought and come up with a couple suggestions, I'll preface this by saying these are just suggestions and are colored by my own preferences and prejudices of how custom content works best.
I'll explain my thought process first. I find custom monsters to be problematic due to the difficulty of printing them in any analogous form with the stock tokens, they will always be different and you will always be able to tell it's the custom monster before you draw it from the cup. That being said spawn monsters are less problematic due to the fact that they never go into the cup. Finally I'm a strong believer in the idea that cultists were made to be altered, they are just way too easy otherwise.
Now my suggestions. First worshipers: rather than give bonuses to the rare and new monsters transform the cultists into something resembling the Voormis like so:
Aphoom Zhah is worshiped by hairy manlike beasts, Cultist have their toughness and combat damage increased by 1 and their combat modifier is -2.
Again details are just off the top of my head and they can be pumped further if you think necisary. Now for the power: I had the idea of making the Ylidheem spawn monsters that stalk the inclimate weather caused by the ancient one. So perhaps leave it as is but add a bit about whenever an environment is discarded without effect a Ylidheem is spawned at the first players current location.
The attack seems good, you'd probably have a max of 5 turns to beat him maybe 6 in an extreme case to beat him and physical resistance makes it that much harder.
Working on it now. I'll also be adding Yikilith as a herald and Rlim Shaikorth as a spawn monster (albeit a very powerful one)
Cool, did you ever see my version of Rlim?
Veet said:
Cool, did you ever see my version of Rlim?
That's actually going to be the Ancient One in the next Fan Creation League scenario :'D
Oh hey you didn't mention you were going to use him....cool.
Not yet. Perchance do you have a linkie?
Check the link in my signature it leads to my photo bucket account where I keep all my custom stuff.
Veet said:
Oh hey you didn't mention you were going to use him....cool.
Yeah. And Basatan, some time from now :')
I'm still working on Aphoom and co. I got a new job and had some deadlines on online work so it's been sucking up my time. They'll be up as soon as I get teh chance.
@ Grudunza
Generally speaking, I like Vlthuhmor (picture included). The only suggested change I'd make to it is clarifying the monster movement (yeah, most people here can guess that you meant for it to move like a Hound of Tindalos, to the nearest investigator with the lowest sneak 1st player's choice on a tie, but you technically didn't say it).
Would you consider making him auto-move cultists also? There aren't *that* many Dark Young in the cup. Or have Cultists treated as copies of Dark Young?
I'm not quite sure about Kzaaj-Hxra, on the one hand, I suspect he'll wake up with a lot of the slime tokens on the board (leading him to have nearly 30 doom tokens... On the other hand, he has no physical resistance, and his combat attack is pretty weak. You could just toss all items on one investigator and last long enough to bludgeon him to death I'd think. I suspect his final combat would work like Abhoth's, but easier. By the way, do his slime tokens need to be removable? And as the text is currently written, it sounds interpretable as if removal can be done at any time (i.e. while moving), so clean-up could theoretically be done quickly....
Well, I knew this one needed some tweaking... I'm not sure if he'd ever end up with 30 doom tokens, though. Two will come out each time a gate opens, at the gate location and the adjacent street location. Let's say it's a 4p game and 7 gates are open at the end, plus maybe 3 were sealed. That's 20 Slime Tokens total that were added, plus the 11 doom tokens for a total of 31. But it's up to the investigators to get rid of some of that slime before that point. If they don't, then yeah, he has 31 and they'll lose, but if they can get rid of 10 during the game, then that's only 21 left. Which is a lot, but winnable against his easy final battle stats. My original thought for Start of Battle was something like: remove 5 Slime Tokens from the board, then add the remaining Slime Tokens to the doom track. That might be better. I like the idea, though, of some clean-up being necessary, or at least encouraged, both throughout the game (to avoid skill check penalties) and in anticipation of a final battle (which is more likely with an 11 doom track). Perhaps trading of items should be prohibited in final battle, to avoid the stacking of items as you describe...
Grudunza said:
Well, I knew this one needed some tweaking... I'm not sure if he'd ever end up with 30 doom tokens, though. Two will come out each time a gate opens, at the gate location and the adjacent street location. Let's say it's a 4p game and 7 gates are open at the end, plus maybe 3 were sealed. That's 20 Slime Tokens total that were added, plus the 11 doom tokens for a total of 31. But it's up to the investigators to get rid of some of that slime before that point. If they don't, then yeah, he has 31 and they'll lose, but if they can get rid of 10 during the game, then that's only 21 left. Which is a lot, but winnable against his easy final battle stats. My original thought for Start of Battle was something like: remove 5 Slime Tokens from the board, then add the remaining Slime Tokens to the doom track. That might be better. I like the idea, though, of some clean-up being necessary, or at least encouraged, both throughout the game (to avoid skill check penalties) and in anticipation of a final battle (which is more likely with an 11 doom track). Perhaps trading of items should be prohibited in final battle, to avoid the stacking of items as you describe...
You could have the anti trading rule. Another option would be forcing each investigator to discard down to a certain number of items at the start of battle.
Hows he look now?
Adopted/adapted from the "Mogroth" someone had posted a few pages back... I really liked the idea of the 2d6 attacks on the stable locations for its power, but wanted to try some different things, otherwise. The final battle thing is a do-or-die luck shot... I wanted to add some means of "attacking" or at least affecting the outcome (move to a different location, perhaps?)... but it was already cramming the available space pretty hard. Thematically, I like the idea of everyone hiding out somewhere, hoping they don't get whacked. I guess the only "tactic" of the final battle is to try to be near the Asylum or Hospital if you suspect the final battle will be triggered. I suppose that's something, at least. Anyway, here's what it is for now...
To clear up space on the card, you could just make it a d6 and have it close neighborhoods instead. I could also help you compress the language a bit if you're interested (it might take me a week or two though, I'm starting to get backed up with projects, and I still owe Julia a herald editing).
Avi_dreader said:
To clear up space on the card, you could just make it a d6 and have it close neighborhoods instead. I could also help you compress the language a bit if you're interested (it might take me a week or two though, I'm starting to get backed up with projects, and I still owe Julia a herald editing).
Thanks, Avi. I'll work on the language myself in the meantime and see if I can pare it down. I don't think a d6 would work, though, as there are 9 neighborhoods. Well, I suppose French Hill would be excluded (no stable locations), but that still leaves 8... perhaps a 1 or 2 would hit two neighborhoods. Anyway, I'm wondering if this concept might work better as a herald...
In any case, for now, I made some Plot cards... I like the idea of the investigators moving during the Final Battle and possibly having some effect that way, and I'm thinking now of developing a herald or scenario that uses movement or other game effects during the Final Battle.
Honestly, it might work better as a herald. Two reasons I primarily work with heralds are that they have more effect on the game (since you can modify so many Ancient Ones with them), and more importantly, perhaps, there's more room for writing on them. I was assuming you'd just ignore certain neighborhoods, but doubling up some of them would work too.
I came up with this list a while back, and on the main part of the forum it's going to get LITAS, so, I'm going to toss it here. I think this is probably where it belongs anyways.
Easy Ancient One fixes for only playing the base game (this will make it *quite* difficult):
Yig: Make it so that investigators can not be blessed during games against him (possibly make an exception for Sister Mary). Twice as many successes as normal should be required to remove a doom token from his doom track. Start him with one or two doom tokens.
Ithaqua: give both physical and magical resistance. Start him with one or two doom tokens.
Azathoth: make him start off with five doom tokens.
Cthulhu: when he reaches 7 doom tokens, have his ability reduce all investigators maximum stamina and sanity by 2 instead. Start him with 2 or 3 doom tokens.
Nyarlathotep: make him magical and physically immune and require twice as many successes as normal to remove doom tokens from his doom track. Start him with one or two doom tokens.
Hastur: raise the terror track to four in the start of games against him. Start him with two or three doom tokens.
Yog Sothoth: flip all gates against him upside down until investigators enter them, increase their modifiers by -1, give him physical resistance. Start him with 2 or 3 doom tokens.
Shub Niggurath: Give him magical resistance. Have the final combat attack require investigators to lose 3 monster trophies. Start him with 2 or 3 doom tokens.
Another basic difficulty raising rule along with the above would be banning the use of clues with the fight skill or the shotgun in final combat (I'd strongly suggest this against Ancient Ones without combat resistances, since otherwise it's too easy to stockpile clues and kill them in one or two turns).
I was just thinking, the custom GOO for the base game would be even more fun if it tweaked some of the monster effects.
Yig: Cultists are fast.
Ithaqua: Each round of combat with a cultist, roll a die for each weapon or spell you are using, on a failure, it is lost.
Azathoth: Cultists and Maniacs deal four damage to an investigator who defeats them.
Cthulhu: Star Spawn have their toughness increased by two. If they are adjacent to an Elder Sign, they will move onto it if their movement is shown during the mythos phase, ignoring investigators and arrows. If they are still on the Elder Sign during the next mythos phase, remove it from the board. If they defeat an investigator in combat and are on the board, they immediately move one space closer to the nearest Elder Sign (player's choice if there is a tie), following an arrow, or directly (if they are directly adjacent). They can not be taken as monster trophies. If they are defeated, return them to the cup. If they are placed in the outskirts, substitute them with any non-Star Spawn monster on the board that is not in the Sky— if there is a Cultist on the board, a Cultist must be chosen.
Nyarlathotep: make him magical and physically immune and require twice as many successes as normal to remove doom tokens from his doom track. Start him with one or two doom tokens. If you defeat a Cultist, immediately search the monster cup for a random Mask, and fight or evade it as well. If the Cultist was on the board, the Mask remains on the board if undefeated, if not, return it to the cup.
Hastur: raise the terror track to four in the start of games against him. Start him with two or three doom tokens. If a Cultist is in the sky, moves, and is unable to leave the sky (due to lack of investigators in the street), raise the terror level by one. When a Cultist is defeated, all investigators lose one clue.
Yog Sothoth: Before investigators in an Other World draw their first encounter they must fight or evade a random monster from the monster cup. If this causes them to be devoured, add a doom token to the doom track.
Shub Niggurath: Dark Young have their toughness increased an additional one, are Endless, and are not counted against the monster limit. Dhole moves like a Hound of Tindalos, is not counted against the monster limit, and is Endless. Every time a Cultist is defeated, roll a die, on a 1-3 search the cup and place it on the open gate with the least number of monsters on it (players choice if a tie).
After some thought and considering the above post,
Starting Doom Tokens:
Yig: 1
Ithaqua: 2
Azathoth: 5
Cthulhu: 3
Nyarlathotep: 2
Hastur: 3
Yog Sothoth: 3
Shub Niggurath: 3
Oh, duh, and one more important thing. This applies to all the Ancient Ones. Doom tokens can not be removed from the doom track by any means (that means no South Church exploit, and no Elder Sign hunting). This makes it so you can't just play out the clock for a guaranteed win.
Given this, Yig should start with 0 doom tokens, and Yog should only start with 2.
Also, against Shub Niggurath, Dholes and Dark Young can not be taken as trophies (i.e. they aren't just Endless, otherwise it's too easy to shut them down with John Legrasse)
Okay, I think that's all the bug fixing that needs doing :')
I tried to capture Jesus' tone while still making him a threat: 1. That his followers aren't necessarily trying to hurt you, but man they'll keep you busy talking if you let them. 2. That attacking him and his followers hurts you. 3. That your destiny (curses and blessings) are up to you, not random chance. And of course, when he shows up, anyone cursed would be wiped out and anyone blessed couldn't possibly fight him. Thoughts? Might do Galactus next.