Custom Great Old Ones

By ThorGrim2, in Fan Creations

The crippled one seems like he wouldn't be very fun to play against... You need six seals to win, each one gives him a doom which means that he has effectively 13-6 = 7 doom track.

You don't need clues to seal gates, which removes a very very big part of the game (and the main reason to do anything but jump through gates full time), but nevertheless you NEED six gates to open in order for you to close them, which means he will be on 6 out of seven doom when the last gate to be sealed opens, barring any gate open encounters or funny mythos cards. Even one gate burst or double doom card would make him literally impossible.

So, you're playing, you seal gates very easily by taking madness. 5 gates have opened, you're doing perfectly, five are sealed, he is on ten doom. Sixth gate opens, doom goes to eleven, and someone has to rush in and close that gate right away before another gate opens, which will bring doom to twelve, and thus when you seal he hits 13 and awakens. So basically it comes down to hoping that you don't get a doom on those three turns. Lowering the doom track any further would make it I believe nearly impossible, but as it stands I don't think it sounds like a very fun game.

I would suggest getting rid of the doom on seals, and making the rewards offered by taking madnesses and injuries a lot weaker. As it stands doomwise he is incredibly difficult, but the rewards for injuries/madness are also incredibly powerful, so the only way to have a prayer is do nothing but abuse said injury madness rewards, which would make for a pretty one dimensional game.

I agree with a lot of what adelophage said (I have to leave in a minute so I skimmed it). What I'd mainly say is consider making the reward for drawing injury/madness=1 clue, remove the seal penalty. I think the injury/madness distribution idea is really great idea by the way. I'd also bump down his doom track either to 11 or 10 and figure out how to make his final battle very difficult. Gtg. The worshipper effects aren't particularly impressive though (and take up a lot of space, perhaps make those all nightmarish 3)?

Nothing should be nightmarish 3. That can make situations where they are impossible to beat and things in a game should not be impossible, hard yes but not impossible.

Veet said:

Nothing should be nightmarish 3. That can make situations where they are impossible to beat and things in a game should not be impossible, hard yes but not impossible.

Yes :') that would make an impossible situation for certain investigators (assuming they had no whiskey), and that'd be the fun of it :') Anyway, there aren't that many 3 sanity investigators.

Made some changes- tell me what you think. I kept the inclusion of not-devoured for duplicate Injury cards and removed the protection against madness cards devouring you, making taking the two madnesses for sealing a gate far riskier. Also let him get doom token from investigators being devoured. This will come into play in the final battle and perhaps throughout the game if someone goes mad and gets devoured that way. Still not sure If i want to keep the protection to injuries. If I made it so that injuries COULD devour you I think I would increase the clue tokens you get for them to 3. Not sure.

Thoughts and Comments welcome, going to be trying out this guy tomorrow at my game, 5 people should be interesting.

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Okay, a few things... "Any time any injury..." etc is in the attack section of final battle, not the slumbering abilities section... In other words, it really doesn't belong there. It's very confusing.

Also, it sounds like you've currently made it so gates can be sealed with zero clues. Was that your intent? It'd be really easy to play the odds there and get win after win against this thing exploiting that loophole. Why not just make it so that sealing gates causes drawing two madness cards, and instead of devoured investigators causing a doom token to appear, have them cause the combat rating to reduce by one. I think otherwise you're going to have a real doom track of ten or nine... Possibly less with bad luck. 11 still makes for a short fast game :') What I really like about your creation is it forces investigators to use madness and injury (ending the game extremely quickly doesn't quite do that). Also, you should state that investigators can not retire. Or at least have that reduce the combat level as well (personally I'd rather ban retiring, madness and injuries are fun).

When i put the "any time an injury would be drawn" text in the slumbering abilities section, the text becomes so tiny I can barely read it, so it needed to go somewhere else. I like the idea of any time they seal they have to draw two, I didnt think of that and I think I will impliment it.

My inital hope with the draw 2 madness for a "free" gate seal was that the injuries and madnesses that have been getting acquired would hinder the investigator in another world. Xenophobia comes to mind, and any injury or madness that specificially lowers stats. I figured they would have a hard enough time staggering their way through another world as it is, and probably be burning clue tokens to get through it...encouring more injuries to get you clue tokens to get you through the gates.

No responses to my hard work on Saigyou Ayakashi? :(

trdl23 said:

No responses to my hard work on Saigyou Ayakashi? :(

trdl, it was tldr. No, but seriously, I sometimes ignore stuff that there's no chance I'll print out. The whole anime creation doesn't really fit in with the theme of Arkham Horror in my mind. Maybe I'll try to read it tomorrow at work if I have a bit of time and send you a few lines on the structure though? No promises :')

trdl23 said:

No responses to my hard work on Saigyou Ayakashi? :(

Have you play tested it? It's hard to critique something like this because it changes the game so drastically, I suggest getting a few play tests down then reporting how they went to see how well everything meshes.

Perfect Cherry Blossom is too strong. Make it so that the trophies can be spent to roll a die, on a success, a doom token is added. You also forgot to include the mechanism for an investigator becoming "sleeping."

It's not an anime, it's a game, that's just the best Yuyuko picture I happened to find...

By a "sleeping' mechanism, you mean to define what someone who's asleep can or cannot do, correct? Yeah, I guess that would be important, wouldn't it... "Sleeping investigators cannot attack, cast spells, use items or their special abilities." I think that covers it.

I've yet to actually get a group together to try this out, but I understand why the doom token ability is too strong on Yuyuko. I'll change that to your suggestion, avi. I mean, losing the trophies is bad enough -- might as well have a chance that's the worst that happens. It also means that sometimes, you might not want to be Blessed...

I also have decided that, in order to make it such that the players can't go "lolseal" (there's no monster buffs or anything), only players holding a Petal of Spring can seal gates.

trdl23 said:

It's not an anime, it's a game, that's just the best Yuyuko picture I happened to find...

By a "sleeping' mechanism, you mean to define what someone who's asleep can or cannot do, correct? Yeah, I guess that would be important, wouldn't it... "Sleeping investigators cannot attack, cast spells, use items or their special abilities." I think that covers it.

I've yet to actually get a group together to try this out, but I understand why the doom token ability is too strong on Yuyuko. I'll change that to your suggestion, avi. I mean, losing the trophies is bad enough -- might as well have a chance that's the worst that happens. It also means that sometimes, you might not want to be Blessed...

I also have decided that, in order to make it such that the players can't go "lolseal" (there's no monster buffs or anything), only players holding a Petal of Spring can seal gates.

Sounds good.

I would seriously consider using these things at this point, but, to be blunt :') as a matter of personal aesthetics, I hate the art on Yuyoku and wouldn't want to print it out. Do you think you could find something more Arkhamish, or tell me what exactly it is you're looking for and maybe I could search for you? Also, if you sent me a copy of the tree picture, I could probably make it more sinister looking with a photo editor. Or did you want it to look like a lovely spring day?

I would prefer something more sinister. Unfortunately, there's no way of finding the picture from the game itself (nor would I want to, because in said game the plot point is that the tree hasn't flowered yet ) because the projectile spam that accompanies said game is all-consuming. So that was the best picture I could find concerning as far as a "big-ass cherry tree" goes. Something a bit more sinister would be wonderful. How can I get into contact?

I'm still looking for a better Yuyuko picture, and have just been referred by a friend to a site where I might find one more suitable. The trick is, she has to maintain the sort of serene beauty the current picture provides while still being somewhat unnerving. I'll do a bit more hunting on my own, but I get into a rut, I'll tell ya.

I decided to do some updating on FFG's version of Daoloth:

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Changes made:

1) I changed the image to match Ramsey Campbell's description. I used the image from the Call of Cthulhu RPG, and changed it so that it appears that Daoloth has been summoned in a dark place.

2) Worshippers - FFG's version was a bit weak here; cultists moved to investigator's locations instead of following the normal movement rules, but they weren't given any special abilities. Since even the weakest unarmed investigator can defeat a standard cultist, they were just more of a nuisance. Now they transport investigators to Other Worlds or cause them to become lost in time and space.

3) Attack - I clarified FFG's version of Daoloth's attack so it's less confusing. I also added a Sanity loss which cannot be avoided.

I haven't made any Sinister Plot cards because, truth be told, I no longer use the Epic Battle rules in my games since they tend to shift the odds in the AO's favor. AOs should be challenging enough without the Epic Battle rules. If they aren't, they aren't a good AO.

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Made an AO for Discord, Spirit of Disharmony and Chaos! Feedback would be lovely!

Very theme fitting! Only change should be that last paragraph should read: "Start of the Game: One Investigator chosen randomly is given a Unique Item (Joining the Winning Team) and a random Ally in addition to their normal starting equipment." It should probably be first in that list of abilities too.


Are you going to give Discord any Worshiper abilities?

I just got an idea for a worshiper ability.

Discord's followers were once good friends, now turned against each other by his trickery. When 2 or more cultists are on the same spot at the end of the movement phase, increase the terror level by one as the location/street area is filled with anarchy. When an investigator defeats a cultist, an investigator must discard an ally. If none are available, increase the terror level by one.

May need some trimming.

Custom Ancient One, supplied by specifyed optional Institution and Herald in representive threads.

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Almost a training GOO, this one forces players to focus on a small number of objects, so should make a pretty good alternative training GOO from Yig.

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This one forces players to experience the Other Worlds... whether they want to or not.

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This one is specifically designed for the new version of Lovecraft Country Horror, but should also prove troublesome with an expansion that uses vortices. Watch out for triggers on movement effects like Colour Out of Time and Space and Cthonian.

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Final one. This one ties into a sub-theme in Lovecraft Country Horror: music.

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I liked the effect where all the investigators have to draw encounters and check if they're gate matching. Never seen something like that before. Also really liked the Mordiggan art.

A Great Old One I've been working on, Cyaegha, who has had a few incarnation in this thread before. My version focuses on the Vaeyen, who guard or possibly imprison Cyaegha...

The basic mechanic is that the five Vaeyen appear around Arkham, where they sit in place and do nothing (being evasive and having no movement symbols), but they have to eventually be killed off before the game can be won. Each one has a particular, different challenge to them (for example, the Black Light is very hard to find, the Burning Wing needs an ally and spells to be taken down, the Shining Dark is a brutal horror check), and each also has some cost to be paid even if you do win (being driven insane, losing your weapons, LiTaS...). The investigators have the freedom to take them down in the order they choose, but all must be killed.

The Vaeyen return to the sheet when they are defeated... perhaps I should put that in the text to make it clearer?

Cyaegha-Front-Face.png Vaeyen.png