Custom Investigators

By Morgaln, in Fan Creations

I wish they would make a movie around the same lines. Super over the top.

BTW

Chuck Norris can poop out a rubix cube perfectly solved

The dinosaurs are extinct because they made Chuck Norris angry

Chuck Norris is the chief exporter of pain.

Since we're doing icons, I have a couple here that my friends came up with. We sat around last night and did craft time, put them together, printed them, and then playtested them. Here are the characters they came up with:

Hell-----Boy.jpg

(In the second game, Utility Belt was adjusted to a Lore (-1) check.

John-Constantine.jpg

I used my Clock Maker, which is posted on this forum a few pages back (Charles Jenkins, Clock Maker).

I know that by looking at them, they may seem overpowered; especially HellBoy. However, HellBoys drawback triggered both games! The first game it triggered within about three turns, so that left John Constantine and a Clock Maker to fight Abhoth. We got eaten. Then in the second game, we were doing pretty well, but eventually, HellBoy went crazy again and opened the gate, releasing Abhoth a second time. John and Charles did fairly well, taking Abhoth down to 2 Doom Tokens before we didn't have anything else to feed it, so it ate us instead.

All in all, this incarnation of HellBoy worked pretty well. John Constantine worked pretty well too, though the Clue Token for money thing may need to go. He got a retainer in the second game, so I'm not sure about that. Charles Jenkins worked pretty well, and his ability to keep from being delayed was really handy.

As always, constructive criticism is welcome!

Hell Boys seem more like a hinderance than a help. I would be scarred to play him and just camp him at the Hospital, etc where he will be safe. The ability where you need a skill check is also brutal. Most the time nothing is going to happen from it and then if it does nothing can still happen! Perhaps give Hell Boy some useful ability.

The other guy looks good though!

I don't think Hellboy works... I sort-of like the ideas but I think almost everything needs changing a bit.

MrsGamura is right, using Hellboy is too much of a liability. You'd either not use him, or the player using him would be consigned to boring duties such as collecting money and shopping. So he should only awaken the AO if he's devoured . Or alternatively, he should have the option but not have to do it. So he can voluntarily be devoured during any upkeep to awaken the AO. That's quite a useful power for an investigator to have, against a lot of AOs.

I also don't like the Utility Belt ability. D6 tables with random outcomes are a bit fiddly, and also kinda arbitrary for an investigator special ability. I reckon he should start with a fixed custom Unique (the Right Hand of Doom, which is some sort of non-tradeable magical weapon), and a fixed custom Common (the Utility Belt, which can be a bit random but not quite this random.)

If you don't want to change it then that's ok. But I may have a go at a Hellboy character of my own. I am a huge Hellboy fan, as it happens.

LOL, yes, Hellboy turned out to be a huge liability during the game! I like the idea of that triggering only if he's devoured. I'll have to run it by my friend and see what he wants to do with it. We wanted to make him a 7/7, but Strange Eons doesn't really allow for this (without fiddling with the settings, anyway).

We did end up making a right hand of doom ability that cause all his 6's rolled in combat to count as two successes. We also made his gun (I forget what it's called), that added I think +6 to combat checks but you had to lose a stamina for physical damage, or a sanity for magical damage.

Anyway, you're right, he didn't work all that well, and needs quite a bit of tweaking. I'd love to see your vesion of a Hellboy, Corinthian!

Admiral142 said:

LOL, yes, Hellboy turned out to be a huge liability during the game! I like the idea of that triggering only if he's devoured. I'll have to run it by my friend and see what he wants to do with it. We wanted to make him a 7/7, but Strange Eons doesn't really allow for this (without fiddling with the settings, anyway).

We did end up making a right hand of doom ability that cause all his 6's rolled in combat to count as two successes. We also made his gun (I forget what it's called), that added I think +6 to combat checks but you had to lose a stamina for physical damage, or a sanity for magical damage.

Anyway, you're right, he didn't work all that well, and needs quite a bit of tweaking. I'd love to see your vesion of a Hellboy, Corinthian!

Consider giving Hellboy a will check to prevent the Ancient One from awakening.

It's not really as apocalyptic OR as interesting OR as tough as I originally intended it to be, but it's a start:

3536930409_bc5a8d635c_o.jpg

3537743650_9c9a747be5_o.jpg

There you go.

3540472534_d9c113a7e0_b.jpg

Tried to make an Investigator that helps and boosts other Investigators. I could use some help with the wording/meaning of the abilities. Not sure how to get the "The delayed at anytime" part right so it fit into the rules.

I've been toying with the idea of two characters that work best as a team. This is my first time building characters so i welcome any input. The goal is to make both characters different, yet balanced. They are strong together, but their different styles (Combat/Lore) almost require they move apart at times. I'm still trying to develop the "Invisible Bond" power, and background stories are on the way. Art is a little too manga but it was the best male/female turn of the century twins i could find.

Picture%202.png

Picture%201.png

I really like the idea behind both the Administrator and the Twins. I would say don't make the administrator quite so weak - he still has to be fun to play. Plenty of stuff, but his stats will be a hindrance, especially that speed. He won't even be able to get where the other people are. The twins are neat, I can't wait to see where that goes. I'm crashing right now, more later.

Made some adjustments to the twins, and got the backstory together. Sorry it's so long, it was easy to get carried away with.

Picture%203.png

Picture%204.png

Picture%205.png

Patricia's speed + sneak should probably be higher to fit with the backstory, but i like the idea of her having a high luck. If it comes down ot it, she could lose two luck and have them dropped into SP and SN. Otherwise i think she's pretty good.

I feel like Oswald needs to have some kind of tomb at the start, but the Necronomicon seems overpowered in his hands. I wanted him to have to frequent the magic shop. The other tombs seem kind of lame as starting items though, might as well just give him another spell to start and be done with it.

Open to suggestions.

Both the twins and the administrator have the same problem: if you put two investigators on the same area, one of them probably won't do a lot for winning the game. So in effect, you're reducing your number of investigators by one just to make one other investigator marginally better. The idea is nice, but i would each of them give another ability that lets them stand on their own.

For example, the twins could be able to spend a clue to gain their ability, even if the other twin is not in the same area. However, I'd still add another ability that is independent from the other twin.

As for the Master Mind ability of the administrator, how about the following wording:

Movement: Instead of moving, Frank can become delayed to give all investigators in the same area +1 to all skill checks.

Morgaln said:

Both the twins and the administrator have the same problem: if you put two investigators on the same area, one of them probably won't do a lot for winning the game. So in effect, you're reducing your number of investigators by one just to make one other investigator marginally better. The idea is nice, but i would each of them give another ability that lets them stand on their own.

For example, the twins could be able to spend a clue to gain their ability, even if the other twin is not in the same area. However, I'd still add another ability that is independent from the other twin.

I intentially wanted to cripple them a bit to add some balance. Sticking together has it's benefits and it's drawbacks, and the same can be said for moving apart. If the twins had stand alone abilities i feel like it would negate the need to pair up at all. It should be left up to the players controlling them to decide when it's best to be together or apart. If caught alone, i think it's best they stand at an average level with no particular advantage. Encounters could always result with them being split up across the board, and gate travel could be equally problematic. I think the "hand in hand" is pretty strong, but not so strong that people would be able to abuse it.

This is my first attempt at a custom-made investigator, so I'd love some feedback. I'm slowly working on creating investigators for all the characters in my Trail of Cthulhu game. Here's Ludwig, the ether sniffing mad scientist who invents new devices.

Ludwig-Richter-Front-Side.png

timf said:

This is my first attempt at a custom-made investigator, so I'd love some feedback. I'm slowly working on creating investigators for all the characters in my Trail of Cthulhu game. Here's Ludwig, the ether sniffing mad scientist who invents new devices.

Improvised weapon is pretty cool, but i think new device could be a little better. As it stands it's just a discount on an item. Maybe consider a draw three and choose, or will check then spend a sanity/clue for a free item? Something with more inventor flavor...

Not bad but poor Ludwig is gender confused "she may reduce the cost by $2". Might be difficult to move skill sliders with one focus and Addiction though. Could leave it as an extra challenge or give him one more focus.

3542885279_948f46d939_b.jpg

Update speed so Frank can be where the other Investigators are. Bumped up his ability to cover an neighborhood. He can negate delayed penalty to speed things up, need new wording for the "un-delayed" bit....

Added +2 to all skills, perhaps to much?

Idea that came to me this morning. Picture%201.png

Jonathan is confusing. MPD just uses their special abilities but does he keep using MPD every turn even after you fail it and get someone else (sounds like no but not sure).

Also a Will check. What kind +0,1,2 or minus?

Lord of Squirrels said:

Jonathan is confusing. MPD just uses their special abilities but does he keep using MPD every turn even after you fail it and get someone else (sounds like no but not sure).

Also a Will check. What kind +0,1,2 or minus?

It is a complicated ability. It has to be rolled at every upkeep, so he could change every turn. Thought that could make for some really interesting gameplay. If he passes the check, he gains the sanity point, and retains the persona. The only way to go back to normal is be reduced to 0 SAN or STA.

Will check using current stat with no modifier just means 1 success is needed. He has high will, with only 1 success needed MPD shouldnt happen too often. The fun part is though, if your in a particualrly nasty battle and have your fight set high, your going to much more likely to go nuts by the next upkeep.

Jonathan sound interesting, the wording is unclear. Would be cool if he was to change into the other Investigator completely, stats, skills and abilites on failed will check. However that might be even harder write down as a rule.

Fireblaze said:

Jonathan sound interesting, the wording is unclear. Would be cool if he was to change into the other Investigator completely, stats, skills and abilites on failed will check. However that might be even harder write down as a rule.

I've been rebalancing him a bit. He has all random items to start now, which makes perfect sense with the nature of the character.

I think he should keep his base stats and just take on the special ability, since investigators seem to be balanced by stats/ability, you run the risk of getting something with Jonanthan that could work great or be useless, which i think adds to the suprise and fun. His stats are fairly balanced as is though, he deals with most stuff ok.

I tried playing him a few rounds and thought it was really fun. Going from "Science!" to "Strong Body" to "Resilient" keeps things interesting.

Could anyone help clean up the wording for MPD, or have suggestions how to explain it better?

kroen said:

Took me a while to make these two, hope they're not broken:

kevinrogersfrontside.jpg

huejacksonfrontside.jpg

I'm playing with SE and trying to figure out how these two were made. It facinates me to have characters start with Specials like this, but I cannot find them listed under Specials in SE. Were they created using the "New Item" tab? If so, how would you price something like that?

I was thinking, for example, that Special (Changed) would be valued at approximately $23 ($8 = +1 Max Sanity, $8 = +1 Max Stamina, $2 = Clue Token, $5 = Great Seal aproximate value to Elder Sign) for balance purposes. Would that be close?

Thanks!

Feonor said:

I'm playing with SE and trying to figure out how these two were made. It facinates me to have characters start with Specials like this, but I cannot find them listed under Specials in SE. Were they created using the "New Item" tab? If so, how would you price something like that?

I was thinking, for example, that Special (Changed) would be valued at approximately $23 ($8 = +1 Max Sanity, $8 = +1 Max Stamina, $2 = Clue Token, $5 = Great Seal aproximate value to Elder Sign) for balance purposes. Would that be close?

Thanks!

There is no charge for custom specials within SE, you just have to do your best to balance them out in relation to your character. Giving a character amazing specials could make them walk through the game, but what fun would that be?

DeepSix said:

Feonor said:

I'm playing with SE and trying to figure out how these two were made. It facinates me to have characters start with Specials like this, but I cannot find them listed under Specials in SE. Were they created using the "New Item" tab? If so, how would you price something like that?

I was thinking, for example, that Special (Changed) would be valued at approximately $23 ($8 = +1 Max Sanity, $8 = +1 Max Stamina, $2 = Clue Token, $5 = Great Seal aproximate value to Elder Sign) for balance purposes. Would that be close?

Thanks!

There is no charge for custom specials within SE, you just have to do your best to balance them out in relation to your character. Giving a character amazing specials could make them walk through the game, but what fun would that be?

Woops, my mistake. I thought you ment the other character specials. I think those where made with a plug-in.