Custom Investigators

By Morgaln, in Fan Creations

Hi everyone .. i come back to say .. Florence was really good .. i played with her today .. and she did a good job .. but .. she had a little problem .. her [3] is toooo much so i decided to buff her just a bit .. change it to a [2] and remake that +1 syringe for each investigator .. we made a game of 5 investigators and .. 5 syringes were too good .. mmm i think she is finished by the way im reposting her ..
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plzz comments ..

well i and some friends were making some other investigators and we did this new one .. that i would like u all could see him .. his story is not written yet but .. somehow he finds an strange elder sign tattoo on his boddy .. then he goes to the science building to look for some answers .. he talks to some professors ..and he found his ability .. then he decides to take action in tha city .. he is back on the ring ... n_n ... hope u like him ..

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ur comments will be wellcome ..

I thought the remove maximum stamina to remove a doom token ability's pretty cool... Honestly, Marie might've been cooler (not that I dislike her), had her ability come with that sort of cost.

So I was bored and watching the Pirates of the Carribean movies and decided to make some of the main characters as they first appear as investigators... because im a fanboy.

http://s1139.photobucket.com/albums/n545/ArkhamSheets/

Thoughts and ideas? They are supposed to work independantly of the official investigators, and be balanced while working in an environment where they are the only investigators.

I don't think any of my custom AH stuff got carried over to the 'new' forums so here's the link to the blog for any of you who missed it:

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And here's good ole G'Yar Zhol'tha:

G'Yar Zhol'tha

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Hi .. its been a long time of not posting .. but here im back .. i been working on some new guys for arkham .. and as i saw corruption cards and .. specialy cult cards arent play often .. i decided to create a guy that will be kind of tricky in the game .. he might do amazing things with the cult cards .. but at a some cost .. he could do great things .. but he could work a bit for Cthulhu .. let me introduce to Jacob .. a real infiltrated cultist ..

hopes u like him .. and try him in some games .. ill be trying him this next sunday .. ill write here back .. how it works .. tell me what do u think of him .. and if u want .. write some personal story.. n_n ...

Jacob's interesting... I'd alter two things about him though... One, I'd make it so he can only discard the corruption if he kills the monster, not anyone, otherwise he'll easily get rid of them. Plus it's a bit more thematic. Two, I'd make it so that before drawing his two cards, have him roll a die, only allow him to draw two on a roll of 3-6 or possibly even 2-6. That way he's still got a strong ability there, but there is *some* risk that you'll get stuck in a trap like situation (adding to game tension as well as balance).

Avi_dreader said:

Jacob's interesting... I'd alter two things about him though... One, I'd make it so he can only discard the corruption if he kills the monster, not anyone, otherwise he'll easily get rid of them. Plus it's a bit more thematic. Two, I'd make it so that before drawing his two cards, have him roll a die, only allow him to draw two on a roll of 3-6 or possibly even 2-6. That way he's still got a strong ability there, but there is *some* risk that you'll get stuck in a trap like situation (adding to game tension as well as balance).



:)



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It's very, very, very strong, even if thematically is interesting. I'd suggest to limit once per game the Charismatic ability, and to eliminate the Strong mind ability, and reduce Stamina losses by one. I mean, only "Strong mind" per se, is stronger than professor Walters ability. With a starting Sanity of 7, and a reduction factor of 2 points / loss, and her high will, she will *never* have any Sanity problems during the whole game

Dear Julia,

thanks for your competent comment.

My point of view is this: AH is a special boardgame, very close to a role-play system.

So I think Raquel Welch deserves (by herself) exactly this strong power.

Do you get me?

Now I post her personal story cards.

And I'm posting more customized investigators (they are less strong): please check them and post your comments...

Many thanks.

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salconte said:

Dear Julia,

thanks for your competent comment.

My point of view is this: AH is a special boardgame, very close to a role-play system.

So I think Raquel Welch deserves (by herself) exactly this strong power.

Do you get me?

Now I post her personal story cards.

And I'm posting more customized investigators (they are less strong): please check them and post your comments...

Many thanks.

You touched an interesting point with this comment. AH can be seen in two different ways: as an RPG-like boardgame, or as a strategical boardgame (with all the possible nuances in between). And obviously, everyone is free to play it the way he likes (and this probably is one of the reasons why it has such a broad consensum between people). If you play it RPG-like, no probs with such a character. I just wanted to tell you that under a strategical point of view, things are off-balance. But yeah, I got your point :-)

Not so sure about the PS. What do you mean by "the show is definitely stopped"? No further act cards can be put into play?

As for your other investigator, I can only speak about the balance of the game. It's better balanced than Rachel (her starting Sanity is 4, which is better than 7), but it's still a little overpowered. In Arkham, speed is very important. She has a speed of 4, plus the ability to evade automatically any monster in a street area (which makes having the Sedanette completely useless. This implies that a person playing with her, will pass immediately the Sedanette to another player, so you'll have two investigators able to avoid one toughness monsters in the street. Besides, the Sedanette is from the KiY expansion, so everyone who wants to play with her needs to have that expansion, or to use a proxy) makes her a good gate trophies collector. Her fight of 5 allows her to be able to close easily most of the gates, since she can max fight and luck to survive the OWs.


My suggestion are: lower her max Sanity to 3 (this should force the player to pay a little more attention to what she's doing), make her Streetwise ability work as long as she keeps her sedanette, use a Lore / Luck of 0/3 instead of 1/4, transform her Strong body ability from 2 Stamina to 1 Stamina "absorption" (this will still allow her to be immune to a Chtonian attack, but not to umbalance too much the game. Most of the monsters in Arkham deal 1 or 2 damages). This should preserve her thematic characterization and tranform the character in something more balanced

Julia said:

Not so sure about the PS. What do you mean by "the show is definitely stopped"? No further act cards can be put into play?

Yes, you got me, dear Julia.

No further act cards can be put into play.

Julia said:

As for your other investigator, I can only speak about the balance of the game. It's better balanced than Rachel (her starting Sanity is 4, which is better than 7), but it's still a little overpowered. In Arkham, speed is very important. She has a speed of 4, plus the ability to evade automatically any monster in a street area (which makes having the Sedanette completely useless. This implies that a person playing with her, will pass immediately the Sedanette to another player, so you'll have two investigators able to avoid one toughness monsters in the street. Besides, the Sedanette is from the KiY expansion, so everyone who wants to play with her needs to have that expansion, or to use a proxy) makes her a good gate trophies collector. Her fight of 5 allows her to be able to close easily most of the gates, since she can max fight and luck to survive the OWs.

My suggestion are: lower her max Sanity to 3 (this should force the player to pay a little more attention to what she's doing), make her Streetwise ability work as long as she keeps her sedanette, use a Lore / Luck of 0/3 instead of 1/4, transform her Strong body ability from 2 Stamina to 1 Stamina "absorption" (this will still allow her to be immune to a Chtonian attack, but not to umbalance too much the game. Most of the monsters in Arkham deal 1 or 2 damages). This should preserve her thematic characterization and tranform the character in something more balanced.


Once again, many thanks, dear Julia, for your competent comment.

It's a pleasure to hear from such a competent AH player.

But once again Anna Frazer is a "real character": I personally know her and I do assure that she is like she is...

She loves cars even if she doesn't need of them...

Julia said:

You touched an interesting point with this comment. AH can be seen in two different ways: as an RPG-like boardgame, or as a strategical boardgame (with all the possible nuances in between). And obviously, everyone is free to play it the way he likes (and this probably is one of the reasons why it has such a broad consensum between people). If you play it RPG-like, no probs with such a character. I just wanted to tell you that under a strategical point of view, things are off-balance. But yeah, I got your point :-)

Many thanks for your understanding, dear Julia.

Raquel Welch is real. She has a strong mind. She is 71 and still gorgeous (first inside her mind).

Since you are so kind and smart, would you like to play an Harkham Horror friendly game with me?

I mean by email. I have produced for my solo games a new SaveState excel file we can use for our game.

Four characters each one and all the first six expansions.

My interest is also literary, since you can see grow a real Lovecraft story simply playing...

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Was having fun in eons.

Uhhh. Trolololo... You know your Azathoth investigator won't work, right? It's mathematically impossible to deal with, If someone tries to use it it'll just sabotage their game (unless they're using Patrice and rex, maybe).

What's the point of making a character in an RPG sense, even, if it's too powerful for the game it's meant for? If for a joke or something that's purely meant to be looked at, then sure, you can make all kinds of ridiculous things and that's fine. But Raquel could be in the realm of realism for the game with a few small tweaks, and still be befitting her nature as a real person. As it is, though, she'll almost never lose Sanity or Stamina, and she can stock up on Allies very easily. I find it a fun challenge to make characters that both work well within the AH system and also convey something special about their character. And being powerful compared to some other characters is fine, but not to the point of being broken and way too powerful, which I think Raquel definitely is.

As far as Dr. House, this is a lot better than another House character I saw before, but I do think his ability to remove Injuries/Madnesses so easily is not good. Thematically, I love that he gains a Clue Token if anyone has an Injury/Madness, though that might prove too much as he's likely to get 1 Clue every turn after a certain point. I suppose that's balanced by the fact that someone else has an Injury/Madness, and he'd be less inclined to remove it if it means he won't get his free Clue every turn. But regardless, I might make him work for it... How about something like: "Once per turn, if House is in the same location as another investigator with an Injury or Madness, he may spend 1 movement point to gain a Clue token." That would depict him encountering that person and then spending some time puzzling about how to fix them. Or maybe combine both things: "Once per turn, if House is in the same location as another investigator with an Injury or Madness, he may either spend 1 movement point to gain a Clue token or spend 2 movement points to remove one Injury or Madness from that investigator."

Or maybe make it more like it is on the show, where he has a lot of wrong turns and red herrings before finding the right cure. "Once per turn, if House is in the same location as another investigator with an Injury or Madness, he may spend 1 movement point to place a Clue token from the supply on one of their Injury or Madness cards. If an investigator's Injury or Madness card ever has 2 Clue tokens on it, discard the Injury or Madness, and House gains 2 Clue tokens." That way, both aspects are served (i.e., he gets some Clues from his diagnostic ability and Injury and Madness cards can be removed), but it better depicts the time and effort it would take to do that.

Also, I think starting with $9 and 4 Clues is too much, especially with the other stuff he gets (Unique Item, 2 Spells, Monster Trophy). Strange Eons may consider it balanced because of the Madness, but it doesn't feel balanced. And I would call him "the Diagnostician" instead of "the Doctor."

I'm not so sure I get the way Azatoth is supposed to work. I mean. He starts the game LiTaS. As soon as he returns from being LiTaS, all player lose the game. So he must stay LiTaS. But since he's an investigator, why somebody would like to play with him? For a +2 Max San e Stamina? With the idea that without both Patrice and Rex, everyone will perish in puff of smoke? And I don't see how he can return to LiTaS, since, as soon as he returns to Arkham the game is over. Am I missing something? Help!


Grudunza on RPG: seconded. Especially because with a couple of little adjustments both characters could be interesting. But anyway, if the creator's happy, she will have fun while playing those characters. I hope :-) And I like the idea of generating clue by sharing locations with injured characters. That's something interesting and new. But yeah, don't allow people to get rid of Injuries so easily!