Custom Investigators

By Morgaln, in Fan Creations

Regarding Jessy, at the very least you'd need to change it so she only gets half value for "selling" her stuff. That would make it less practical to cycle the decks. However, this ability should really belong to a Merchant character or something. She's really just selling and trading, whereas normal investigators can only buy. Then Philosophy can be an ability that makes a little more sense, like tome-related abilities or etc.

Also, Ben having two .45s is not a good idea IMO. Starting with +8 physical weapons that don't exhaust is pretty heinous, and makes no sense for the character either. Federal Agents are not Grammaton Clerics or characters from John Woo movies. His ability is interesting though.

@Avi: I guess you're right about Jessy. And it was indeed my intent that Ben can use his ability as many times as he likes. And I really don't think he's that overpowered. If you'll set his Will to 0 then you'll constantly have to discard stamina. In about two or three fights, depending on the monsters, you won't have any more spare stamina ti discard. The best strategy would be to put his Will at the highest, which grats him a chance of passing many horror checks (mostly +0 and -1, and even at -2 he will at least have a chance) without draining his stamina. Still, at highest Will he has 10 dice without modifiers which is very good. Also, even if he is powerful, so what? As long as he's not overpowered (like Jessy) there's nothign wrong him. It is allowed to make powerful investigators as long as they're not game breaking you know.

Hmm Grappling gun is an interesting thought. I am going to have to think on it and add it in.

Here is Locke Cole the "Treasure Hunter " from FF6

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Lord of Squirrels said:

Hmm Grappling gun is an interesting thought. I am going to have to think on it and add it in.

I would make it common and deal with movement/ sneak and a little combat bonues for example

+2 combat checks

movement: exhaust to increase your sneak by one and decrease you movement by one or visa versa

one hand

@5 bucks

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More nice ideas of course. Just a suggestion though: 3 movement is a major penalty. I would think twice before bumping a character's Speed down in order to raise anything else. For instance, these two characters do not benefit from their 6-point skills nearly as much as their Speed hurts them. I've always found myself wishing for a normal Speed slider with any character that is slow. Nothing makes up for it really, unless you get lucky with an item or skill that replaces it.

kroen said:

@Avi: I guess you're right about Jessy. And it was indeed my intent that Ben can use his ability as many times as he likes. And I really don't think he's that overpowered. If you'll set his Will to 0 then you'll constantly have to discard stamina. In about two or three fights, depending on the monsters, you won't have any more spare stamina ti discard. The best strategy would be to put his Will at the highest, which grats him a chance of passing many horror checks (mostly +0 and -1, and even at -2 he will at least have a chance) without draining his stamina. Still, at highest Will he has 10 dice without modifiers which is very good. Also, even if he is powerful, so what? As long as he's not overpowered (like Jessy) there's nothign wrong him. It is allowed to make powerful investigators as long as they're not game breaking you know.

Hey, if your intention is to make an overpowered investigator, go ahead ;') no one's stopping you. Jessy's absurdly overpowered though.

Also, Joel is broken. Turn one— go to bank with another player draw out two loans. Then have Joel convert 30 cash into 15 clue tokens. Wait until he defaults on his loan (probably by turn four or five), then you have enough to seal three gates with him alone.

Personally, I'd rather have Alexander Graham than Lily. I think he's pretty cool.

Sothis said:

More nice ideas of course. Just a suggestion though: 3 movement is a major penalty. I would think twice before bumping a character's Speed down in order to raise anything else. For instance, these two characters do not benefit from their 6-point skills nearly as much as their Speed hurts them. I've always found myself wishing for a normal Speed slider with any character that is slow. Nothing makes up for it really, unless you get lucky with an item or skill that replaces it.

Yeah, Alexander has three speed, but he also has Hypnosis, which would be one of the best abilities in the game.

That's exactly why I gave Alexander 3 Speed. With such good ability, he needs a penalty, and a penalty to focus wouldn't have cut it.

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Here is Hannibal Lecter and I am still working on Rorschach. His high sanity is more a result of increased intelligence and the fact that he is a sociopath (no regret so less fear).

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Ghost Rider's pretty tough. I like that if you prolong a game with him you end up having to fight the AO ;'D but with him at your side, you might win.

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kroen said:

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Sydney's pretty tough... 6/3 fight will... Mrrrr... And the Sheldon skill... I'm not quiet sure if her lack of cash and possessions really balances it. As for Emily, you might want to give her one more lore. As things are, she'd make a pretty ineffective spellcaster.

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Yeah Emily looks like a good spellcaster if you bump her Lore by 1. Probably a fun investigator.

Sydney is cool because she'll be taking advantage of parts of the game that don't see daylight much. She probably needs more balancing but the idea is great.

Wild Animal.....

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Ok, I'll start with what needs to be fixed. His only use is to keep the streets clean, which while fun, makes him completely non-versitile. I need a little clearification on his Wild Animal ability. If it only means you can't get him cards he can still get money and be kind of a mauling bank. If it means he can only gain monster trophies he can even put his insane fight to use sealing gates because he can't get clue tokens. His combat abilities make him nigh invincible in combat against almost everything. Ghost, mauled. Elder Thing, mauled. Star Vampire, mauled. Cthulhu, mauled.

Now for the good news. The idea of playing a bear and running through Arkham is awesome. The idea of a bear getting blessed at the bank is so gosh darn funny. The complete concept behind this character is one of my favorites of all time. And the idea that he can start with a dead shoggoth is just gravy.

Hi. Here is my first investigator ever. I'm in the process of doing a set based on the first two Mummy movies (the first one takes place in 1926!). I'm planning 5 investigator (Evy, Rick, Jonathan, Beni, Ardeth Bey), some items (the two books, the spear and the Bracelet of Anubis), and two Ancient ones (Imhotep and the Scorpion King)

So here is Rick O'Connell, the main character in the movies. For sake of simplicity, I decided to do Rick as he stands just after the first movie.

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And here's the explanation of his abilities:

A Lot of Friends: In each movies, Rick needs the help of somebody he met sometime before ( Wilson, Izzy and that guy with a plane in the third one) and that friend either end dead or stranded somewhere before the end battle. Here why you get an ally for cheap, but he isn't here for the final battle.

Armory: Well, Rick O'Connell has a lot of guns in every movie, and he never uses the same one. So I gave him the ability to automatically begin with a weapon, but never the same one. ( I would have wished to make it a gun except of a general weapon, but in games term there is no difference.)

So, what do you think? Too weak, too strong or just fine?

Ok, seems I made a mistake witht he picture. Here it is: secard42443502182702332.jpg

Dark Jco. said:

Wild Animal.....

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Ok, I'll start with what needs to be fixed. His only use is to keep the streets clean, which while fun, makes him completely non-versitile. I need a little clearification on his Wild Animal ability. If it only means you can't get him cards he can still get money and be kind of a mauling bank. If it means he can only gain monster trophies he can even put his insane fight to use sealing gates because he can't get clue tokens . His combat abilities make him nigh invincible in combat against almost everything. Ghost, mauled. Elder Thing, mauled. Star Vampire, mauled. Cthulhu, mauled.

Now for the good news. The idea of playing a bear and running through Arkham is awesome. The idea of a bear getting blessed at the bank is so gosh darn funny. The complete concept behind this character is one of my favorites of all time. And the idea that he can start with a dead shoggoth is just gravy.

Thank You corazon.gif

He can gain Clue Tokens as they are not a Investigator card, he just ca'n't use a Tommy Gun, Whiter, Duke, Bank Loans, Corruption Cards, Rail Pass, Barred Cards, Captain of the White Ship, etc

Wanted to give him a positive ability to deal with the fact he can't gain Investigator Cards...bingo Feral Rage! It is a Bear after all! So he would start the game with a little combat Bonus but would increase along with the AO waking up!

This is my first time posting on these forums, and I am also pretty new to the game, having only played it twice. I am hoping I can play it more often if I can find enough people in SoCal who want to play.

Here is The Amazing Screw-On Head from Mike Mignola's cartoon. If you haven't seen it, then go see it! It was even shown at the H.P. Lovecraft Film Festival and Cthulhucon it was so awesome! I figure since it took place in a civil war era Lovecraftian setting, then why shouldn't Screw-On Head get a shot at saving Arkham?

Ok so hopefully this pic comes out right....

<a href=" http://s624.photobucket.com/albums/tt321/Brendo4000/?action=view&current=The-Amazing-Screw-0n-Head-Front-Sid.png" target="_blank"><img src=" http://i624.photobucket.com/albums/tt321/Brendo4000/The-Amazing-Screw-0n-Head-Front-Sid.png" border="0" alt="Photobucket"></a>

Any ideas would be greatly appreciated. I'm still trying to figure out how I could encorporate the fact that he can screw off his head and attach it to another body, preferably without having to make items that only he can use. Any ideas?

Oh, and on a side note, Strange Eons is awesome.

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Geeez...finally I figure it out! Posting on these things is tricky.....

And while I'm at it, I guess i'll show you guys the other investigator I made:

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This is Trevor Bruttenholm (Pronounced "Broom" for some odd reason), the 'father' of Hellboy. Most people will remember that he died in the first Hellboy movie and had a short cameo at the beginning of the second one. In the comics he dies in 'Seed of Destruction', but stars in B.P.R.D.'s 1946 as the main hero. The picture is taken from the cover of BPRD 1946 #1.

(In the coming weeks expect to see a bunch of posts by me with lots of custom things! I could work on Strange Eons all day!)