Any requests?
The Locations request got me to thinking...
What if (once I get the hang of this) I did an inverse expansion. All the Investigators are pawns of the Mythos, and all the Gates are already sealed. The Investigators goal is to successfully open the Gates and awaken the Ancient One. Most of the current Allies could be used as Enemy cards instead.
Bhu said:
What happens when the cat has no gate to return to Arkham ? (it is supposed to be LiTaS).
What are the Rules for Luke Robinson? He starts in the Dreamlands too.
he has the gate box in his starting equipment :-)
Hmm...well I was planning on reworking some of the other ones I did so I guess I'll tweak kitteh too...
I redid Castro
Redid Joe Ball
redid Ed
redid Axeman
redid the other ed
also redid barnabas
and Eunice
and finally
Well, I love the idea of an invisible investigator, but +3 to Sneak checks and a high Sneak of 6, and that can be used for any skill check? Too powerful, methinks. Yes, he can't have any items in order to do that, which is a pretty big negative, but when you can have 6-9 strength for any skill you need, who cares? I would suggest some kind of a time limit or detriment... For example, the Invisible Man in the original H.G. Wells story went progressively insane, so perhaps he has to lose 1 Sanity during Upkeep if he wants to remain invisible. Something like that...
How bout I make the Bonus to Evade Checks instead?
Hawley doesn't go progressively insane. In the comic he started out as both a child rapist and a serial killer, and is at the very least quite psychopathic. When I get around o doing the story cards he betrays teh group if the meets the fail condition.
Story for the Axeman:
The Story so Far:
The Axeman was having the greatest night of his life. He had threatened the citizens of New Orleans with death if they didn't play jazz music, and the bands could be heard until the dawn. But come the sunrise he was far away, and not as happy as he should be.
In the night while stalking through the streets intoxicated by his success, he met a Black Man. They had a few words, and the Axeman fled for his life. Never had me met something he had been afraid of before this.
Since then he has devoted his time to finding out what he could about this Black Man, and the trail has led him far and away to Arkham. It is here he believes he will finally find the answers he needs, if only he can resist the urge to kill again...
Holy crap that's a powerful win benefit.
Terrible Old Man
The Story So Far:
It has been so long since you were a man. So long ago you can't remember when you made the Pact that created the monster you are now. A Pact whose payment is due once again. You say goodbye to your friends. They hope as always that you will return. If not you know they will be freed in the cataclysm to come.
You wish there was another way. If you fail in this a great many will perish. If you succeed others will perish still, at your hand. So you can once again prolong an unnatural life. Only the greatest of egotism or despair could drive a being to do what you have done.
But enough of depressing yourself. You'll need to shrug that off. Death must visit the nearby town of Arkham, and you are that death. It's doubtful anyone will know what you are doing or even be grateful. But then if they knew what you were doing, and what lived among them, they'd have taken their own lives long ago...
Holy crap that's a powerful win benefit.
Really? The Ancient One my group is fighting right now needs 12 successes to remove a Doom TOken, I doubt lowering that to 11 would be much easier..
I suppose I could make the pass condition harder like say "the terror track must be at 10"
Look at it this way, 2 player game vs Nyarly all they have to do to win is not fight monsters, get the terror track up to 6 and he suddenly needs no successes to remove doom tokens. It's not so much what it does but what you have to do to get it.
By the way how did you get it up to 12 successes?