Greetings fellow Forumites
Me and my regular playing group have been tinkering with some rules designed to make the Final Battles a little more fun and a lot more flavoursome. While we don’t own Kingsport, some of our acquaintances do, and we’ve used the epic battles therein, but weren’t that fond of them. They do certainly add a random element, but many of the effects are very generic, and we like each god to be his own unique challenge, rather than just being a different hurdle to jump over every turn. The other problem we found, of course, is that a few gods (primarily Nyarlathotep and Hastur) are utter weenies, while others are nightmarish tsunamis of brain imploding horror (Yog Sothoth and Cthulhu).
So, I put together custom sheets for each of the Ancient Ones (or, the seven in the basic set, at least) which give them their own special abilities and themes. Basically how the system works is that every turn you roll 2D6 to determine what attack the AO uses. The bad guys also have Focus, which is a sort of measure of their power that lasts between turns. We use a single D6 to keep track of it, as it can only range between 1 and 6. If he uses a big attack, it goes down, if he uses a weak one, it goes up. This gives the system a bit of averaging out, meaning it’s unlikely they’ll keep throwing a constant stream of either the biggest or the weakest attacks at you.
The rules are as follows. When the Final Battle starts, rounds go as follows. First there is the refresh step, same as normal, followed by a new Focus step, where you determine exactly how the ancient one will be melting your brains this turn, then the player attack step, then the ancient one attack step.
In the Focus step, roll 2D6 and add the Ancient One’s current focus, then consult the table to see which ability he uses. Any effects labelled immediate happen right away, otherwise they occur during the ancient ones attack step. Each attack also has a focus gain or loss associated with it which should be applied.
Also, most Ancient Ones have a “basic” attack which many of their other abilities cause them to use. Resolve these attacks as normal, but don’t apply the focus gain or loss.
For example , say in a given round Cthulhu has a focus of 5. The players roll 2D6, getting 8, for a total of 13. This causes Cthulhu to use Occult Shield as his ability. The immediate effect gains him immunity for this round. Then the players attack in their step, then in his attack step he uses Crushing Wave. His focus goes down by 2 for using Occult Shield, bringing him to 3. Although he did use Crushing Wave, his focus does not go down by an additional one, as it was part of the Occult Shield ability.
So, with that in mind, here are a couple of the Ancient One sheets we've cooked up.
Cthulhu didn’t need a lot of beefing up, in fact he’s probably a bit easier. I really liked the inevitability of his attack wearing you down with no possible way out, so he almost always uses Crushing wave in his attacks. So as his offence doesn’t vary much, it becomes a bit of a damage race to see if you can bring him down in time. As a result, most of the abilities are either making him tougher or making you hit harder.
Cthulhu, the Dreamer of the Deep
Starting Focus : 2 -6 Combat
15+ : Unearthly Appetite (-3 Focus)
One of us was plucked from the ranks and stuffed, screaming, into that flabby maw.
Pick a player at random. That player is devoured, and Cthulhu gains a doom token
13-14 : Occult Shield (-2 Focus)
The Dreamer’s tentacles writhed as if in prayer, weaving vile magicks around its corpulent form.
Immediately:
Roll a D6. On a 1-3 Cthulhu gains Physical Immunity for this round, on a 4-6 he gains Magical Immunity for this round.
+ Crushing Wave
10-12 : Crushing Wave (-1 Focus)
The weight of the demonic beings sheer presence bore down on us, tearing our flesh and our souls alike.
Each player loses one maximum sanity or stamina, their choice. Cthulhu then gains a doom token.
9 : Dream Eater (-1 Focus)
Our minds screamed and the alien god writhed in delight, orchestrating our nightmares and drinking deep of our fear.
Cthulhu gains a doom token. Also, each investigator must make a Will Check (-). For each that fails, Cthulhu gains another doom token.
8 : Last Hope (+1 Focus)
Even as doom itself rose before us, we found something deep inside our hearts that gave us the will to fight..
Immediately:
Each player rolls a D6. On a 5+, they are blessed.
+ Crushing Wave
7 : Mortal Peril (+2 Focus)
Heedless of the danger our hero strode forward, fighting with every weapon he had.
Immediately:
Pick one investigator to risk himself. All of his attack dice succeed on a 3+ this round.
As Cthulhu’s attack, roll a D6. On a success that investigator is devoured and Cthulhu gains a doom, otherwise nothing happens.
6 : Unbinding (+2 Focus)
The abomination before us was still clawing its way into existence, and we mustered all our magicks to force it back.
Each player may attempt to unbind instead of attacking. To unbind, discard up to three unique items and/or spells, and roll a number of dice equal to the number discarded. For each success, Cthulhu takes four damage. Also, if at least one investigator succeeds, Cthulhu does NOT use Crushing Wave this turn.
+ Crushing Wave
2-5 : Perfect Shot (+3 Focus)
Deep behind the the maze of foaming tendrils, for a brief second we saw the mouth of the dread beast. This was our chance.
This turn, all attack dice that roll a 6 count as an additional 2 successes.
+ Crushing Wave
Nyarlathotep, conversely need a lot of powering up. As we all know, he is the biggest punching bag of the lot, his defence is nothing special and his offence, given how easy it is to stack clue tokens, is more suited for a schoolgirl trying to get back her lollipop than the harbinger of the Outer Gods.
To boost his defence a lot of his tricksy abilities mess with the players offence, and to increase his offence he has the commonly used Labyrinth ability, which drops players to D3 clues, meaning any number of clues you bring in over 3 have rapidly, rapidly diminishing returns. Overall, he messes with your investigators perceptions, creates illusions, turns you against eachother, and generally plays with your minds.
Also, note that we only use the monsters from the base set, so Masquerade might work a bit differently with other Masks.
Nyarlathotep, the Crawling Chaos
Starting Focus : 3 Magical Resistance -4 Combat
15+ : Join Me... (-3 Focus)
Visions of power and riches beyond human conception flashed before our eyes.
Immediately:
Starting from the first player and proceding clockwise, each player may chose to defect. If a player defects he now wins if the others lose, and vice versa. The defected player immediately stops fighting and Nyarlathoteps combat modifier increases by -2.
Only one player may defect. If NO player defects, Nyarlathotep immediately uses the
Labyrinth
and then
Masquerade
. If a player does defect, Nyarlathotep does not attack.
14 : Masquerade (-2 Focus)
The twisting horror dissolved into shadow and smoke, leaving behind one of its Avatars.
Immediately:
The players select one of their number to fight. Draw a random mask to fight that player. They must defeat it or be devoured, they cannot evade.
For this combat, the God of the Bloody Tongue has a -1 combat value, the Dark Pharaoh is Magic Immune, the Haunter of the Dark is Physically Immune, and the Bloated Woman has horror and combat damage of 3.
The players do not attack this round.
11-13 : The Labyrinth (-2 Focus)
I chanted the banishing ritual I had read of, but the mercuric beast seems strengthened. How much of what we read had been planted by the insane god to foil us?
Each player rolls a D3, and discards any number of clues over that amount. Any player that loses clues this way cannot attack this turn.
If no players lose clues this way, each player immediately loses a clue and is devoured if they have no clues.
10: Veil of Chaos (-1 Focus)
The world spun with illusions of loved ones and unnameable horrors. Nothing was as it seemed.
Each player who rolls more 1’s than 6’s for their attack roll has been decieved. Their attack does no damage to Nyarlathotep, and for each investigator who was decieved, you must chose one investigator with allies to lose all their allies, or one investigator with no allies to be devoured.
+ Web of Lies
8-9 : Web of Lies (±1 Focus)
It took every ounce of focus we had to negotiate the tangle of deadly plots woven around us.
Each player must make a Lore check (+1) or lose a clue. Any players on no clues are devoured. The modifier decreases by one every round.
*+1 Focus if round 3 or before, otherwise -1 focus.
7 : Glimpse of the Truth (+1 Focus)
As glamours and illusions flashed before our eyes, we caught a split seconds view of the insane schemes that lay behind them.
Immediately:
Each player takes a Will Check (-). If they pass, they gain a clue.
+ Web of Lies
6 : Twisted Scheme (+1 Focus)
From the shadows a thousand glassy eyes gazed on us, as Nyarlathotep plotted his next move.
Next turn, Nyarlathotep gains an additional +3 to his roll to determine which ability he uses.
2-5 : Final Face (+3 Focus)
For a single second behind his thousand mirages, we saw Nyarlathoteps true face.
This turn, all investigators may reroll any failed dice.
+ Web of Lies
The story seems to imply that the little baby thing IS Quachil Uttaus, which, as I said, is a bit odd