Make yourself into an ally

By Tibs, in Arkham Horror Second Edition

+1 Speed
+1 Evade
+1 to non-Spell Lore checks

Gain 1 Clue token and 1 Sanity when Dr. Tibs joins you

What would your ally cards be like?

for you, I'd suggest an ability like: "Knowledge of the rules! With Dr. Tibs at your side, you know everything of the game so well that it requires one less seal to win the game" ::laughter::

As for me... I don't know... It'd probably be easier if I could make a character out of me ::laughter:: but I'd say +2 Will, I'm definitely stubborn ::laughter::

-1 Lore

+1 Will

While My Neighbor Trololo is in play, Kate Withrop can't prevent monsters from appearing in other world and Nacaal Key doesn't produces a doom token when used.

+3 Lore -1 Will

When Avi is your ally, take two clue tokens and two tylenols. Each upkeep, roll a die, on a 5-6 gain a clue token, on a 1, gain an insanity card. And, of course, investigators with Avi as an ally can not retire :'D

MyNeighbourTrololo said:

While My Neighbor Trololo is in play, Kate Withrop can't prevent monsters from appearing in other world and Nacaal Key doesn't produces a doom token when used.

::laughter::

MyNeighbourTrololo said:

-1 Lore

+1 Will

While My Neighbor Trololo is in play, Kate Withrop can't prevent monsters from appearing in other world and Nacaal Key doesn't produces a doom token when used.

Additionally, you should actually give the investigator a Naacal Key!

Well, I thought up a basic design, but then I realized it wouldn't really constitute an Ally per se....

+2 Lore

-1 Sneak

-1 Fight

-1 Luck

Upkeep: Gain 1 clue token, then roll a die. On a 1, you are delayed as Adrian trips haplessly on a loose stone and sprains his ankle.

+1 Lore

-1 Fight

When The Professor join you, take the first Tome from either the Common or Unique deck

mi-go hunter said:

+2 Lore

-1 Sneak

-1 Fight

-1 Luck

Upkeep: Gain 1 clue token, then roll a die. On a 1, you are delayed as Adrian trips haplessly on a loose stone and sprains his ankle.

should this be a "Upkeep: Exhaust to gain 1 clue token and roll a die. On a 1, you are delayed.. etc" it would be quite viable as an ally power i'd say. :)

mi-go hunter said:

+2 Lore

-1 Sneak

-1 Fight

-1 Luck

lol:

+1 Will +1 Lore

Any Phase: Exhaust dj 2.0 to look at the top card of the Mythos deck. dj2.0 does not refresh unless you pay all your Focus to do so.

I am known for my uncanny ability to correctly predict what the Mythos will try to do next to frak with the investigation.

"Arguing for you"

+2 Will

As long as the Advosan is your Ally, you cannot either be arrested or default on your bank loan.

"Arguying with you"

-2 Lore

-1 movement points

"Arguing with himself"

Discard at any time to draw two Madness Cards discarding the one and keeping the other, and a Common Item.

Walk said:

Well, I thought up a basic design, but then I realized it wouldn't really constitute an Ally per se....

Oh, I'm pretty sure no one here is going to yell at you if you post it ;') except maybe me (facetiously).

Alright, then. I've been reflecting on it, and here's a more standard, beneficial version (although it will still mess you up pretty badly):

+1 Sneak, +1 Lore

When you gain Walk as an ally, you immediately gain five clue tokens and then draw and resolve a Mythos card. At the end of each Mythos phase, roll a die and set your current Sanity and maximum Sanity equal to the result. This cannot be mitigated or prevented in any way.

Walk said:

Alright, then. I've been reflecting on it, and here's a more standard, beneficial version (although it will still mess you up pretty badly):

+1 Sneak, +1 Lore

When you gain Walk as an ally, you immediately gain five clue tokens and then draw and resolve a Mythos card. At the end of each Mythos phase, roll a die and set your current Sanity and maximum Sanity equal to the result. This cannot be mitigated or prevented in any way.

Balanced (so far as I can guess), and yet, boisterous! This (you) will be an interesting ally to have in Cthulhu games, since every Mythos phase will be like a dangerous crapshoot. Particularly when Cthulhu's close to awakening.

Tibs said:

Walk said:

Alright, then. I've been reflecting on it, and here's a more standard, beneficial version (although it will still mess you up pretty badly):

+1 Sneak, +1 Lore

When you gain Walk as an ally, you immediately gain five clue tokens and then draw and resolve a Mythos card. At the end of each Mythos phase, roll a die and set your current Sanity and maximum Sanity equal to the result. This cannot be mitigated or prevented in any way.

Balanced (so far as I can guess), and yet, boisterous! This (you) will be an interesting ally to have in Cthulhu games, since every Mythos phase will be like a dangerous crapshoot. Particularly when Cthulhu's close to awakening.

Well... One out of six chance of devouring every turn :'D

On the other hand, this is one of the only ways of recovering after a near-death experience against Cthulhu's dual-color OW card.

+1 Lore, +1 Will

Mythos: Return Jake back to Ma's boarding house to discard and redraw one Mythos card apart from The story continues .

Jake yet again said:

+1 Lore, +1 Will

Mythos: Return Jake back to Ma's boarding house to discard and redraw one Mythos card apart from The story continues .

Return Jake to the allies deck ;') allies do not go to Ma's boarding house even though they can be recruited there. Card, know your place!

Based on the nature of being a fan of this game I would think that lots of us could qualify for a +1 Lore. All the text in the game I would assume it atracts lots of people who are reasonably well read.

+1 Speed

+1 Luck

Movement: Exhaust instead of spending $1 to ride the train.

+1 Will

+1 Luck

Encounter : Before drawing an Encounter Card (Arkham or OW), you may spend 2 Clues to instead draw two cards, and choose whichever one you want. Happy reading!

Veet said:

+1 Speed

+1 Luck

Movement: Exhaust instead of spending $1 to ride the train.

the exhaust effect wouldn't really be needed as you can't trade allies and you don't really travel the train twice in a turn..

Ah. Veet's exhaust should prevent the $1 AND the movement point to ride!