kroen said:
Alright, I followed you advices, made some adjustments, added a few things and here's the result:
Stalking monsters rules:
When Stalking (purple) monsters move, they move to the nearest investigator in a location or a street area adjacent to them.
If there's moe than one investigator near them, they move to the one with the least Sneak value.
In case of a tie, the first player decides.
In no investigator is adjacent to a stalking monster while it moves, it moves to the Stalking special location.
The Stalking special location is considered to be adjacent to ALL locations and streets.
When more than one stalking monster move from the Stalking special location,
one moves to the investigator with the least sneak,
the second moves to the investigator with the second least sneak, and so on and so forth.
Vortex rules:
When a monster moves to a vortex, move it to the Vortex special location. It no longer counts for the monster limit.
When the terror level rises, all the monsters in the Vortex special location are returned to the cup,
and a number of doom tracks are added to the ancient one's doom track
equal to half the monsters returned to the cup this way, rounded up.
Investigators can move into vortexes. If an investigator does, put him in the Vortex special location.
Then, that investigator must choose to fight or flee of each of the monsters.
Whenever an investigator kills a monster in the Vortex, he gains a clue token,
In an investigator is knocked unconcious or is driven insane while in the Vorte, he is lost in time and space.
In the capital encounters phase, if the investigator is still in the vortex,
he moves to any stree or location in the capital wasteland, have an encounter there, and is delayed.
Those are some really cool mechanics, especially the vortex one.