Custom Items, Allies and Skills

By Guest, in Fan Creations

This thread can also be used to post custome mythos and encounters.

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You should stay away from decreasing the Terror level, the game is made so it can't go down. Decrease terror should not be in Arkham. I know custom stuff you can make it to where blah blah Everyone is gods etc

@ Sothis Mission not all people play with Heralds because they want to. In my group (two people lol the min for a group) roll a die to determine if we use one and sometimes we don't like the herald BG thats you!

Yeah, it's really no different than the Ancient One. Even though you have an Ancient One or a Herald, you're still trying to beat them. Defeating a Herald by completing Even the Odds is no different than defeating an AO by sealing gates, or completing For the Greater Good. I think it fits perfectly.

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edit: I think "Suicide Attempt" would be a more appropirate name.

kroen said:

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edit: I think "Suicide Attempt" would be a more appropirate name.

These look like great additions to the injury and madness decks, especially illusions of grandeur.

Thx. I would love to see Panic Attack and Suicide Attempt as real cards... they give small twist on these cards. Thinking your psychiatrist is getting a harmless madness? well think again!

kroen said:

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Overpowered. 19 bucks to instantly seal *two* gates? Not having to go into other worlds. Whoosh. I'd say the main reason why it is only overpowered because two of the locations are at high frequency locations (and there's a decent chance that you'll have to wait for a closing. Still... It's like giving a player access to 10 clue tokens. 2 clue tokens=5 bucks, hrm... I suppose it's somewhat balanced (although I think it'd be very tempting for a team to take out bank loans and default on them to get access to this. Perhaps if you swapped Black Cave with another high frequency location? I'm uneasy about the idea of being able to seal any two gates without other world travel.

I liked the madness and injury cards (and agree that Suicidal should be changed to Suicide Attempt— since it seems to only have a one time effect and it leaves alot of fun scenarios for the imagination).

New batch o' items:

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Orb of Life Force is quite an interesting one - I'm surprised there isn't an item like it already. On the other hand $6 might be too cheap - it's really very good, even outside the final battle. You could also restrict its use so that it only works in Arkham, not OWs.

Chaos Orb is an odd one. It's quite an interesting ability, but since there are very few ways of changing the results of specific dice in AH anyway, it's a slightly roundabout way of getting more successes. And since it bypasses the ordinary mechanism of getting successes, it works just as well if you're Cursed as if you're Blessed or normal. I don't know if that's a good or bad thing really. Also, it may just be adding too many successes, especially on Fight checks. When rolling 2D6, you'll get an extra success 1/6 of the time. On 3D6 I think it's somewhere around 1/4 of the time. On 4D6 it's more likely to happen than not, and you also have a slim chance of getting two additional successes. As soon as you're rolling seven dice, you're guaranteed at least one success, which makes things a bit predictable - although in my experience the most common tests using large numbers of dice are against monsters, which can require multiple successes anyway. Just so you know, this item does massively increase the number of expected successes. In combat with most monsters, it's significantly better than being Blessed.

'Poise' is ok but you might want to think about phrasing it entirely as a magical weapon that also gives +4 to non-combat Fight checks).

I think Orb of Life Force is priced right, considering 2$ more buys you a Healing Stone which is unarguably better. But maybe 7$ is indeed a better price for the Orb.

About Chaos Orb: My initial idea was that only doubles of numbers that aren't successes will add an extra success, meaning that 5,5 or 6,6 will not add an extra success, but 1,1 or 2,2 or 3,3 or 4,4 will. If you're blessed, then 4,4 will not grant an extra success, and if your're cursed 5,5 can grant an extra succsses. I din't do this for souly technicallity: It will just take too much text... But as it is, yeah, it's pretty much broken in the final battle if you have a decent amount of clues.

kroen said:

I think Orb of Life Force is priced right, considering 2$ more buys you a Healing Stone which is unarguably better. But maybe 7$ is indeed a better price for the Orb.

About Chaos Orb: My initial idea was that only doubles of numbers that aren't successes will add an extra success, meaning that 5,5 or 6,6 will not add an extra success, but 1,1 or 2,2 or 3,3 or 4,4 will. If you're blessed, then 4,4 will not grant an extra success, and if your're cursed 5,5 can grant an extra succsses. I din't do this for souly technicallity: It will just take too much text... But as it is, yeah, it's pretty much broken in the final battle if you have a decent amount of clues.

$7 for Orb of Life Force actually sounds right. Healing Stone isn't inarguably better, as they both effectively give you 1 stamina or sanity per turn, they just do it at different times. Healing Stone let's you choose at your leisure during the upkeep and can consistently replesh beyond 1 point lost per check, and while Orb can only ever remove 1 from a loss it can prevent unconsciousness or insanity unlike Healing Stone. I'd say they're about equal. Maybe $6 for the Orb, but certainly not $5.

I love Chaos Orb in concept, but it would need extensive playtime to determine whether or not it is broken. I'll reserve judgement for now.

Finally, I agree about Poise. Just make it a Magic Weapon with +4 Combat and +4 Fight outside of combat. You'll save a ton of space.

The Message said:

kroen said:

I think Orb of Life Force is priced right, considering 2$ more buys you a Healing Stone which is unarguably better. But maybe 7$ is indeed a better price for the Orb.

About Chaos Orb: My initial idea was that only doubles of numbers that aren't successes will add an extra success, meaning that 5,5 or 6,6 will not add an extra success, but 1,1 or 2,2 or 3,3 or 4,4 will. If you're blessed, then 4,4 will not grant an extra success, and if your're cursed 5,5 can grant an extra succsses. I din't do this for souly technicallity: It will just take too much text... But as it is, yeah, it's pretty much broken in the final battle if you have a decent amount of clues.

$7 for Orb of Life Force actually sounds right. Healing Stone isn't inarguably better, as they both effectively give you 1 stamina or sanity per turn, they just do it at different times. Healing Stone let's you choose at your leisure during the upkeep and can consistently replesh beyond 1 point lost per check, and while Orb can only ever remove 1 from a loss it can prevent unconsciousness or insanity unlike Healing Stone. I'd say they're about equal. Maybe $6 for the Orb, but certainly not $5.

I love Chaos Orb in concept, but it would need extensive playtime to determine whether or not it is broken. I'll reserve judgement for now.

Finally, I agree about Poise. Just make it a Magic Weapon with +4 Combat and +4 Fight outside of combat. You'll save a ton of space.

Umm... it is 6$...

The Message said:

$7 for Orb of Life Force actually sounds right. Healing Stone isn't inarguably better, as they both effectively give you 1 stamina or sanity per turn, they just do it at different times. Healing Stone let's you choose at your leisure during the upkeep and can consistently replesh beyond 1 point lost per check, and while Orb can only ever remove 1 from a loss it can prevent unconsciousness or insanity unlike Healing Stone. I'd say they're about equal. Maybe $6 for the Orb, but certainly not $5.

No. Leo Anderson is about equal to a healing stone. The Orb of Life Force has to be on your person during the round you lose Stamina or Sanity. The Healing Stone can e handed off to heal whoever has lost Stamina or Sanity. So the stone is useful every turn while the Orb is only used in the one round in three where a monster or an encounter actually makes you lose something. I'd rather have a healing stone than two orbs.

-Frank

kroen said:

The Message said:

kroen said:

I think Orb of Life Force is priced right, considering 2$ more buys you a Healing Stone which is unarguably better. But maybe 7$ is indeed a better price for the Orb.

About Chaos Orb: My initial idea was that only doubles of numbers that aren't successes will add an extra success, meaning that 5,5 or 6,6 will not add an extra success, but 1,1 or 2,2 or 3,3 or 4,4 will. If you're blessed, then 4,4 will not grant an extra success, and if your're cursed 5,5 can grant an extra succsses. I din't do this for souly technicallity: It will just take too much text... But as it is, yeah, it's pretty much broken in the final battle if you have a decent amount of clues.

$7 for Orb of Life Force actually sounds right. Healing Stone isn't inarguably better, as they both effectively give you 1 stamina or sanity per turn, they just do it at different times. Healing Stone let's you choose at your leisure during the upkeep and can consistently replesh beyond 1 point lost per check, and while Orb can only ever remove 1 from a loss it can prevent unconsciousness or insanity unlike Healing Stone. I'd say they're about equal. Maybe $6 for the Orb, but certainly not $5.

I love Chaos Orb in concept, but it would need extensive playtime to determine whether or not it is broken. I'll reserve judgement for now.

Finally, I agree about Poise. Just make it a Magic Weapon with +4 Combat and +4 Fight outside of combat. You'll save a ton of space.

Umm... it is 6$...

My apologies, for some reason I read it as 5.

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kroen said:

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Interesting mask, but shouldn't this be in the monster thread?

The Message said:

kroen said:

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Interesting mask, but shouldn't this be in the monster thread?

There is a monster thread? :o link, please.

'Fast One' is a good idea, but does it prematurely shunt me out of the combat if I pass one of the additional evade checks? (I.e. if I fail my Horror check and pass the subsequent Evade check, have I ended the combat by 'evading' the monster? Obviously that would usually be preferable to being devoured, but is that what you meant to happen, or is it just meant to be a check to avoid being devoured?)

thecorinthian said:

'Fast One' is a good idea, but does it prematurely shunt me out of the combat if I pass one of the additional evade checks? (I.e. if I fail my Horror check and pass the subsequent Evade check, have I ended the combat by 'evading' the monster? Obviously that would usually be preferable to being devoured, but is that what you meant to happen, or is it just meant to be a check to avoid being devoured?)

It's pretty clear.. it does say "before continuing to fight".

Yeah, sorry, brain fail there for a moment.

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kroen said:

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Woah, way way overpowered. You'd need to practically double those prices before these could be considered any kind of balanced. For one thing, the type of weapon doesn't matter as resistance and immunity only apply to combat bonuses, so these are guaranteed to take out a great many monsters, especially the sword that can take out about half of the monsters in the game with no effort.

Significantly smaller issue is that there is already an Enchanted Sword in the base game, but the main problem is the above.

First of all, there is no enchanted sword in the game. There's an enchanted knife, enchanted blade, enchanted cane but no enchanted sword.

Second, yeah, they're kinda overpowered. I should add "exhaust" to each of them and also that they're less effective against physical/magical resistance and immunity.