kroen said:
We haven't see this ally before...
best ally against altach-natcha?
He's pretty good. What is he meant to be? Is he a sherpa or a guide or something? He looks a bit like a WW1 soldier with a flamethrower.
As for your recent crop of items - glad to see you're getting the hang of balancing them, old boy.
Stapler: This made me laugh, and it is interesting, and we do need more cards that interact with tomes. Suggestion though: instead of being a Stapler, this card should be a 'Mimeograph' (a mechanical copying machine). Its limited success could be attributed to the fact that many occult tomes can't be replicated just by copying the text, because they were written with magic ink and so forth.
Trash Can: Ability should read "Any phase: Exhaust and end your movement while in Arkham to add 1 success to the result of an Evade check."
Astral Journey: Takes some of the fun out of it, don't you think? At the very least, it should be modifier -2, sanity cost 3, in order to make it almost impossible to use repeatedly.
Change of Fate: Same thing - this ability, if the investigators get set up to do it over and over again, can potentially make the game too easy. Make it drive the caster insane instantly, so it'll only get used if the investigators are really desperate.
Future change: Seems fair.
Teleportation: That's the stuff! Makes 'Mists of Releh' look like a chump. A few more like this, and suddenly spellcasters might actually become useful.
Repelling the Ancient One: Seems fair enough, since it's one use only.
Time Shift: I don't think this is a good idea. Isn't it one of Kev's Golden Rules that the Terror level never goes down? And even if you're willing to ignore that, what is the actual point of this item? Most of the negative effects of the Terror level are one-off things which trigger when it rises, and you haven't prevented those by lowering it again - in fact all you've done is allow them to happen 1 more time before reaching 10. Is your idea that the General Store re-open if the Terror level dropped back below three (and so on)? If so, it's still not that great a spell, since it would only be useful if you were at exactly the right point.
Vampire Blade: Not the game's most powerful, but pretty **** amazing. If I were you, I'd get rid of the "divided as you choose" part, to preserve a bit more of the element of long-term risk of fighting monsters.
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