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#1621 Dr.Faust

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Posted 19 February 2014 - 12:20 AM

Just a thought but--heaven help you if you fail to pass a Gate closing check. If I'm reading this right, if you fail and have to wait a round, the next time Upkeep occurs, she will HAVE to change her slider to another color which means she will HAVE to move on the corresponding color which means she will HAVE to lose her Explored marker.



#1622 Shining Aquas

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Posted 19 February 2014 - 11:39 AM

I'm afraid you read it wrong.  Horizon Strider is a may.


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#1623 Dr.Faust

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Posted 19 February 2014 - 05:07 PM

Okay you're right, but that aside, she is INCREDIBLE in the stats regardless.

 

She is listed at 2 for any given stat that has no slider, if I read this right:

 

That means that, at any given time, one could flip flop back and forth between Fight (4/3) and Lore (5/2) and literally be set for the game. The reasoning is this: most paths have a Black and White. Now, the first thought that came to my mind is, oh, well, she can only move two spaces so that really balances her out--but then two spells and two Unique items more likely then not have her set for any combat she will encounter since most spells only have a check of 1 or 2 anyway. If she happened to get any decent Skill she would effectively be rounded out--if she got a Speed, she'd have at least four movement points at any given time. If she got a fight, she likely would be set in Combat, if not also for Checks. Same with Lore.

 

I think the main thing here is that, on paper, the weaknesses stand out in the 2-For-All respect, but then you really have to look at it mechanically. Chances are greater than not she will get at least useable gear. And if not, one good round of trading could get her what she needs. If you played her totally on her own, with no other Investigators, she /might/ have a challenge on her hands, but with a team of even two others, she really could crush at any field at any time.



#1624 Shining Aquas

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Posted 20 February 2014 - 02:28 PM

That's actually a fair point.  I'm gonna try to get in one game to see how the mechanics are working out, but the second run will probably involve different itemization.


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#1625 Mr. K

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Posted 24 March 2014 - 04:31 PM

Hi there

 

I haven't done a search, so I bet there's about a million of these, but I DON'T care! I wanted to do this!  :P

 

He crazy, he's wild, he's unstable and he's wondrous. Put him on your team tonight!

 

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#1626 Dr.Faust

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Posted 27 March 2014 - 12:16 AM

It's the low sanity that really makes me not want to use him (beyond the whole thematic thing).

 

Fact is, against Cthulhu, this guy really, really, REALLY would be a burden. I mean, everything else looks fine, completely, and sure using Clue tokens to mitigate Sanity loss is a sure thing BUT, think about it; he can never seal gates in a game with Cthulhu or Yibb-Tstll. And while I do understand wanting to make an Investigator based around a favorite character from a favorite show, you're effectively never going to want to play as this guy after maybe one game simply because that Sanity stat is so restrictive it will likely lead to a miserable experience for all parties involved.



#1627 Soakman

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Posted 16 May 2014 - 08:47 AM

Just in case you guys are still lurking around here...

I'm working on Isabelle Barnes as an investigator and have a few interesting ideas. That being said, she's really quite different and possibly unbalanced at them moment. I'm having difficulty expressing my intent through her character and am looking forward to feedback. I'm just trying to pin down an appropriate backstory for her and then she will make her way here.

Does anyone know where the official lore on the Black Goat can be found? I'm not even entirely certain where in Lovecraft I can find a reference to it.


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#1628 Jake yet again

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Posted 16 May 2014 - 01:38 PM

Look for Shub Niggurath on Wikipedia.

(I was going to paste the link, but for some reason cut and paste doesn't seem to be working on my computer at the mo) 


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#1629 Soakman

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Posted 16 May 2014 - 05:42 PM

Look for Shub Niggurath on Wikipedia.

(I was going to paste the link, but for some reason cut and paste doesn't seem to be working on my computer at the mo) 

 Hahaha, for some reason I always assumed the Black Goat was one of Shub's little kiddies. Good to know!   :P

 

EDIT: First Draft is Complete and displayed below:

 

Isabelle-Barnes_zps638af8f6.jpgIsabelle-Barnes_zps4deb0d0a.jpgIsabelle-Barnes-Front-Face_zpsada3af17.jIsabelle-Barnes-Back-Face_zpsfe6b127d.jp

EDIT: Just wanted to point out that the writing is close to a first draft. There are some clarity issues and redundancies, but I'd still like to hear your feelings on Isabelle thematically as well as mechanically. Thanks!


Edited by Soakman, 19 May 2014 - 03:38 PM.

Gallery of Thematic Custom Investigators

 

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#1630 AgentElman

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Posted 25 May 2014 - 09:25 PM

Here is my first custom character.

 

Elaine Downs is asleep and dreaming the whole adventure.  Her special ability allows her to go into any gate and come out any other.  So she can use convenient gates to go to the other worlds and exit the gate that matters most.  Her spell allows her to get back to Arkham quickly to close gates.  

 

Her drawback is that she is not good at fighting and starts with no weapons.  Combined with Nightmares, she is bad at fighting monsters and loses sanity quickly when she does.

 

- removed her images as they were large, I will revise and repost with smaller images.


Edited by AgentElman, 28 May 2014 - 09:20 PM.


#1631 AgentElman

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Posted 25 May 2014 - 09:49 PM

Sven Ramstad is a snow plow driver.  He is a strong fighter, especially strong in the streets.

 

His drawbacks as a fighter are his lack of good weapons and money to start and his low sanity.  He is also very bad at sneak and lore.

 

Sven is especially good vs Ithaqua

 

Edit: removed photos for size and to redo - will repost later


Edited by AgentElman, 29 May 2014 - 05:04 PM.


#1632 Soakman

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Posted 26 May 2014 - 05:47 PM

@ Agent Elman - Just a couple quick tips and suggestions about posting in this thread.

 

1. If someone else has a custom character that has not been discussed yet, you should take the time to review theirs before posting your own so if it gets buried, they at least have one review to consider.

2. When using strange eons, when you are exporting the personal story cards, please try to use a smaller (TYPO EDIT) PPI to cut the size of them. It warps and stretches out the thread when they are so huge and makes it difficult to look at everything as a whole.

 

3. When making investigators, try to limit the number of fixed items. The random factor in their possessions creates more replayability for the character as they may be able to take a different role the next time they are used.

 

4. Just briefly looking over your characters they seem too powerful. Elaine is too strong at closing and sealing portals, especially with a high lore, Find Gate, and her abilities. The Plow Driver on the other hand, is really, imo, too powerful in combat. His ability effectively gives him +2 to all combats in the street without taking any hands at all so long as he has a card that he begins the game with. You will probably never lose it, and the card itself allows you to ignore small creatures that may chip away your health and sanity over time or small creatures that may be guarding a gate. Additionally, his high fight plus his ability essentially gives him +8 to all combats in street areas without using any weapons or skills at all. And again, with his best stat also being able to close/seal portals, he becomes pretty beastly at almost everything. His worst stats are his sneak and his lore, both of which he will seldom ever have to use (sneak, because of the sedanette and his great combat rating, and lore because he does NOT have enough sanity to bother with spells anyway).

 

I will be back to review in more deatail with suggestions when I have some more time, but please see #1 as I have no feedback on Isabelle Barnes yet and would like to hear what you think (even if you are new to balancing and custom content).

 

Also, I don't mean any of this to come off harshly, I'm just trying to cover some general bases since you are new here. And I don't want to send mixed messages haha.   :)  Welcome to Strange Eons and custom AH! 


Edited by Soakman, 26 May 2014 - 08:25 PM.

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#1633 AgentElman

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Posted 26 May 2014 - 07:46 PM

You aren't being harsh.  Being new I appreciate the lay of the land and the feedback. 

 

what is DPI and how do I change it?

 

 

I take it the theme of Isabelle is that she is experienced with the horror.  I can't tell of each ability is supposed to be good or just the ability to choose between them is what makes her special.

 

She can be a cult member or not, but her personal story is going to the cult places.

She seems interesting for the setup but then to lose flavor.  In two cases she gets a corruption which will randomly occur but doesn't change how you play her.  I want my characters to have a role or thing to do.  She seems to just have things happen to her.

 

The Blood of the Innocent is a cool ability.  I don't understand how it is supposed to fit her character.

 

I would probably just give her cult membership always and a random corruption if you want her to have paid a price for membership.  Then in her story say that she infiltrated the cult to learn their rituals of blood sacrifice which ties to The Blood of the Innocent.



#1634 Soakman

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Posted 26 May 2014 - 08:14 PM

 

what is DPI and how do I change it?

 

Thanks for the post, there will be more response to follow (but it is my bedtime now, so I just wanted to throw this quick response at you).

 

That was a typo, it's PPI not DPI and stands for Pixels per Inch. When you export, you have the option to set the PPI of the JPG and the lower the PPI the smaller the JPG ends up. I think I usually leave my investigators at 300 PPI and the personal stories at 150 PPI. I know it's a pain to reupload everything, but it makes the thread a lot more manageable. There may be an alternate way to downscale your images, but this is how I do it (and I think quite a few of the other members here too).

 

 

I take it the theme of Isabelle is that she is experienced with the horror. I can't tell of each ability is supposed to be good or just the ability to choose between them is what makes her special.

 

She can be a cult member or not, but her personal story is going to the cult places.

She seems interesting for the setup but then to lose flavor. In two cases she gets a corruption which will randomly occur but doesn't change how you play her. I want my characters to have a role or thing to do. She seems to just have things happen to her.

 

The Blood of the Innocent is a cool ability. I don't understand how it is supposed to fit her character.

 

I would probably just give her cult membership always and a random corruption if you want her to have paid a price for membership. Then in her story say that she infiltrated the cult to learn their rituals of blood sacrifice which ties to The Blood of the Innocent.

 

If you've played the base AH, Isabelle is Jenny Barnes sister, who she received a letter from while in Paris suggesting that she is involved with or possibly hunted by the Black Goat. Since she has been involved with Arkham prior to the rest of the Investigators, she begins the game with pretty powerful early game clue access and equipment at the cost of a riskier end-game.

The idea behind Isabelle is that it is your choice as a player how she will be used during the game and how much risk you are willing to take with her. The cases with the corruptions give her a rather large advantage over the case with the cult membership. The corruptions (or, in the case of the 3rd option, the Madness) create a counter-balance to her powerful early game.

 

This is because in one case, she begins the game with an additional spell (over the balancing limits that Strange Eons suggests) and she is a pretty competent caster. If you pass her story in this case, her high lore and spell utility can provide a competant way to turn the tables on an Ancient One who wakes up...so long as Isabelle has been closing gates and is still alive.

 

The 2nd case provides a way for Isabelle to effectively produce clues without taking actions as every time "Nightmarish Visions" activates, she receives 2 clues at the cost of 2 sanity. This is dangeous, but as she begins the game with 3 clues if her corruption triggers early or often enough, she will be able to seal gates relatively swiftly and wihout making too many pit stops. Since the corruption in this case is to be used as a tool, the counter to it is a random Madness caused by the visions. And if you can manage this route while succeeding her personal story, you deserve a cookie, since if she goes insane after the personal story is completed she is devoured instead.

The 3rd scenario, the membership and the added clue, get you one clue away from having a very early  game seal. The membership is meant as a balance for this early start as the cult membership almost always penalizes you for having it. It will make completing her personal story a bit more risky, but otherwise this is Isabelle's safest path.

 

The reason why she has no innate abilities is because her personal story is very powerful and effectively acts as her ability. The risk is that the failure can be harsh and it is more likely to occur if you focus on sealing before completing Isabelle's story. This is the risk you take for choosing an easy set-up option for her and just ignoring her personal story. It is a playstyle option you can choose, but it will set her up as a liability for the sake of a character that offers a lot to the team's early-game.

 

I am not sure these mechanics are working as intended and if you see balance issues, please point them out.

Thematically, the idea is that the Black Goat chose Isabelle to torment and bring to Arkham. Showing her things that she will have the inability to express and condemning her to know enough to dread the end of everything. It is effectively like telling a man how he will die but not when. By doing so, there is a good chance that man will live the rest of his life in fear because he knows he is on a course set for his own destruction. It is Isabelle's innocence and knowlege that can be used to derail the Ancient One so long as she doesn't have a mental break.

I love having roles for my custom characters as well, but it's hard to have "roles" and still allow for exciting replayability with the same character. If you pigeon-hole a character into one role, there is a possiblity you may just end up playing the same game over and over with that character. This is why I made Isabelle the way I have. In an attempt to provide multiple "roles" for the player to choose from.

All that being said, I will give your input thought. There's some good observations in there. I think the story needs a little more precision to allow for the mechanical choices to makes sense to the player.

***My lunch break is almost over, I will review your investigators in detail shortly ^_^ ***  


Edited by Soakman, 27 May 2014 - 11:50 AM.

Gallery of Thematic Custom Investigators

 

You can find the .EON File Page @ Board Game Geek! Just follow this link: http://boardgamegeek...#comment4314881


#1635 Soakman

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Posted 28 May 2014 - 11:40 AM

@ Agent Elman:  I will review your characters one at a time in separate posts.

 

This one will focus on: Elaine Downs, the Day Dreamer

 

Ok, so I like the concept here thematically and I like her ability and her Sanity/Health breakdown.  The ability makes her great at shuffling around the board and avoiding (more often than not) the more dangerous Other World encounters. It is a fitting ability and not overly powerful by itself. The only thing to be aware of is that she, obviously, will end up with a lot of non-specific flavor text when traveling through Other Worlds, and a completely unpredicatable encounter. The "colors" of the encouter reflect the outcome to some extent and The Dreamlands have all of them, the ability is only "good" when comparing to an otherworld without Green encounters. From this point, however, we move into some areas that I see as troubling.

 

You have a lot of good ideas when it comes to how to make Elaine a great gate-closer. This, however, needs balanced. Keep one or two of them and discard the rest. She is too powerful. The following are the reasons why Elain just has too much going on that stacks in her favor:

 

1. Fixed Possessions -

Library Use - A fixed skill on Elaine. This is both boring and too powerful. With few exception, investigators have only 1 starting skill, and this is nearly alwasy randomly chosen. I understand you want her to have a "role" but by giving her a fixed skill AND a random skill, she is almost doubly powerful than other investigators at set-up. Additionally, Library Use essentially makes Elaine's lore checks "blessed." This in combination with her gate-warping makes closing and sealing VERY easy.

 

Old Journal - Again, this would be fine to start with alone, BUT because of Elaine's Library Use, Teleportation Ability, High Lore Score, and starting 2 clues, it becomes far too powerful.  Elaine, in the first turn, can read the journal and have enough clue token to seal.  She could even possibly make it to a gate, Find Gate on her next turn, and have 1/6th of the game complete on turn 2. This is too strong.  Lower her starting clues (to zero), ditch the Journal for a random Common Item, lower her Lore, or remove Library Use.

 

Nightmares - This is probably where some of your points for those very powerful starting Fixed Possession come from. Thematically, this is a cool idea, but in reality with Elaine's teleporting ability it becomes pretty easy to circumvent. Also, the other problem here is that Elain is so powerful at the start of the game, you could seal a gate in turn 2 or 3, intentionally sustain an injury in any combat after that, retire her since she already has a madness, and move on with a new investigator. I know the same thing can be said for Wendy Adams (since she starts with an Elder Sign), but Wendy is 4/4 and fails her personal story if you don't wait to seal that gate. Either way, you don't need the extra points from this because you SHOULD be getting rid of some of the items listed above. 

 

2. Focus - This is probably where you got the rest of your points to uber-supe up Elaine. Unless you have a VERY good reason to give an investigator 1 Focus, you should avoid it. It usually presents balancing issues. Especially with Investigators that are pigeon-holed into one role anyway. I mean, honestly, how often are you going to be moving Elain's Lore? Probably never. And since Nightmares does a sanity damage to her regardless of whether or not she passes her horror check, there is virtually NO reason not to have your Fight maxed.

 

3. Stat Distribution - The way you have things distributed leaves Elaine with virtually no weaknesses. The only thing she isn't that great at is fighting... but when you are zipping around the map closing/sealing gates and avoiding mosters anyway because you have Nightmares, this is HARDLY a weakness. If you want to make Elaine a min/max character specific to sealing/closing gates, you are going to have to give her large weaknesses in order to make her balanced and/or fun. Drop her speed, her lore, or her sneak (raise her focus back to 2).

 

4. Personal Story - Her Pass & Fail conditions completely revolve around encountering monsters...which is something that you will avoid at all costs with her (as she currently is) if you are smart. I would consider adjusting this to some other goal. Perhaps sealing a gate to the dreamlands (not one affected by her ability but and actual dreamlands gate). Where this might seem easy for her, the balance is that Dreamlands gates are almost always VERY easy to close. By forcing Elain to focus on these gates rather than other gates, you are forcing the player to either seal a more difficult gate with Elaine or spend her clues on an "easy seal" that someone else is likely to be able to handle.

In Conclusion -  Elaine is a very interesting character, but she is just too powerful.  All of her weakness are stacked on top of each other (low fight, Nightmares, no weapons), and her "cool things" stack as well. The problem is that Monsters are fairly easy to avoid (without even having to evade them..imagine if she got ahold of the Mi-Go Braincase), and her positives compound her ability to seal/close gates... 5 lore, but 4+'s are successes, she can teleport to bypass monsters, and explore any gate from any other open gate, plus she essentially starts with 5 clues.

 

But you see... you can win if Elaine dies.  But closing/sealing gates is a win condition. Her weakness to combat does not really balance her strengths because gates are so vital to your win condition. Tone her down.


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#1636 AgentElman

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Posted 28 May 2014 - 09:44 PM

Isabelle wants to go to the 3 locations, but that prevents her from doing other things.  I agree that Blood of the Innocent is powerful, but giving up 3-5 turns to get the power is very expensive.

 

 

I updated Elaine Downs to tone her down a bit.  I did not know how focus worked when I made her - fixed it with a focus of 2.  I also took away a few fixed items.

 

she has a lot of starting items plus money, but no guaranteed weapon.  She wants to avoid monsters.  She is good at evade - but that triggers her personal story.

 

She is good at lore, but I removed Library Use and the Find Gate.  So she is good at going through gates but not great at it.

 

Her low speed is not a big disadvantage if she is in other worlds a lot, but it does make it harder for her to go shopping.

 

 

 

Elaine-Downs-Front-Face_zpsc0523e57.png

 

Elaine-Downs-Back-Face_zpsb9db2c64.png

 

Elaine-Downs-ps-Front-Face_zps99b5f9a4.j     Elaine-Downs-ps-Back-Face_zps96d98b23.jp

 

Elaine-Downs-ps-Back-Face_zps96d98b23.jp    Elaine-Downs-ps-Back-Face-2_zps74224476.


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#1637 Soakman

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Posted 29 May 2014 - 05:35 AM

This is MUCH MUCH better. Great adjustments. I have to bop off to work, but this allows Elaine room to get better as the game progresses as well. A game where you start at the top is a lot less fun in my opinion.  :lol: 

 

Also thanks for the input on Isabelle. My thought was that if the going gets tooo rough, you can abandon her PS and just use her as a gate sealer.  You might be right though as all 3 places are unstable and if gates pop up in them, there is really no easy way to have encounters at them. I don't have a problem with losing 3 turns to events (good things could happen to you there as well), but losing 5+ not only prevents the PS pass from occuring, but allows the fail to persist through the entire game. Some people might want to pass JUST to avoid the fail, since having her fail could disrupt the game pretty badly.


Edited by Soakman, 29 May 2014 - 05:36 AM.

Gallery of Thematic Custom Investigators

 

You can find the .EON File Page @ Board Game Geek! Just follow this link: http://boardgamegeek...#comment4314881


#1638 AgentElman

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Posted 01 June 2014 - 05:49 PM

Here is Daniel Philips, the Moonshiner.  His real benefit is that he is fast and great at sneaking, so he can move pretty far while still sneaking.

 

His special ability is not quite as good as just getting $1 per turn since he takes a risk, but he can get whiskey each turn instead of $1 for balance.  For flavor, if he spends the $1 to refresh his kerosene it is making grain alcohol to burn instead of kerosene.

 

Because he is addicted, he normally has a focus of 0.  So he cannot switch his speed/sneak at will (it costs $1).  So he cannot get as much benefit from his speed/sneak as a normal character.

 

His personal story ties into his addiction.  The pass is okay, the failure is a huge penalty which makes using his special ability very risky.

 

Philip-Daniels-Front-Face_zps0173c5bd.pn

 

Philip-Daniels-Back-Face_zps3d2cfd89.png

 

Philip-Daniels-PS-Front-Face_zpse4f3f9a1  Philip-Daniels-PS-Back-Face_zpsd2fdce20.

 

Philip-Daniels-PS-Front-Face-2_zpsef7b65  Philip-Daniels-PS-Back-Face-2_zpsde23789


Edited by AgentElman, 02 June 2014 - 05:31 PM.


#1639 Jake yet again

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Posted 02 June 2014 - 05:12 AM

you're missing the second outcome.


Lovecraft Country Horror - A completely FREE Big Box expansion for Arkham Horror, exploring the minor locations of the Cthulhu Mythos. Contains: Lovecraft Country Board, 16 Investigators, 4 Ancient Ones, 16 Skills, 32 Common Items, 24 Unique Items, 10 Spells, 16 Music of Erich Zann cards, 76 Leads, 4 Allies, 32 Monsters, 24 Injuries and Madnesses, 54 Mythos Cards, 41 Outer World Encounters, 52 Location Encounters for each Neighbourhood.


#1640 AgentElman

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Posted 02 June 2014 - 08:21 AM

Thank you.  It takes 3 clicks for me to get the link for the image and I often stop at 2 and then catch myself and have to fix it.  My first post had the same picture 4 times.






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