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#21 Grudunza

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Posted 10 July 2011 - 03:05 AM

I like those a lot.  I was going to make something for a "financial institution", much like the second one.  Hopefully you can find some good pictures.



#22 Grudunza

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Posted 10 July 2011 - 04:10 AM

Another institution idea...  I borrowed the "Commitments" mechanic from the Church institution.  Not sure if a Curse is as appropriate a penalty for that, but anyway...



#23 Avi_dreader

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Posted 10 July 2011 - 07:33 AM

Grudunza said:

 

Another institution idea...  I borrowed the "Commitments" mechanic from the Church institution.  Not sure if a Curse is as appropriate a penalty for that, but anyway...

 



I don't normally comment on guardianish type creations, but I did want to point out that Friends Stick Together is a broken ability.  It will allow you to take out any monster on the board easily, probably even The Dunwich Horror (free Elder Sign, no).  It will completely ruin combat.  If you wanted to make it +1 to all checks on a shared location or shared neighborhood, that would be okay though.

 



#24 Grudunza

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Posted 10 July 2011 - 10:44 AM

 Yup, you're right.  Just a first thought... trying to do something a little different (and stronger) than the similar Relationship.



#25 Grudunza

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Posted 10 July 2011 - 11:16 AM

Updated (should reflect above soon).

I also changed "Commitments" so the penalty is 1 Sanity loss and being delayed.  Seemed like a better fit than being Cursed. Thematically, you remember something you were supposed to take care of back at Home, or something important you missed out on (kid's baseball game), and it drives you a little crazy.



#26 Avi_dreader

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Posted 11 July 2011 - 05:24 AM

Grudunza said:

Updated (should reflect above soon).

I also changed "Commitments" so the penalty is 1 Sanity loss and being delayed.  Seemed like a better fit than being Cursed. Thematically, you remember something you were supposed to take care of back at Home, or something important you missed out on (kid's baseball game), and it drives you a little crazy.



My presumption was that you had a very clingy family who practiced voodoo.



#27 Grudunza

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Posted 12 July 2011 - 04:54 PM

Avi_dreader said:

Grudunza said:

 

Updated (should reflect above soon).

I also changed "Commitments" so the penalty is 1 Sanity loss and being delayed.  Seemed like a better fit than being Cursed. Thematically, you remember something you were supposed to take care of back at Home, or something important you missed out on (kid's baseball game), and it drives you a little crazy.

 



My presumption was that you had a very clingy family who practiced voodoo.

 

Ha, no doubt.



#28 Veet

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Posted 12 July 2011 - 05:43 PM

Avi_dreader said:


My presumption was that you had a very clingy family who practiced voodoo.

 

I can safely say from first hand experience that a family of Baptists can be just as sanity draining.



#29 Avi_dreader

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Posted 13 July 2011 - 03:19 AM

Veet said:

Avi_dreader said:


My presumption was that you had a very clingy family who practiced voodoo.

 

 

 

 

I can safely say from first hand experience that a family of Baptists can be just as sanity draining.

::Laughter:: lose one sanity if you stay away, lose two if you go.



#30 Veet

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Posted 16 July 2011 - 04:29 PM

I updated the Cult of the Thousand institution. Now its trigger is linked to cultists and it can give you corruption.



#31 amikezor

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Posted 18 July 2011 - 02:10 AM

Nice move.

Though, will it ever happen that the investigator did not killed the cultist at the encounter phase ? Why not doing this instead of having a combat with a cultist.


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#32 Veet

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Posted 18 July 2011 - 03:40 AM

Combat with the cultist is not needed they only have to be present, also since they are elusive they will be sticking around a lot more, elusive cultists can be hard to catch with their -3 awareness.



#33 amikezor

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Posted 18 July 2011 - 04:36 AM

Veet said:

[...] also since they are elusive [...] .

I do not know how but I did not see that point that makes perfect sense :)


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#34 Julia

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Posted 29 July 2011 - 06:05 AM

I tried to create my first Institution, to boost a little the Cult dynamics in Arkham. I tried to follow Amikezor (very good!) suggestion of using an Institution to create a mood for playing. I hope this is thematically coherent. Here we go:

As always, feedback is very welcome


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#35 Master Fwiffo

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Posted 29 July 2011 - 07:15 AM

 I really like that, however there are few little things that could be clearer:

1) Who gets the Cult Membership at the beginning of the game?  Perhaps you should clarify it so the First Player recieves a Cult Membership.

2) Under whispering in Darkness, you say it's a gift to the 'Church' - you should change that to 'Cult' as Church would be confusing with the South Church location - not a big deal, just a little one.

3) The rules for Curses/Corruptions are a little unclear.  You could clarify it by having it read "If he is already Cursed, then he takes a Corruption." or "The Player must choose to be Cursed or take a Corruption."



#36 Julia

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Posted 29 July 2011 - 07:28 AM

Master Fwiffo said:

 I really like that, however there are few little things that could be clearer:

1) Who gets the Cult Membership at the beginning of the game?  Perhaps you should clarify it so the First Player recieves a Cult Membership.

2) Under whispering in Darkness, you say it's a gift to the 'Church' - you should change that to 'Cult' as Church would be confusing with the South Church location - not a big deal, just a little one.

3) The rules for Curses/Corruptions are a little unclear.  You could clarify it by having it read "If he is already Cursed, then he takes a Corruption." or "The Player must choose to be Cursed or take a Corruption."

Hello Master Fwiffo,

1. The Cult Membership at the beginning of the game is randomly distributed. I'll clarify this on the final version of the Institution (at the moment, this is just a first draft)

2. I'll change it into "their Church", to avoid misunderstandings (the description of this Institution is "Church of the Black Goat", so by using "their" instead of "the" I should clarify any ambiguity"

3. An investigator killing a Cultist can be member of the Cult, or not. In case he is, he's Cursed (Shub doesn't like her devoted men to kill her worshippers), in case he is not, he's Corrupted (since the investigator is touched by an obscure power he doesn't have the skill to handle)

thank you for the feedback :-)


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#37 amikezor

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Posted 29 July 2011 - 09:28 AM

 nice version of the goat cult :)


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#38 Master Fwiffo

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Posted 29 July 2011 - 10:08 AM

Julia said:

Master Fwiffo said:

 

 I really like that, however there are few little things that could be clearer:

1) Who gets the Cult Membership at the beginning of the game?  Perhaps you should clarify it so the First Player recieves a Cult Membership.

2) Under whispering in Darkness, you say it's a gift to the 'Church' - you should change that to 'Cult' as Church would be confusing with the South Church location - not a big deal, just a little one.

3) The rules for Curses/Corruptions are a little unclear.  You could clarify it by having it read "If he is already Cursed, then he takes a Corruption." or "The Player must choose to be Cursed or take a Corruption."

 

 

Hello Master Fwiffo,

1. The Cult Membership at the beginning of the game is randomly distributed. I'll clarify this on the final version of the Institution (at the moment, this is just a first draft)

2. I'll change it into "their Church", to avoid misunderstandings (the description of this Institution is "Church of the Black Goat", so by using "their" instead of "the" I should clarify any ambiguity"

3. An investigator killing a Cultist can be member of the Cult, or not. In case he is, he's Cursed (Shub doesn't like her devoted men to kill her worshippers), in case he is not, he's Corrupted (since the investigator is touched by an obscure power he doesn't have the skill to handle)

thank you for the feedback :-)

Ah, I understand number 3 now (though it took a couple reads to understand).  You could clarify it by having it read "If an Investigator kills a Cultist, he takes a Corruption.  If he is a member of the Cult, he is Cursed instead."



#39 Avi_dreader

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Posted 29 July 2011 - 11:00 AM

Master Fwiffo said:

 

Ah, I understand number 3 now (though it took a couple reads to understand).  You could clarify it by having it read "If an Investigator kills a Cultist, he takes a Corruption.  If he is a member of the Cult, he is Cursed instead."




Investigators who kill a Cultist take a corruption, but if they are a member of the Cult are cursed instead. [slightly shorter and gender neutral]  Thanks for suggesting the template for the phrasing though (made it much easier to think through).

 



#40 Avi_dreader

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Posted 29 July 2011 - 11:01 AM

amikezor said:

 nice version of the goat cult :)



Once it's finished, I think I'm going to incorporate it into most of my games (at least ones that don't involve massively modified cultists, or my Black Goat herald).  Very fun, and thematic.






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