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The Message

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  1. thorgrim said: The Message said: MrsGamura, why can't you see the cards? I still haven't figured out how to make pictures show up on this forum, but you can follow the links or just download the .eon files. When uploading, use the direct web address, not one that says "use this link for posting in forums" or the like. Then in this forum's editor, click the "insert/edit picture" button. Paste the image's web address in the URL field and click OK. If your picture still doesn't show up it is because these forum's don't seem to like the way some imagehosts use php, try a different imagehost. Now, as for the actual cards.... The only thing missing is an rh test kit. Should be a common item, maybe 3 or 4 of them in the deck. Text something like this: Movement: Discard RH Test Kit to make an investigator at your location turn their The Thing card face up. If they are human, this card remains face up until they draw another The Thing card. If they are assimilated they are immediately devoured and must place a Morphic Abomination monster at their location. Thank you, I shall try that next time. Y'know, I didn't even think of that as an item. I like it, very thematic and useful. That said, I think I'm going to leave it out of my personal set (Obviously you could make one should you want it) just because it makes things harder for the human investigators to tell who is still on their side, thus forcing attacks to be made without absolute certainty that it's a good idea (Unless you want a more difficult Final Battle).
  2. Prince0DC said: This homebrew variant seems like a good way to capture the paranoia of the movie, thanks! The one thing I did not understand is the Paranoid Allies card; can you explain how it gets used again? Also the .zip file contained a corrupted version of that card, would it be possible to get a copy of the .eon file from you for that card? My email is clarkson.d@comcast.net Thanks Dave The Message said: This would form a 30 card deck, with 15 of each card. When you draw cards, you keep them private, thus nobody really knows who is still human and who is now a 'thing'. This can have some interesting synergy with this: Basically this difficulty card enables Playet vs. Player combat, with deadly results. But because you never know for sure whether or not your target is actually an enemy, this should create an interesting psychological aspect to the game. This card could actually be applied to other scenarios with no modification, but currently it only has benefit with the Thing deck and Joining The Winning Team. Here is the text: <b>Movement Phase:</b> Investigators may attack one another if at the same Location. The attacking investigator makes a <b>Combat check</b> with a difficulty equal to the target's current unmodified Fight skill. Each success removes one Stamina from the target, and if this results in Unconsciousness that investigator is Devoured instead. If you fail your check, the target may immediately attack you for free. Additionally, you must make a <b>Sanity check</b> to gain any Allies. If you fail, they are returned to the box. Sure thing. During your investigator's movement, if at the same Location as another investigator you may make a Combat check against them with a difficulty equal to their current unmodified Fight (So if you try and attack someone whose Fight skill currently 3, ignoring items and other effects, the check would be -3). Then, for each success you roll, you remove one Stamina from them and if this would knock them unconscious they are instead Devoured. Finally, if you fail your check, they may immediately make a check against you with all the same rules. Finally, the part about allies is totally seperate and should technically read Any Phase. MrsGamura, why can't you see the cards? I still haven't figured out how to make pictures show up on this forum, but you can follow the links or just download the .eon files.
  3. And I simply had to incorporate it into AH. Thus, I sat down to create a GOO, 2 new monsters, a new difficulty setting and a new deck of cards which relates to the others. Ok, first up is The Thing GOO. Here is the text: <fullname> is not worshipped. Instead, treat Cultists as assimilated people. If an investigator fails a Combat Check against a Cultist, they draw a card from the Thing deck. Many: At the end of each Mythos Phase, the First Player draws a card from the Thing deck. Start of Battle: Each investigator loses 1 Sanity. Each investigator must pass a <b>Speed (+2) check</b> or lose 2< >Stamina. This check's modifier decreases by 2 each turn. Instead of making a check, an investigator may reveal a 'Assimilated' Thing Card. If they do so, remove them from the combat and decrease The Thing's combat modifier by 2. Basically, there is a constant chance that you will draw from the Thing deck, which has these two cards: and the backs: This would form a 30 card deck, with 15 of each card. When you draw cards, you keep them private, thus nobody really knows who is still human and who is now a 'thing'. This can have some interesting synergy with this: Basically this difficulty card enables Playet vs. Player combat, with deadly results. But because you never know for sure whether or not your target is actually an enemy, this should create an interesting psychological aspect to the game. This card could actually be applied to other scenarios with no modification, but currently it only has benefit with the Thing deck and Joining The Winning Team. Here is the text: <b>Movement Phase:</b> Investigators may attack one another if at the same Location. The attacking investigator makes a <b>Combat check</b> with a difficulty equal to the target's current unmodified Fight skill. Each success removes one Stamina from the target, and if this results in Unconsciousness that investigator is Devoured instead. If you fail your check, the target may immediately attack you for free. Additionally, you must make a <b>Sanity check</b> to gain any Allies. If you fail, they are returned to the box. Finally, we have two new monsters: The first one enters play as the first Gate monster and serves as a way to get things started with urgency and possibilities for Thing Cards. The Text: When the first Gate opens in the game, place this monster at that Location instead of drawing a monster randomly. At the end of each Mythos Phase (Other than the one in which this creature came into play), add a Doom Token to the track. If you fail a combat check or a horror check against a <fullname>, draw a Thing card. This monster is different in that it enters play when an Assimilated player is confronted. Then, assuming it survives the initial confrontation, that player moves it during each mythos phase (It has no gate symbol). The text: When an investigator with an Assimilated card is attacked, they may choose to be Devoured and put one Morphic Abomination into play at their current Location. During each Mythos Phase, the player that put this creature into play may choose where it moves. If an investigator fails a combat check against this monster, they must draw a Thing card. If an investigator is knocked Unconscious by this monster, they are Devoured and a Doom Token is added to the track. And there you go, my mini-variant based on The Thing. I know I didn't fully capture the 'who is actually a monster' vibe perfectly, but I think it does change things up significantly from the base game. You can download a zip with all the files here: http://www.sendspace.com/file/x4zwk9 Hope you like it! Let me know what ye think.
  4. MrsGamura said: The Message said: Ok, that's what I figured on the attack. Why succeed on 1-3 (Just asking)? I like this one, might be fun for a tougher game. My bad it should be a success on a "1-4 and a failure on a 5-6"..from the game he's just weird so thought it would be fun to give him a weird ability...so with this weird blessing he gives you should help you overcome his -6 magical immunity! Oh, ok, so it's literally a complete inversion? Would a curse make you only fail on a 6 and a blessing on a 4-6? Also, how would this interact with cards like the Shotgun? Give double successes on a 1 or just play it as normal and only fail on 5?
  5. Ok, that's what I figured on the attack. Why succeed on 1-3 (Just asking)? I like this one, might be fun for a tougher game.
  6. I'm assuming that you cannot pass it otherwise it would read "do not gain a reward for passing a rumor" or somesuch. Basically you just fail when the time comes.
  7. Ok, I concede in the face of obviously being wrong, hehe. However, the Red Sign ruling seems a bit extreme, honestly.
  8. MrsGamura said: My first thought was, "Woah, crazy powerful. I like." My second thought was, "Woah, crazy weak. No like." Currently she/it is almost impossible to lose against, since the final battle attack can't actually do anything put strip you down, which I don't think was your intention. Perhaps you meant to add a line akin to "If you cannot, you are Devoured" or somesuch? Otherwise she'll just get slowly punched to death (Or even worse, eat everything and have nobody left that can even roll dice against her, ending in an eternal stalemate). Other than this oversight, I really like it. Servant of Chaos is wicked, haha.
  9. I play it as no, for two reasons: 1) A monster trophy is no longer a 'monster'. 2) Doesn't benefit Investigators, which is always good. This is by no means official though, in fact it's likely the opposite, seeing as 1 is just an absurd technicality.
  10. dkw said: My thought is, if you reduce it to only when a gate opens, then you would add 1 Terror everytime a Mythos Gate opens, as well as all those encounter cards that say "A Gate Appears." You could easily have a turn with 5 Gates Opening (+5 Terror), or go a few turns with no Gates. Just my thought anyways. Possibly... for now I'm going to leave it until I can playtest this in its main environment, but feel free to rule it however you wish. It is custom content, afterall.
  11. MrsGamura said: The Message said: I like him, especially his Worshipper and Unstable World abilities. He seems a bit easy to beat though, honestly, especially in the final battle. You can keep feeding him unneeded items as you blast him to pieces, especially since his modifier isn't too bad. At least his large doom track would help him there, but it also means that the investigators have plenty of time to seal, assuming they don't get stupidly unlucky on mythos draws (4-5 Mystics could easily send the game spiralling out of control). I like your other idea for his attack, though it also rewards stockpiling. At least it's somewhat different. Random tangent: I've been meaning to read the Dark Tower series but never got around to it. Are they worth it for an English major with a ton of recreational reading already on his plate? Originally had him turn Cultist into Leng Spiders and give Cultist Leng Spiders Nightmarish 2 True didn't want to make his combat modifiers to difficult, because he gains Doom tokens for every investigator thats devoured and if he wakes up and not everyone has an Ally his Doom Track will be 14+ and you will loss all those items those investigators had! Fought him once in a four player game. Was not able to Seal him plus his Unstable World made one extra Gate open. Sadly 3 investigators died because of his Start of Battle and the last one removed 4 doom tokens from the 16 before being devoured! The First 4 books are worth the read after Wizard in Glass they sort of felt rushed but read The Stand and Heart in Atlantis before the DK series. Somehow I totally forgot about his Start of Battle when reviewing him. That actually makes it seem much tougher, since there are usual a few people without allies (And each of them adds another doom token in addition to reducing team firepower). I still think the alternate attack would be more unique, but that's really more of a stylistic issue at this point. I like him, I think I might print.
  12. dkw said: Black Tendrils sounds a little too powerful. It would shorten the game to a number of turns equal to the doom track, more often then not. Maybe weaken it to when a Gate Opens, add 1 to the Terror Track? It's supposed to be a bit much, mostly since it's only of use when Y'Golonac himself is around. In any case, the extra doom tokens wouldn't hit until turn 6, though I agree it definantly makes time seem absent. I should also note here that the expansion this is to be part of has several alternate routes to victory, and actual discourages seal wins, so this also helps maintain the tension there. Taken alone though, this basically amounts to a 'stupid hard mode', at least with one GOO.
  13. I like him, especially his Worshipper and Unstable World abilities. He seems a bit easy to beat though, honestly, especially in the final battle. You can keep feeding him unneeded items as you blast him to pieces, especially since his modifier isn't too bad. At least his large doom track would help him there, but it also means that the investigators have plenty of time to seal, assuming they don't get stupidly unlucky on mythos draws (4-5 Mystics could easily send the game spiralling out of control). I like your other idea for his attack, though it also rewards stockpiling. At least it's somewhat different. Random tangent: I've been meaning to read the Dark Tower series but never got around to it. Are they worth it for an English major with a ton of recreational reading already on his plate?
  14. That's a good idea, I think I'll go do just that.
  15. Here's one I just finished tonight. Based off of one of my short stories. It'll be in an expansion I'm currently working on, but is independent enough to post alone. In case you can't read it (Or don't want to follow the link), here's the rule text: The Sky Tore Open Ignore the usual effects of the Terror Track. Instead, use the following effects for each level. 1-Maniacs treat the Terror Level as 6, Discard an Ally from the deck. 2-Close the General Store, Discard an Ally from the deck. 3-Close the Curiousity Shop, Discard an Ally from the deck. 4-Close the ye Olde Magic Shoppe, Discard an Ally from the deck. 5-There is no more Monster Limit, Discard an Ally from the deck. The Terror Track can never exceed 5. If it would increase beyond that point, add a Doom Token to the Doom Track instead. Black Tendrils of Obsolescence When Y'Golonac is the Ancient One, increase the Terror level by 1 each Upkeep Basically a Terror fiend, making it roughly twice as deadly (Actually, probably moreso, since the closing all become exponentially earlier as you go along...).
  16. MrsGamura said: That game with Rune in its name is fun. Pretty much any game is fun...Elffin thinks that what it's called you have to visits cities with movement cards to win...simple fun! Runebound? I'm dying to get it, but finances are extremely tight right now (College student).
  17. Nyogtha said: Isn't Doom similar to Descent, or is just some of the mechanics that are similar? Yes, Kevin recycled a lot of the mechanics from Doom for Descent, though there are some changes (Like how armor works in combat). Thamatically, they are worlds apart, and from what I've heard of Descent they play very different too, with one being a standard dungeon crawl and the other be an intense race against time and demonic hordes to get the hell out (Usually with a far lower success rate).
  18. DOOM immediately came to my mind as well. Are you looking for small scale tactical combat or larger scale warfare (Such as most miniatures cames)? Mutant Chronicles looks cool for the latter, though I haven't tried it myself.
  19. Oh, I'd also recommend using the optional variant were you treat the final battle as if there were 4 investigators even if there are less (It's in the designer's houserules, wherever that is these days), just so that doesn't turn out to be an anticlimax. "Woah, did you see that guy beat up Nyarlathotep with a bat?"
  20. Hola! (That's all I had to say, but it's too short to post apparently.)
  21. Sealing would be difficult, to say the least. The most likely strategy would be to beef up and wake the GOO up, then kill him in one or two big attacks.
  22. jgt7771 said: Has anyone given any thought to making up Nyarlathotep as a HERALD? I know that seems like some kind of demotion (you 'n' me, Big N), but most of Nyarlathotep's bibliography seem to cast him as a Herald anyway. Nyarlathotep's "Masks" are certainly Heralds in literature and gaming in and of themselves. He's even got a "Messenger of the Outer Gods" nickname. So instead of using the Ancient One template to try and get the Masks in the field, why not take his AO card and splice it into a Herald Template? You can keep the Endless Cultists, and just add that to whatever bonuses the AO grants. Use whatever mechanism works (surges, Gate openings, etc.), and you could possibly even tailor some Masks to specific events: Urban Environments bring out the Black Man, Rumors bring out the Shadowy Figure, Rift openings bring out the Bloated Woman, etc. Throw in some workable gameplay version of his Sinister Plots? This way, you can use the Masks in ANY game with ANY Ancient One. There is a Nyarlathotep herald in the fan creations subforum that works quite well. You may want to look into that.
  23. Mykayel said: The Message said: Ok, this one has a bit of a... different end game, should it come to Final Battle. http://boardgamegeek.com/file/info/38091 Mnomquah would be the GOO obviously, the scenario, monster token and map are all for the Final Battle, as described on his sheet. In short, when he wakes up you put the Horror of the Black Lake scenario in play and move all investigators to the Lake of Ubboth map, placing the Mnomquah monster token in the center (The map is currently having issues, probably because I forgot to upload each location file. The update is currently pending and should be up in a day or so). Gates open up on the outskirts of the map and spew out monsters, which the investigators must battle and close. Meanwhile, Mnomquah's token moves (As a fast stalker) after them and starts kicking tail. Basically, combat with him is started like a normal monster, but you use the statistics on his AO sheet just like a normal final battle (You may still flee, though). The end result is that the endgame is slightly more dynamic, but I'm unsure whether it's harder or easier. dude, I'm having some trouble printing this "scenario"...my Strange Eons program (or any program I have for that matter) can't open Lake of Ubboth or Mnomquah Monster. Any ideea why? Yeah, I think you need all the locations, due to how SE treats them. I uploaded all of that to the BGG page. Let me know if there are any more issues.
  24. This looks awesome. I especially love the tidbit about insane investigators being devoured. I'll definantly have to try this out, should be an interesting change of pace.
  25. Mykayel said: You all probably know Hastur, The King In Yellow, by know right? Well...it is my distinct pleasure to introduce you to my new Ancient One. The Half Brother Of Cthulhu, the God of all shepherds, the Ancient One who's shape has never been revealed, brought to you more powerful than ever and with a shiny new look...gentelmen I give you: the one, the only, Hastur The Unspeakable One. Yeah, so he looks nice, but can he DO anything? Well, let's find out: Power: Investigators are no longer sent to the Hospital or Asylum. If an investigator has 0 Sanity, he must pass a Will(-2) check during upkeep or else commit suicide. If an investigator has 0 Stamina, he only receives 1 movement point during upkeep. If an investigator has less than 0 Stamina or Sanity, that investigator is devoured. Worshippers: Hastur, Half-Brother of Cthulhu, is worshiped by The Cult of the Yellow Sign. If a Cultist is in a street area connected to a Sealed Gate, move him to that location and remove the Elder Sign Token. Attack: When Hastur is attacked by a Weapon, the attacking investigator must pass a Speed(-2) Check or lose 1 Stamina for each die he rolled.When Hastur is attacked by a Spell, each investigator must pass a Luck(+1) check or become Cursed. Start Of Battle: X is set to the current terror level. Currently, he's far too easy in the final battle. As long as you put down your spells and weapons he can't do a single thing to you. This of course leads to the silly picture of people punching Hastur to death as he lies there helpless. The rest of the card looks nice though, and you could fix the endgame by just adding a more traditional attack in addition to his 'defenses'.
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