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Bhu

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  1. My (very)rough drafts: Set Up 1: Set up the board. 2: Place a Doom Token reversed to show an Elder Sign and an upside down Gate on each Unstable Location to represent a Sealed Gate, along with one Clue Token. A Gate can be unsealed by using 5 Clue Tokens (and possibly some other ways), and you win when all of the Gates are Unsealed and all of the Doom Tokens are placed on the Ancient One's card thereby awakening him. 3: Choose First Player as normal. 4: Choose a random Cultist in the way you would normally pick an Investigator. 5: Choose an Ancient One. This will be the Ancient One you are trying to awaken by unsealing the Gates. When a Gate is unsealed, the Elder Sign on it is flipped over and the Doom Token is placed on the Ancient One's card. You then draw Monsters from the cup until you get two of the appropriate Dimensional Symbol and place them with the Gate. When all of the Gates are unsealed the Ancient One awakens and the Cultists win. In this variant the Ancient Ones look rather like the Guardian Cards in the standard game. They provide a specific bonus of some kind, with possibly an enhanced Bonus for Cultists with the appropriate Dimensional Symbol or for Dark Allies who have the appropriate Ancient Ones name listed in their Ability. 6: Choose an Opponent. These are the good guys trying to stop the Cultists (or possibly a rival Cult or race of monsters). They will use a format similar to the Ancient Ones from the regular game, and instead of Doom Tokens you place Success Tokens on their Track. If the Track fills up, they have caught up to the Cultists who must fight them. 7: Separate Decks as usual. 8: Receive Fixed Possessions as usual. 9: Shuffle Investigator Decks as usual. 10: Receive Random Possessions as usual. 11: Finish Cultist setup, which is pretty much the same as Investigator setup. 12: Create Monster Cup as usual, and place the Townsfolk Sheet. Townsfolk are similar to Monsters from the regular game, but they oppose the Cultists. Instead of drawing them from a cup you roll on the sheet for the encounter (this helps because you have less tokns to print out). 13: Shuffle the Gate, Event, and Location decks. Event Cards are similar to Mythos Cards, and like them are divided into Environments, Headlines, and Rumors. Unlike Mythos Cards they do not open Gates or summon Monsters (unless the Text says otherwise), or move Monsters (unless the Text says otherwise). They may however, generate Townsfolk (see below). You will basically draw an Event, place an appropriate Clue Token, place a Success Token on the Opponents Track, and read the text to see what happens next. 14: Place Cultist Markers. 15: Draw and Resolve Event Card. Order of Play Upkeep and Movement are unchanged. Arkham Encounters are mostly unchanged, but you are only drawn through unsealed gates if you wish to go (Event cards or Location encounters may change this, Gates opening as a result of a Location or Event Card still pull Cultists through unless they have the appropriate Dimensional Symbol.). Unsealing Gates requires a Fight or Lore Check and the expenditure of 5 Clue Tokens, and is done on the Encounter Phase (similar to Sealing a Gate in the normal game). Otherworld Encounters are mostly unchanged depending on if the Dimensional Symbol of your Cultist Ability matches that of the Gate you went through. The Mythos Phase is now called the Investigator Phase. You draw an event card, spawn Townsfolk, place clue tokens, and move Townsfolk. You then read the text of the card and follow it as usual. The Terror Track When there are a number of Monsters on the board equal to the number of Cultists the Terror Level increases by one. Like normal this can cause locations to close, but you do no return Ally cards to the box as the effects of terror are not something the sort of Ally you possess would be vulnerable to. On any turn in which 3 or more Townsfolk who are considered Important are killed or removed from the board the Terror Level increases by 1. Cultists There are 2 Types of Cultists: Cultists and Dark Allies. A Cultist is a worshiper of an Ancient One. A Dark Ally is in league with a specific race of Monsters such as the Ghouls or the Mi-Go. In the case of Cultists their Ability will read as follows: Cultist: (Dimensional Symbol) When encountering Monsters with that Dimensional Symbol (or a Cultist Token) you do not need to make Horror or Combat Checks against them unless you wish to, as they consider you one of their own. When encountering Open Gates with that Dimensional Symbol you are not drawn through unless you wish to be. If the Ancient One being used has a matching Dimensional Symbol it may grant you additional abilities. In the case of a Dark Ally their Ability will read as follows: Dark Ally: (One or more Monsters), (Ancient One) When encountering Monsters named in your Ability (or a Cultist Token) you do not need to make Horror or Combat Checks against them unless you wish to, as they consider you one of their own. During the Encounter Phase you may choose to take one of the Monsters as an Ally Card if it shares your Street or Location, removing it from the board. If the Ancient One being used is the One named in your Ability it may grant you additional abilities.
  2. Thanks for the link! Sorry for the lateness of my reply, the modem I had was old and gave way and it took me some time to afford a new one. I'll try to pretty up the rules I was thinking of making and post them here for feedback soon.
  3. So I've decided on a way to run a Cultist game variant in which instead of playing Investigators trying to prevent the Ancient One from Awakening the group plays Cultists attempting the opposite. Fighting them will be Opponents, which will range from rival cults to the government to teams of invesigators (i.e. the cultist game version of Ancient Ones). So who or wha would you all like to see as Opponents, and who would you like to see as playable cultists?
  4. Bhu

    Any requests?

    Locals come with their starting locations on the monster chit. For example, one Local Monster will be Ma Mathison. She starts at Ma's boarding house. All Locals also have the yellow movement type, meaning they never move. Out of the other abilities, Badge and Criminal will be the ones encountered mostly as there's a fairly limited selection of the others (about 2-4 each depending). I can still work on simplifying it in other ways tho
  5. Bhu

    Any requests?

    Since cultists would be fighting lots of humans ive been considering some new abilties New Dimensional Symbol Blank Monsters with the Blank Dimensional only move depending on which Investigators are in the game, or in circumstances mentioned on their card or abilities. New Monster Abilities Academic If a Monster with the Academic Ability is killed, replace it with another Monster with the Academic ability from the cup. The new Monster always starts in the Train Station as it has been hired by the University to replace the killed one. Badge Whenever a Monster with one of the following abilities is killed a Monster with the Badge Ability moves 1 space towards the Location or Street Area where the Monster died: Academic, Badge, Crime Boss, Criminal, Faux Badge, Local, Veteran, or Wealthy. Crime Boss If a Crime Boss is killed, and any Monster with the Criminal Ability is on the board, remove that Monster as well and replace it with another Monster from the cup with the Crime Boss ability (effectively it got promoted). Criminal Whenever a Monster with one of the following abilities is killed a Monster with the Criminal Ability moves 1 space towards the Location or Street Area where the Monster died: Badge, Crime Boss, Criminal, Faux Badge, Local, Veteran, or Wealthy. Faux Badge Whenever a Monster with one of the following abilities is killed a Monster with the Faux Badge Ability moves 1 space towards the Location or Street Area where the Monster died: Badge, Crime Boss, Criminal, Faux Badge, Veteran, or Wealthy. Local If a Monster with the Local Ability is killed, whichever Location they started in is permanently closed. Occult If a Monster with the Occult Ability is killed, replace it with another Monster with the Occult ability from the cup. The new Monster always starts in the Train Station to represent a new wizard coming to town because of a perceived power vacuum. Religious If a Monster with the Religious Ability is killed, replace it with another Monster with the Religious ability from the cup. The new Monster always starts in the Train Station as it has been sent by the Church to replace the killed one. SCIENCE! If a Monster with the SCIENCE! Ability is killed, replace it with another Monster with the SCIENCE! ability from the cup. The new Monster always starts in the Train Station as it has been hired by the University to replace the killed one. Veteran If a Monster with the Veteran Ability is killed, replace it with another Monster with the Veteran ability from the cup. The new monster always starts in the Train Station (the towns hired a new Sheriff so to speak). Wealthy If a Monster with the Wealthy Ability is killed, all Monsters with the Badge Ability have their Awareness increased by 1 until the next Event Card is drawn (i.e. if their Awareness was a -2 it's temporarily a -3, etc.).
  6. Bhu

    Any requests?

    My apologies for the lack of posting, the Brilliant Gameologist FOrums went down, and then started anew and I've had to move a few hundred pages of material from the old forums to the new ones. Will have updates soon.
  7. Thelric said: It's a little unclear what you are trying to do from the post. The Markup menu is only available when you are typing in a text field that accepts, well, markup---that being the tags that allow you to do things like change the font style or insert an inline picture into the card text. If you are trying to change an icon elsewhere, such as adding a new icon to gate markers, that is more involved. Cheers, Chris I'm trying to put an image on Monster Cards where the DImensional symbol would normally go. I'm also trying to add a Dimensional Symbol to the front of an Investigator Card.
  8. Bhu

    Any requests?

    Trying to get SE to edit in a new type of dimensional symbol. Will have first bit posted once i get it to work.
  9. Wrzlprmft said: MyNeighbourTrololo said: It actually PROVES that he was playing not according to the rules. I disagree. From what was written, it is still possible (however unlikely, which is why I wrote “indicate” instead of “prove”), that all sealings were done with Elder Signs (or similar) and the final combat was regular. They were ES. The bad shuffling wasn't just in the Mythos Deck... As to the other, there are a lot of would be rules lawyers in the group who like to argue a lot, and sometimes the rules are interpreted 'creatively' Which is a nice way of saying sometimes i am a sad kitteh
  10. I think i must be doing something wrong. Markup was working before, but now I cant get it to work at all. The text remains light gray and I am unable to highlight any of the options in it. Edit: Never mind I got it to sort of work. Meaning I can access Markup>Picture to insert a picture, i just cant get it to actually do so. Im kind of trying to make a new dimensional symbol, and I have the symbol, i just cant get it to insert it on the pic.
  11. Bhu

    Any requests?

    Okay some current thoughts: The Cultists win by Unsealing all the Gates or killing the Investigators (as usual gates are easier). Gates are unsealed by 5 Clue Tokens (and a Lore Check), and possible spells/items. cultist abilities. If at any point the number of Investigators equals the Cultists, they have to fight them. The Cultists begin with an Investigator. Whenever the Cultists fail a Lore Check to unseal a Gate, roll 1 die. On a 5 or 6 another Investigator appears. Each time the Terror Track rises high enough to close another location, another Investigator appears Possible cultist ideas: Katell Yanick: Old woman, witch, begins at Historical Society, cultist counterpart to Amanda Sharpe, social outcast, ability dealing with lore or spells Ioel Obed Marsh: Deep One Hybrid, begins at Hibb' s Roadhouse, cultist counterpart to Ashcan Pete, fish gutter, ability unsure Marek Laska: Ghoul, begins at graveyard, cultist counterpart to bob jenkins, funeral parlor owner, ability unsure Father Eliot: Priest of Dagon, begins in Independence Square, cultist counterpart to carolyn fern, street preacher, ability unsure Josef Rybar: Cultist, begins in Witch House, cultist counterpart to darell simons, street thug, ability unsure Aloys Pan: Warlock, begins in Silver Twilight lodge, cultist counterpart to Dexer Drake, Lodge officer, spells Lys: Child of the Goat, begins in Woods, cultist counterpart to Gloria Goldberg, farmers daughter, ability unsure Mr. Booth: Mi-Go, begins in Science Building, cultist counterpart to Harvey Walters, monster in disguise, flight Dawud Ali: Serpent Man, begins in Curiositie Shoppe, cultist counterpart to Jenny Barnes, wealthy merchant, ability unsure Ferko Bocori: Maniac, begins in jail, cultist counterpart to Joe Diamond, murderer, combat? Binh Tran: Tcho Tcho Priest, begins in Ye Olde Magic Shoppe, cultist counterpart to Kate winthrop, exotic priest, gates Tuyet Tran: Tcho Tcho, begins in Ma's Boarding House, cultist counterpart to Mandy Thompson, assassin, cannibal Luca Nicolescu: Werewolf, begins in Unvisited Isle, cultist counterpart ot Michael McGlen, cursed hunter, combat Belenos: Dark Druid, begins in the Unnameable, cultist counterpart to monterey jack, servant of the goat, ability unsure Andor: Vampire, begins in the Black Cave, cultist counterpart to sister mary, killer in the night, ability unsure The River Monster: Deep One, begins in River Docks, cultist counterpart to Vincent Lee, urban legend, ability unsure
  12. Did you want help finding pics for some of these?
  13. please delete, accidental double post
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