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About Corpus47

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  • Birthday 05/19/1972

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    Aurora, Colorado, United States
  1. I've tried my hand at creating several new investigators. I'll start with just a couple to get some feedback. Balance issues, thematic suggestions, etc. all welcome. First up is one of my more radical creations.
  2. @Soakman Do you have a site where you have all your custom investigators uploaded? Thanks!
  3. @AgentElman I haven’t read any other comments yet so as to give you fresh critique rather than critique stilted by others’ ideas. Typo on her Fail condition card: should be reduced by 1, NOT reduced by -1. The way it’s worded, it actually means her Sanity is increased by 1. Would like to see her Pass Condition card. (Nothing to Fear is not posted.) I’m guessing Nothing to Fear gets rid of her Madness card. I really like her Special. Nice benefit (as the Dreamlands aren’t typically as brutal as some of the Other Worlds. And very beautiful entanglement with her Archetype and story. Why does she have to fight monsters for her personal story? It doesn’t seem to fit within her role. I’m guessing that it’s to prevent her from becoming too one-dimensional (just gate hopping over and over again). In that sense I think it makes sense. And I see how it fits in her background story/personal story card. I would give her 1 less common item, 1 more spell, and then less money to compensate for the difference needed to balance it. What about giving her the Library Card as a Common item? It’s from one of the homebrew comprehensive expansions (Lovecraft Country Horror? Something like that). It gives this: Arkham Encounters: Discard whilst at the Library and make a Luck(-1) check. If you pass, search the Unique Item deck and take the first Tome you find. if you fail, search the Common Item deck and take the first Tome you find. That's all I've got for now. Nice character, I really like the concept.
  4. @Soakman re: Isabelle Barnes I like the idea of Isabelle Barnes as a playable character. I have a couple of questions: What happens if a player has Jenny Barnes, and Isabelle Barnes is selected as a replacement investigator for a devoured/retired investigator? Why not give her the One of One Thousand cult membership to start with no matter what, and then give a different benefit/penalty for each starting area in addition to that? I really, really like the idea of her being involved in a cult (and that’s why Jenny has to come find her). Random Feedbacks: The picture is EXCELLENT. Perfect selection. I like her skill distribution for what I think you’re going for with her. I think it works well. For Blood of the Innocent, I think there does need to be a small drawback, but this one is not good. She’s particularly bad at fighting. If she has no weapon (and let’s face it, some games weapons seem to be a rare commodity) and she gets jumped, she’s likely to be “defeated.” Also I am not sure what “defeated” means. Fails a single combat check? Tries to sneak but fails and takes damage? Goes insane or unconscious? I think it needs to be way more specific if you’re going to keep it. And I think it’s more balanced/OK if you mean she’s driven insane or knocked unconscious. (Maybe “defeated” is an official term and I’ve just never remembered it or used it.) For Blood of the Innocent, what does it mean to lose a “Health Token?” Loses 1 Stamina? Loses a Stamina permanently? Returning voice is brutal. I’d take out the raise the terror level by 2 OR take out 1 monster (i.e., she only has to place one monster). It’s so brutal that it forces the player to perform the task on the personal story card immediately, with no choice of whether to risk it.
  5. Rex Murphy for sure. Something about him very much reminds me of the deceased reporter in The Haunter of the Dark. Amanda Sharpe reminds me of the main character in Cool Air.
  6. In other words monster surges are a small price to pay for sealed locations.
  7. Try not closing asap but instead gathering 5 clue tokens on a couple of investigators and then going in. The rest work on other clue tokens and cleaning up monsters, or $ and getting unique items including elder signs.
  8. We use the following: At any time after setup, if you draw only one card from the Common Items or Unique Items deck, and you draw a Task or a Mission, you may discard the card and immediately draw again from the same deck. You must keep the new card drawn. We had a lot of people get frustrated with getting tasks and missions later in the game. We also use the Linus house rule that, in Arkham Encounters, you can choose to go through an open gate OR have an encounter at the location. It does make the game a little easier by allowing for occasional teamwork (I'll go clear out the monsters and have an encounter, you follow me in and go through the gate). This is ameliorated by our typical use of several expansions at once.
  9. I know I'm a little late coming back to this. I've played with the Curse of the Dark Pharaoh expansion two more times now (when I initially posted, I only played once). I've changed my mind. I really love the expansion and I think it actually adds a lot to the base game for new players. The Exhibit Items add a lot to the game and thematically it seems to fit very well. And I think Soakman has some valid points in response to my post, as well. So I'd vote for Curse or Dunwich as great starter expansions - or both. In fact, two nights ago I played with my daughters (ages 7 and 10) and we used both Curse and Dunwich, and they handled it all quite well (with me helping out on the rules, of course). By midway through the game, they had really grasped the Traveling Exhibit mechanic and my 10 year old (with Lily Chen) started looking for opportunities to move to a street location where, all in a row, she could fight monsters, visit the exhibit, and then use her Sheldon Gang Membership on the next upkeep. Daddy was so proud!
  10. Others can chime in here as well, but I think the small box expansions (like the three you have -- i.e., Lurker, King in Yellow, etc.) are actually MORE complex than some of the big box expansions. The problem with the small box expansions are that some of the elements only work very well if you play the scenarios for that box. For example, the "Act" cards (with their associated Mythos cards) are great fun in the King in Yellow scenario, but don't add an awful lot if they're just randomly mixed in to the main deck. The Exhibit Items/Patrol mechanism in Curse of the Dark Pharaoh make moving around the board extremely difficult, and add another complex element. In contrast, the big box expansions usually have much of the mechanics work laid out right on the boards themselves. For example, the Rift mechanic of Kingsport Horror is conveniently tracked on the board; the Deep Ones Rising mechanic is conveniently tracked on the Deep Ones Rising track & Feds track; the Aquatic Locations element is easy to spot with the Orange bordered monsters & acquatic location markers; etc. They make the base game more difficult to win, but they don't have a lot of "hidden" elements that require keeping track of and don't add a ton of clutter to the base board (i.e., Arkham proper). That said, I think Dunwich Horror is really very similar to the base game, with the main added element the rifts/portals that monsters can fall through (potentially spawning the Dunwich Horror). That element is one that is already essentially present in the base game with the monster movement mechanic. So, I think it makes an excellent first expansion to add to the base game. Plus, there are a lot of really great new Investigators that come in that expansion and a TON of great flavor to the encounters. It's definitely my favorite one.
  11. Many of the rules become more apparent or are easy to figure out if you follow the turn order. For example, your question #3. Monsters are always dealt with in the Movement phase (unless they are generated by an encounter which instructs you to deal with them). Entering a gate is done in the Arkham Encounters phase -- one phase after the Movement phase. See basic rulebook, pages 8-9 (describing what happens in the Arkham Encounters phase at a location based on whether a gate is present or not). So following the turn order, it becomes apparent that you can't just avoid the monsters by moving onto a Location with a gate. Like you, our first couple of games were SUPER easy, but completely due to us not following the rules correctly. We sealed each others' gates, traded clue tokens, the whole thing. Once played correctly, the game becomes much more challenging.
  12. Kind of posting on an old topic rather than making a new one. Any idea why FFG isn't just selling these through Amazon? Someone suggested coolstuffinc but they are out of stock there, too. My birthday's coming up and I'm eyeing these as a birthday present. I would likely then find myself waking up at night, clutching my AH investigator minis and gurgling "my precious...." The FFG site says it's out of stock here, too. So I'm just wondering where to get these. I should have grabbed them when I saw them for $250 or whatever on ebay a couple of years ago, obviously....
  13. I know this reply is kind of late, but I thought I'd chime in. We play with Richard Launius's house rule variant that the gate does not encompass the entire area (just a small part of it), and therefore an investigator may choose to interact with the gate OR have an encounter in the area. See Launius, Richard, "A Few House Rules for Arkahm Horror," Rule 4 (located at http://tinyurl.com/qctpo22 (pdf)). In that circumstance, where an investigator exits a gate from another world (by any means possible) during the movement phase, but does not or cannot attempt to close the gate in the Arkham Encounters phase, he/she must have an encounter at that location based on the usual rules for such an encounter. We find use of this rule (and the required consequence described above) works pretty well with the heightened difficulty of playing 2-3 expansion boards, allowing for some additional tactical/strategic options to deal with the mayhem that invariably occurs with such a setup.
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