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Custom Heralds

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Avi_dreader said:

Julia said:

 

What do you think of this: remixing the Herald. First gate random, no rules about Dark Young, as you suggested, PLUS "If Shub Niggurath is the AO, then the gate in the Sky must be a gate to the Abyss AND Dark Youngs gain etc"? In this way you can play it in both ways

 

 

Sounds good to me, but I'd probably only play it with Shub in that case ;'D

::scratching her head:: don't think there is a way to make everyone's happy ::SIGH:: let's see what Amikezor thinks about this...

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 hey,

sorry for casting confusion all around... my opinion (for all it matters= please do as you like, that is the most important) is that each herald should have one focus. This one has two (one for flying gates and aerial locations and one for shub-niggurath). So you may have two distinct heralds and not just one. However, yo could add a line with "worshippers have the flying capacity", so it can be used with any AO. Though, as I said, please do as you like :-))

for me, it is very strange to see the shub-niggurath monsters flying. They by essence degenerate from druids and celtic creatures. However they also represents the devil and his sabbath witches... who flies.. so be it. ;-)

best

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Julia said:

amikezor said:

 

I was thinking about your herald... gran_risa.gif

 

 

Sign of the changing of times... once a man would have said to a woman "I was thinking of you", now it's "I was thinking about your herald"

(sorry, too fun not to joke a little ::laughter::)

 

happy.gif

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Julia said:

 

::scratching her head:: don't think there is a way to make everyone's happy ::SIGH:: let's see what Amikezor thinks about this...

The fun thing about Strange Eons is that you really don't have to make everyone happy, if they like everything about your herald but one thing they can just make up their own variation to use at their table.

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Veet said:

Julia said:

 

 

::scratching her head:: don't think there is a way to make everyone's happy ::SIGH:: let's see what Amikezor thinks about this...

 

 

The fun thing about Strange Eons is that you really don't have to make everyone happy, if they like everything about your herald but one thing they can just make up their own variation to use at their table.

Yeah, that's very true :-D

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Julia said:

Amikezor, let me think about this for a little (where "a little " could mean more or less 3-4 weeks). I'll mail you some ideas later :-)

please do not worry so much about my personnal deliriums :-). And yeah, sure mail me whenever you feel like it.

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Export it from Strange Eons using the File -> Export command and save it to a place on your computer you wish to store it. This will export a zip file that you should then unpack and upload to an image hosting site such as Photo Bucket. After you have the file hosted you can post it here using the Insert/Edit Image button that can be seen when making a post.

Sorry if you've already done most of this but it's unclear from your posts how far you have gotten in the process.

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I would say the only real runaway power there is tying the terror track to the doom track, you may want to consider a different trigger for raising the terror level. There are some procedural issues with the Henry Bowers power though. You may want to have the rest of the maniacs removed from the cup to prevent confusion during the game of which maniac is which. Also you need to specify at what point the maniac deals it's damage. And by Lurking movement I'm assuming you mean Stalker. I would rephrase that power as follows:

Start of Game: Remove the Maniac monsters from the monster cup and place one on Hibs Roadhouse. Maniacs are Spawn monsters that return to Arkham Asylum when defeated they are also Elusive Stalkers. Investigators lose 2 sanity and stamina when in the same location as a maniac during the Mythos Phase.

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Veet said:

I would say the only real runaway power there is tying the terror track to the doom track, you may want to consider a different trigger for raising the terror level. There are some procedural issues with the Henry Bowers power though. You may want to have the rest of the maniacs removed from the cup to prevent confusion during the game of which maniac is which. Also you need to specify at what point the maniac deals it's damage. And by Lurking movement I'm assuming you mean Stalker. I would rephrase that power as follows:

Start of Game: Remove the Maniac monsters from the monster cup and place one on Hibs Roadhouse. Maniacs are Spawn monsters that return to Arkham Asylum when defeated they are also Elusive Stalkers. Investigators lose 2 sanity and stamina when in the same location as a maniac during the Mythos Phase.

Good idea with the Henry Bowers power.  What if the doom track increases if the terror track increases (the old one is feeding on the town's fright?)  Unless of course the investigators pay the clue tokens.

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Veet said:

I would say the only real runaway power there is tying the terror track to the doom track, you may want to consider a different trigger for raising the terror level.

That's true...  It's doable, but it'd be extremely difficult to deal with that.  You could make the prevention based on discarding clue tokens equal to half the number of investigators rounded down.  You could make that a bit more difficult by requiring the first player to do it, or the investigator with the most clues.  Or you could make the investigator with the most clues discard half their clue tokens to prevent the terror rising.

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Hey, very cool !!!! I love when Kingsport gets its fun back :). Together with the Goat, there are the expansions that to be reworked.

I need extra time to think and comment properly on the mechanics. As a first sight, they look neat.

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Avi_dreader said:

The-Things-in-the-Rift1.png

 

It's great, but some of the wording is confusing... or could be.  Maybe it's just me...  When it says "Add a Doom Token (two for Azathoth)" does that mean immediately when the Doom Track is half full (there should also be a "rounded up/down" for that), or when Flyers move (which it could be considered to be coming right after that part)?  When you say "It can only be reached by passing through the Kingsport Head locations" I assume you're referring to the Strange High House gate, but the way it's worded sounds funny.  Basically, the organization of that whole paragraph could be a lot clearer.

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Grudunza said:

 

Avi_dreader said:

 

The-Things-in-the-Rift1.png

 

 

 

It's great, but some of the wording is confusing... or could be.  Maybe it's just me...  When it says "Add a Doom Token (two for Azathoth)" does that mean immediately when the Doom Track is half full (there should also be a "rounded up/down" for that), or when Flyers move (which it could be considered to be coming right after that part)?  When you say "It can only be reached by passing through the Kingsport Head locations" I assume you're referring to the Strange High House gate, but the way it's worded sounds funny.  Basically, the organization of that whole paragraph could be a lot clearer.

 

 

The half full doom track should be handled in the same way as Martial Law (I would have been more explicit on the card, but it's already packed with text and I didn't want to put any more there).

Heh...  Sorry, I added in that sentence about Flyers at the last minute, didn't quite realize that it'd make the rest of the text ambiguous.  Guh.  Not sure If I'll try to rethink the wording (I've already spent hours and hours on this thing).  Probably or possibly, not sure.  The doom track bump only happens once.  As does bumping down all the investigators in Kingsport Head to the street (it was just to prevent people from waiting up at Strange High House).  Yeah.  I know that paragraph is a pain...  But considering that I got all the text in Infinity breach down to about a quarter of a page from two pages, I think it's a slight improvement ;'D  I might try rewording the card on Monday.  But not on my weekend (it's a real chore)!

Anyway, I'm glad you guys like it.   Now we'll probably get people complaining that Kingsport is too hAaAaaAaaAard ;'D  Eh, probably not.  Anyway, now there'll finally be incentive to make the trek up to the Strange High House ;'D but the question is, will the journey be survived?  This herald was a little inspired by real life mountain climbing horror stories ;'D I figure being eaten by tentacle monsters is the Arkham Horror equivalent of frostbite.

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 If the Doom Track gets half full, an unmoving sealable Gate opens at Strange High House; investigators in Kingsport Head locations go to its street; add a Doom Token, 2 if Azathoth is Ancient One. Flyers in Kingsport move to and from here as if it were the Sky, but never leave Kingsport. The Gate can only be reached moving through the Kingsport Head locations (combat does not end movement in them), ignore other ways.

I think this revised text is clearer?

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