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ThorGrim2

Custom Great Old Ones

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 Hoo boy...  Okay, I'll try to take another look at Byatis and Arwassa within a week or so (Arwassa says "horror save" instead of "horror rating" and it might be a bit more potent to make it so that it's if an investigator begins a turn in an unstable location the ability is activated— that way it'd be triggered after the closed gates).

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 Here's a guy I came up with randomly, pulled from the obscurities of my other-other hobby, toy robot collecting.  He's got a lot of text and might be hard to read, but for some reason Strange Eons won't let me Copy and I don't have time at the moment to retype it.  If needed, I'll post it later.

Violen Jiger

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Agh fwiffo, someone else has the same avatar, so confusing ;.(

re: the custom creation, there's waaaay too much text there.  Not to say that it isn't interesting.  You'd probably be better off having a separate text only print out (like I did with my Nyarlathotep variant), otherwise you're going to have to make a jumbo oversized printing for this AO.

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You could probably save a fair amount of space by refering to Violen Jiger's Generals simply as Generals. Also you could save a bunch of text and a little time by just using Masks as the generals instead of having the draw sequence in the beginning, Masks already tend to be on the tough side so you wouldn't need the clause about no horror rating or one toughness. Just my opinion though if it doesn't fit theme you don't have to follow.

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 Not going to put them back up here again, but just wanted to let everyone know that the slightly revised version of Barganon / B-Rex are available from the links in my signature.  Just changed the wording of the power to what Avi and I discussed.

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Veet said:

You could probably save a fair amount of space by refering to Violen Jiger's Generals simply as Generals. Also you could save a bunch of text and a little time by just using Masks as the generals instead of having the draw sequence in the beginning, Masks already tend to be on the tough side so you wouldn't need the clause about no horror rating or one toughness. Just my opinion though if it doesn't fit theme you don't have to follow.


The thing I liked about the idea was that you'd be facing completely different General's every game.  I can definitely pull off some of the flavor text to shrink it a little, and I might remove the 'no sanity or damage' requirement, as I can't think of any monsters offhand that would fit that and the two-life requirement.

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Yeah, I like how the Generals work, and that they're different monsters each game.  One concern is keeping track of them as Spawn monsters, to remember which is which compared to the other monsters on the board.

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Master Fwiffo said:

 


The thing I liked about the idea was that you'd be facing completely different General's every game.  I can definitely pull off some of the flavor text to shrink it a little, and I might remove the 'no sanity or damage' requirement, as I can't think of any monsters offhand that would fit that and the two-life requirement.

Tcho-Tchos fit that. They are the only ones though.

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Veet said:

 

Master Fwiffo said:

 

 


The thing I liked about the idea was that you'd be facing completely different General's every game.  I can definitely pull off some of the flavor text to shrink it a little, and I might remove the 'no sanity or damage' requirement, as I can't think of any monsters offhand that would fit that and the two-life requirement.

 

 

Tcho-Tchos fit that. They are the only ones though.

 

 


Went and looked them up (as their in a set I don't have yet).  It's not terrible to not have sanity damage - I was worried I was missing something like a beefed up Dimensional Shambler who whisks people off to Time and Space instead of doing damage.  In that case, I think I'm happy with the current version, unless people have other comments.

 

-edit-

Oh goldang it, the Yithian...

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Avi_dreader said:

Go to your photobucket image, copy the "direct link," click on the yellow insert/edit image icon on the toolbar here.  Copy paste the URL there, then hit okay (you can figure out how to adjust the size so it won't overlap later.

Thanks. I appreciate that. I'll try it next time I create any custom content.

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 Here be the slightly revamped Orr'Tonok. Though the whole "street location closed for 2 turns" seems a bit of a....shall we say inconvenient mechanic, it is essentially the idea I had when making him. Hell I can say I wanted to make him a tad unfair simply because he is a burrowing creature (hence the reason why there is a picture of Shudde'Mel for the image).OrrTonok-1.jpg

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Daoloth, revised.

After play-testing my version of Daoloth, I realized the Ancient One was extremely difficult to defeat, even for a group of five players. Most turns, at least two gates would be opened (sometimes three if a cultist was placed with a new gate), which made it hard for players to even close all the gates before Daoloth awakened. Here is my revised version of Daoloth:

Daoloth_revised.jpg

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 @ Jetraptors I would just flip over the cultist rather than return it to the cup.  This ability is likely to be very weak, since locations with gates in them override closed (so you can enter a gate on a closed location), and if a cultist is in the street, it will be extremely easy to kill (so that it's ability will never activate).  You should also make them elusive to make killing them harder.

That's what I'd do anyway.  Otherwise you have a bunch of rules text that's easy to circumvent by a bit of strategy.

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Introducing Polypous Magnus, the father of all Flying Polyps. These beings are no longer content to remain in their undergound basalt cities. Now, they seek to claim the Earth as theirs!

Polypous-Magnus-Front-Face.jpg

Polypous Magnus shares a few traits with Ithaqua, but is slightly stronger. The image comes from Call of Cthulhu: Dark Corners of the Earth.

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jeremyj621 said:

Introducing Polypous Magnus, the father of all Flying Polyps. These beings are no longer content to remain in their undergound basalt cities. Now, they seek to claim the Earth as theirs!

Polypous-Magnus-Front-Face.jpg

Polypous Magnus shares a few traits with Ithaqua, but is slightly stronger. The image comes from Call of Cthulhu: Dark Corners of the Earth.



There's only one Flying Polyp.  Consider making it a spawn monster and giving it some way to keep reappearing on the board.  Otherwise you're likely to never see it with this.

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Avi_dreader said:



There's only one Flying Polyp.  Consider making it a spawn monster and giving it some way to keep reappearing on the board.  Otherwise you're likely to never see it with this.

 

Or place the Flying Polyp on the sheet and make cultist a copy of it.

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Veet said:

Avi_dreader said:



There's only one Flying Polyp.  Consider making it a spawn monster and giving it some way to keep reappearing on the board.  Otherwise you're likely to never see it with this.

 

 

 

 

Or place the Flying Polyp on the sheet and make cultist a copy of it.



Yeah, that'd be a really easy and fun fix.

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Avi_dreader said:



There's only one Flying Polyp.  Consider making it a spawn monster and giving it some way to keep reappearing on the board.  Otherwise you're likely to never see it with this.

 

You make a good point. Here's my revised version of Polypous Magnus:

PolypousMagnus_revised.jpg

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jeremyj621 said:

Avi_dreader said:



There's only one Flying Polyp.  Consider making it a spawn monster and giving it some way to keep reappearing on the board.  Otherwise you're likely to never see it with this.

 

 

 

 

You make a good point. Here's my revised version of Polypous Magnus:

PolypousMagnus_revised.jpg


Don't make it endless, make it Spawn.  That way it can't be taken as a trophy (and it won't count against the monster limit, otherwise it won't be able to appear when you are at the monster limit).

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