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dkw

Custom Monsters

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dkw said:

Jabberwock2.jpg

Playing-Card-Soldiers.jpg

Some Wonderland inspired monsters.

Where do the Playing Card Soldiers appear?  And do you mean to say that they get weaker the more monsters are at their location or stronger?  Currently, them being at a location with a mask would make them do 2 damage with a +0 combat modifier.  Did you mean to say -1 Combat Modifier and +1 Damage?

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The playing cards are just there to add to the monster cup if people want them.  If I, or someone else, can create a decent Queen of Hearts Ancient One, they could use them.

Yes, you are right, it should be -1 Modifier and +1 Damage.

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dkw said:

The playing cards are just there to add to the monster cup if people want them.  If I, or someone else, can create a decent Queen of Hearts Ancient One, they could use them.

Yes, you are right, it should be -1 Modifier and +1 Damage.

How can people add printed out monsters to the monster cup and give them a realistic feel when you're grabbing for monsters?

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dkw said:

The playing cards are just there to add to the monster cup if people want them.  If I, or someone else, can create a decent Queen of Hearts Ancient One, they could use them.

Yes, you are right, it should be -1 Modifier and +1 Damage.

For the picture, if you choose ot do it :')

http://www.medusasworld.nl/acts/queenofhearts1.jpg

It's a bit small...  But if it's enlarged and run through a blur filter on Photoshop it shouldn't be a problem.

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You could add monsters from an expansion that you aren't using to represent them; so when you draw that expansion monster you replace it with a printed monster.
Although expensive, you can purchase card stock paper for a printer, both for card type and cardboard token type needs.
You could also make something up like, "When (insert event) happens (insert number) of times, use the printed monster."  Example: Every 10th monster is a printed monster.  OR  Use a printed monster as one of the Monster Surge monsters.

Custom content isn't easy to incorporate when it is something like Monsters, Items, Cards, etc., but it can be done with a little thinking.

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Avi_dreader said:

dkw said:

 

The playing cards are just there to add to the monster cup if people want them.  If I, or someone else, can create a decent Queen of Hearts Ancient One, they could use them.

Yes, you are right, it should be -1 Modifier and +1 Damage.

 

 

How can people add printed out monsters to the monster cup and give them a realistic feel when you're grabbing for monsters?

Just take the first things you grab and be sure to keep it in an opaque container. It's been working well for me so far.

Alternatively, you could just create two monster cups and either alternate between them or roll to see where you draw from.

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Avi_dreader, I've been asking myself that same question about creating realistic-feeling monster tiles.

Previously, I simply printed both sides together, laminated, folded over and taped together.  As long as you dive into the monster cup and pull the first thing you touch, it's a tolerable system.

Recently I've been looking for heavy-pressed cardboard.  My plan is to print the fronts and backs separately on sticker sheets and apply them to the cardboard, since there is no way a home printer will accept 3mm-thick sheets.  No luck at Staples or Office Depot.  If no suitable options arise, I will experiment with layering sticker sheets.

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You might want to try Photography stores, and maybe Hobby Stores as well when looking for the cardboard.  Specialty printer stores should also be on your list of places to look.

My printer, which is almost 10 years old with double sided printing capability, can print fine on non-corregated cardboard of 3mm.  It has a built in paper flip device, so you may want a printer like that.

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Here is my favorite monster from the Monster in My Pocket series 1990's. The pic is actually of the toy so it really doesn't fit AH, but I just think he looks cool. If I played him I would use a different pic.

Basically he is a huge lazy scaly monster who eats anything that gets in his way. Investigator Kibble and Bits: yum.

Behemoth-Front-Side.jpg

Behemoth-Back-Side.jpg

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Aside from it just being a Monster, there is no Incentive to battle the Bringer of Apocalypse.

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there is no incentive to defeat most of the monsters in the game what's your point? the bringer is pretty easy to kill.

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The point is that no one is going to even consider using it.  Beat it or lose the game.  Toss into the "ignore bin."

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kroen said:

dagonfrontside.jpgdagonbackside.jpg

bringerofapocalypsefron.jpgbringerofapocalypseback.jpg

I love Dagon mechanically, but I hate that you reduced him to mere monster status. I am torn.

Anyways, Bringer of Apocalypse is really cool, if a bit easy to kill, or even just escape. Give it a -1 evade check to make it a viable threat and I'll be a happy gopher.

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Well I don't want an investigator that isn't ready to meet with the bringer in an encounter. Sure he's easy enough, but if you have a low fight investigator with no weapons (not so uncommon) I don't want the game to just be over, so I gave him the possibility of escape.

Also yeah, I didn't know Dagon was suppoused to be an Ancient One, sorry about that... forgive me Dagon

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Then it would be better if the monster is used with a Herald or Ancient One instead of being drawn out of the Cup.

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dkw said:

The point is that no one is going to even consider using it.  Beat it or lose the game.  Toss into the "ignore bin."

Wouldn't it make an annoying random encounter though? ;'D

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kroen said:

Well I don't want an investigator that isn't ready to meet with the bringer in an encounter. Sure he's easy enough, but if you have a low fight investigator with no weapons (not so uncommon) I don't want the game to just be over, so I gave him the possibility of escape.

Also yeah, I didn't know Dagon was suppoused to be an Ancient One, sorry about that... forgive me Dagon

Eh, I suppose. Most random monster encounters seem to show up in otherworlds (Or certain locations in town), so I see no problem in penalizing those who try to combat the mythos unprepared.

Maybe just rename the monster? Some sort of Deep One High Priest (Though not that, as it could be a monster in Innsmouth) or other synonym. Maybe even 'Herald of Dagon'. It's too cool a monster to let a simple irritation (On my part) push it aside.

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Avi_dreader said:

dkw said:

 

The point is that no one is going to even consider using it.  Beat it or lose the game.  Toss into the "ignore bin."

 

 

Wouldn't it make an annoying random encounter though? ;'D

It could be part of an awesome Other World encounter, e.g., "The Abyss: The Bringer of the Apocalypse appears!"

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It's a good concept, just needs to be a lot less harsh. The benefit of an ability like that is that it creates a pleasing sense of dread about what will happen if the dice roll fails. "Oh God, oh God, he really needs to pass this combat check..." is suspenseful and fun (I think so anyway).

However you don't need it to be anywhere near as extreme as 'losing the entire game' to create that effect. It could simply add a Doom token when you fail the combat check - which would make sense with the concept of what the monster is meant to be, and still make it one of the more dramatic random monster encounters. You could make it instantly awaken the Ancient One (thus still giving the investigators a slim chance of victory) but it's still a fairly arbitrary and unsatisfying way of cutting the game short.

dkw has a point. Why would anyone use it, in its current form? Maybe if I had a butler who packed and unpacked the game board and cards for me, I wouldn't mind the game being randomly ended on turn two...

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thecorinthian said:

It's a good concept, just needs to be a lot less harsh. The benefit of an ability like that is that it creates a pleasing sense of dread about what will happen if the dice roll fails. "Oh God, oh God, he really needs to pass this combat check..." is suspenseful and fun (I think so anyway).

However you don't need it to be anywhere near as extreme as 'losing the entire game' to create that effect. It could simply add a Doom token when you fail the combat check - which would make sense with the concept of what the monster is meant to be, and still make it one of the more dramatic random monster encounters. You could make it instantly awaken the Ancient One (thus still giving the investigators a slim chance of victory) but it's still a fairly arbitrary and unsatisfying way of cutting the game short.

dkw has a point. Why would anyone use it, in its current form? Maybe if I had a butler who packed and unpacked the game board and cards for me, I wouldn't mind the game being randomly ended on turn two...

Double doom tokens :')

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thecorinthian said:

It's a good concept, just needs to be a lot less harsh. The benefit of an ability like that is that it creates a pleasing sense of dread about what will happen if the dice roll fails. "Oh God, oh God, he really needs to pass this combat check..." is suspenseful and fun (I think so anyway).

However you don't need it to be anywhere near as extreme as 'losing the entire game' to create that effect. It could simply add a Doom token when you fail the combat check - which would make sense with the concept of what the monster is meant to be, and still make it one of the more dramatic random monster encounters. You could make it instantly awaken the Ancient One (thus still giving the investigators a slim chance of victory) but it's still a fairly arbitrary and unsatisfying way of cutting the game short.

dkw has a point. Why would anyone use it, in its current form? Maybe if I had a butler who packed and unpacked the game board and cards for me, I wouldn't mind the game being randomly ended on turn two...

Yeah that's true.  I'm just glad to see more custom monsters, which IMO we need a lot more than custom investigators.

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