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Oh, alright, stop whining.

Complete Book of Monsters: Pretty good, although you might not want to punish people for failure and make them pay for success. Since the Will check is so difficult, you should remove the 'failure' penalty.

Alien Knowledge: That's fine, although it's not particularly interesting; it's just a sort of super-clue. It needs some sort of 'angle'. You could make it cost sanity equal to the total number of successes (so it'll be 1 if you're using it to make failure into a success, or more if you're using it to try to beat high-toughness monsters).

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Guest Not In Sample

Thanks, although I'd like to keep alien knowledge simple.

A mega blessing and a mega curse:

divineblessingfrontside.jpg

hellishcursefrontside.jpg

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@Admiral142

Everything looks good but I would change the dust, 3 buck to auto remove doom is to good, even that $5 book cost you some skill check and Sanity. Like that other poster said auto insane or something unquie to the dust.

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I suppose special encounters or the result of some custom Herald or Guardian. Although, an interesting idea would be to make the blessing "upgrade" if you get a second blessing, and the same vice versa. So it would follow -

 

Blessings/Effect

3/Divine Blessing and Blessing

2/Divine Blessing

1/Blessing

0/None

-1/Curse

-2/Hellish Curse

-3/Hellish Curse and Curse (Yikes)

Probably makes the South Church's ability way too powerful, though.

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:'( now the pack of smokes is too weak (why not just get a Whiskey instead).  How about having it restore two sanity, or you could have it place stamina tokens on it, to signify multiple cigarettes :') three uses perhaps (Silver Trumpet plus lung cancer).

The madness and injury cards are cool in theory, but a little meh in practice.  If you had them reduce the investigator to one sanity or one stamina (respectively) after they were aquired ;') well, I'd find that a bit more interesting (It'd basically force an injured investigator to spend another turn— assuming they had four bucks).  Plus it would deal with one of my main complaints about the injury/madness decks (how they allow investigators to circumvent paying for healing).

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MrsGamura said:

 

 I like the theme but the replace encounter cards should be discarded after use, etc

 

 

For what it's worth, I don't agree with MrsG about this. All three of the gambling ones seem fairly harmless, and I think they're the sort of thing you'd only do if you got stuck in the street (after fighting a monster, for example). It's not like any of them can be usefully used to 'farm' money anyway since they're too unreliable.

Wilbur Whateley's Journal is a bit odd though. When exactly can you use it? Shouldn't it be "Exhaust when you enter combat" rather than before? 'Before' kinda implies that you can do it earlier, and then if something prevents you entering combat (for example, you fail the evade check against an elusive monster, or someone else gets rid of the monster) then you'd be left wondering when to discard the spell.

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Anahera is a custom guardian that I made.  It's in the forums under Custom Guardians.  I have changed a few of the cards though, so I might post an update.  I also added the Matins ability and the Southchurch dual encounter ability, as was suggested in the forums.  Thanks for the feedback!

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More junk to play with!

Sniper-Rifle.jpgLouisville-Slugger.jpg

I'm interested to see what people think of the sniper rifle.  It's a concept I've seen in other games, but not yet in Arkham Horror.  Constructive criticism is welcome!

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Hmm I don't like the Sniper Rifle:

It costs far more than the Shotgun, and doesn't grant the same lethality: of course, there's a *slight* chance you'll keep rolling an endless chain of 6's, but that's not a point.

I'd still prefer the Shotgun and the 6= double success mechanic.

So, I coud some advice for you:

1) rule it like a shotgun: +5 to Combat check, 6's = double success, $8 value.

or

2) just rule it like "when using Sniper Rifle in combat, you may exhaust it to use Sneak instead of Fight". (Yes, this also means that you don't have to exhaust it if you use it with Fight). For a +5 bonus, I'd just price it $7.

Also, try using the following image: it's better than a real photograph gui%C3%B1o.gif

 

Call of Cthulhu CCG - Sniper Rifle

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Re: the sniper rifle.

The idea of 'chain successes' is a good one, but saying "this affects bonus dice rolled as well" is almost superfluous. Because a) it's not very likely to get extra successes, and b) if you want to make it likely, you need to be rolling so many dice that your original roll will probably generate enough successes to kill any known monster anyway.

What I'd do is this: make it two-handed +3, and give it the same ability except it triggers on any success.

"Any phase: Whenever you roll a success on a combat check with Sniper Rifle, roll an extra die. This ability also applies to the results of bonus dice."

That makes it a really good weapon - equivalent to the shotgun, or better. It probably needs to cost $7 or even more.

The alternative is to do what Gott suggested and incorporate sneak in some way. Using sneak instead of fight is an interesting idea for a weapon. Or the ability could instead be "Any phase: If you score at least one success on a combat check using Sniper Rifle, you automatically pass any Evade checks against the same monster." So basically, as long as you don't screw up too badly, you can get out of the combat unscathed.

 

Re: the Louisville Slugger.

Nice idea, but undead monsters are rare and most of them have phys resistance or immunity. (I have this problem with undead-related official cards too, like the Cross and the Musician). The bonus against undead should be even better, or it should also affect some other category of monsters, just so it's worth buying the item.

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A +3 Rifle wouldn't make much sense to a gun nut like me.

Would it be a .22 pea gun??

If we consider the standard rifle in the game, chambered for a -say- .30-06 round, the bonus would just be the same. With some bonus added.

Of course, I'd be among those people yelling "Shut the **** up Gott and let us just play", so, I will. sorpresa.gif

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Gott said:

A +3 Rifle wouldn't make much sense to a gun nut like me.

Would it be a .22 pea gun??

If we consider the standard rifle in the game, chambered for a -say- .30-06 round, the bonus would just be the same. With some bonus added.

Of course, I'd be among those people yelling "Shut the **** up Gott and let us just play", so, I will. sorpresa.gif

 

The combat bonus doesn't just reflect the amount of damage the bullet does; it also reflects how easy it is to get that damage through in combat. There's no seperate 'to hit' and 'damage' rolls in AH, so a low bonus can also reflect the fact that the weapon is much harder to use properly. Serious marksmanship is required in order to get any advantage out of it.

Anyway, +4 would be closer to what a normal rifle does in AH, and probably wouldn't be that broken - although the price really would need to be high.

 

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I like the idea of using sneak for the attack, and that picture is much better, Gott.  I looked for a decent picture for that card for about a half hour.  I was searching for an authentic 1926 firearm.  That one is a Springfield 03, however, I like the pic you put up better.  :) 

Something else I'd like to try is an item or ability that lets you pick off monsters in the outskirts.  I mention it because I was originally going to the sniper rifle as something like that.  It would be something like:

Movement: Exhaust to make one Combat check against a monster in the outskirts.  If you defeat the monster, you may not claim it as a trophy. No other card may be used on this check.

Or something like that.  I was going to give the big game hunter an ability like that. 

As far as the Lousville slugger goes, how about giving it the extra bonus agains Mask monsters?  Wait, I think I have it.  It could give that +4 vs Undead and monsters with the Cross/R'leyh dimensional symbol.  What do you think?

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Uhhh the Outskirts thing is a very nice idea indeed!

Maybe you could tweak it by allowing such use only  in the Uptown Area? (Just a random suggestion).

Hmmm how about a

+4 to Combat Checks

Movement: exhaust and spend 1 Movement point to make one Combat check vs. one monster in the outskirts. If you fail, nothing happens. (I'm not sure about the "you can't claim it as a trophy": I agree it would make sense, but it would also eat too much text space on the card).

 

The "Sneak instead of Fight" idea came not just for tematic sense, but also 'cause it really gives the idea of "hide and wait (so you don't move much), spot & study your target (which allows you to keep a high Will), but also be prone to sudden, close attack (high will = low fight).

I'll try both options in my next games.

I'll tell you about then :)

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Ok, first the revisions.  I have two revisions of the sniper rifle, and one of the louisville slugger.  I look forward to seeing which everyone likes better!

Sniper-Rifle2.jpgSniper-Rifle3.jpgLouisville-Slugger2.jpg

And this is my new stuff.  I'm still looking for a way to make that string of successes idea work.

Napalm-Launcher.jpgThe-Good-Book.jpgWedding-Band.jpgWallet-Photo.jpg

I can't figure out at what price to put the wallet photo. Also, I couldn't find any official cards with an ability like the wedding band where it doesn't cout toward your number of items.  I don't remember if there are any or not.  I just want to get the wording right.   I look forward to critiques!

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Hmmm Both the Sniper Rifle versions are good.

Maybe the "usea Sneak instead of Fight" could apply to another weapon (I dunno, a Garrote maybe? or some Ninja-style shurikens?), should you want to "recycle" the idea.

I'm starting to like the Outskirts effect better, though I's still allow claiming the monster as a trophy. Also, I'd add that "if you fail, nothing happens": there would be no sense in being damaged after failing!

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