Search the Forums
Options
Keywords search:


Search in Forum...

Search within...

Match...

Antiquity...

Player messages...

Fan Creations
A place to post all of your home brewed material: scenarios, ancient ones, investigators...
Moderator: FFGAntonffgjafferGeckoMack MartinThe Spaniard Topics: 337 | Posts: 9527
Custom Great Old Ones
Published on 15 December 2008 - 15:48:00
Page 2 of 77 (1152 messages) « First page... 1 2 3 4 5 ...Last page »
Reply #16 | Published on 29 December 2008 - 13:18:21
1
4

Tell me if you think this Ancient One is too easy. I recommend a 4 player party in order to defeat it.

http://s548.photobucket.com/albums/ii325/Mykayel_2009/?action=view&current=Azrathan-Front-Side.png

[Just in case you can't tell what it sayis on the sheet]

Worshippers

The cultists that worship Azrathan are turned into creatures. Whenever an investigator must battle a cultist, remove the cultist from the game and replace him with a random monster from the cup.

Life Absorption

During the Arkham Encounter Phase, if there is a gate open, all investigators in Arkham lose 1 Stamina. When this happens, put 1 Doom Token on the Doom Track.

Start Of Battle

Place a Doom Token from this sheet on every investigator sheet.

Attack

Investigators with a Doom Token on them lose 1 Sanity.
Every investigator with a Doom Token on him/her, rolls a die and consults the following chart:

1-3: Lose 1 Stamina.
4-5: Skip your next turn.
6: Remove the Doom Token from your investigator sheet.

You cannot use Clue Tokens to roll any extra dice.

Every investigator that does not have a Doom Token on them must draw 3 random monsters from the cup and battle them.

There is nothing either good or bad, but thinking makes it so.

- William Shakespeare

Reply #17 | Published on 30 December 2008 - 05:45:14
1
7

Mykayel said:

Tell me if you think this Ancient One is too easy. I recommend a 4 player party in order to defeat it.

http://s548.photobucket.com/albums/ii325/Mykayel_2009/?action=view&current=Azrathan-Front-Side.png

[Just in case you can't tell what it sayis on the sheet]

Worshippers

The cultists that worship Azrathan are turned into creatures. Whenever an investigator must battle a cultist, remove the cultist from the game and replace him with a random monster from the cup.

Life Absorption

During the Arkham Encounter Phase, if there is a gate open, all investigators in Arkham lose 1 Stamina. When this happens, put 1 Doom Token on the Doom Track.

Start Of Battle

Place a Doom Token from this sheet on every investigator sheet.

Attack

Investigators with a Doom Token on them lose 1 Sanity.
Every investigator with a Doom Token on him/her, rolls a die and consults the following chart:

1-3: Lose 1 Stamina.
4-5: Skip your next turn.
6: Remove the Doom Token from your investigator sheet.

You cannot use Clue Tokens to roll any extra dice.

Every investigator that does not have a Doom Token on them must draw 3 random monsters from the cup and battle them.

Too easy? Honestly, this guy seems extremely difficult.

There is almost always going to be a gate open, so the investigators are essentially going to spend most of the game in the hospital unless they are all high stamina/low sanity types. This will also hasten the Doom track, but with 15 that shouldn't be the main concern.

Once you finally get to the battle (Which you probably will, with an average of two Doom tokens a turn being added), everyone takes Sanity damage until they can manage to roll a six, so the high stamina guys that slogged through the first half of the game now get the shaft. This can optionally be accompanied with more stamina damage or skipping a turn, depending on how the die favors you. Once you finally get rid of the Doom Token, things actually get worse with having to fight 5 random monsters per turn. And to top it all off he has a -5 combat rating with 15 tokens (minus the number of investigators. Still 11 in a team of 4).

Beastly. Don't get me wrong though, AH needs more 'nigh impossible' challenges. Futility is what drove me here in the first place, hehe.

What's he from? Just curious.

(Semi-)Loyal Minion of Tru'Nembra.

Reply #18 | Published on 30 December 2008 - 05:57:42
1
7

Ok, first an easy one.

[URL=http://img508.imageshack.us/my.php?image=thasaidonfrontsideed0.png][IMG]http://img508.imageshack.us/img508/1916/thasaidonfrontsideed0.th.png[/IMG][/URL]

The mid-length track should give you plenty of time and his abilities aren't too difficult to handle. Even his attack in the final battle should be fine with good draws and he is easy to hit.

(Semi-)Loyal Minion of Tru'Nembra.

Reply #19 | Published on 30 December 2008 - 13:27:11

His doom track is essentially eight...  It's absurdly difficult unless you only have the base set, in which case it's doable.  Maybe.

Reply #20 | Published on 30 December 2008 - 16:36:56

Mykayel: [Just in case you can't tell what it sayis on the sheet]

Mageith: Thanks for writing out the words. My computer takes forever to load those images.

Mykayel: Worshippers The cultists that worship Azrathan are turned into creatures. Whenever an investigator must battle a cultist, remove the cultist from the game and replace him with a random monster from the cup.

Mageith: This is interesting and new.

Mykayel: Life Absorption During the Arkham Encounter Phase, if there is a gate open, all investigators in Arkham lose 1 Stamina. When this happens, put 1 Doom Token on the Doom Track.

Mageith: This is beyond difficult.  Either one of these rules will make the game extremely difficult or impossible and frustrating.  There will almost always be an open gate and the Doom tokens will be coming at almost 2 a turn.

Mykayel: Start Of Battle: Place a Doom Token from this sheet on every investigator sheet. 

Mykayel: AttackInvestigators with a Doom Token on them lose 1 Sanity.
Every investigator with a Doom Token on him/her, rolls a die and consults the following chart:
1-3: Lose 1 Stamina.
4-5: Skip your next turn. 6: Remove the Doom Token from your investigator sheet.

Mageith: So the insanity will continue!  I can't see that you playtested this much.  I think you would have seen the impossibility and futility of the Ancient Ones.  Hey!  Maybe you are puling our legs?

Mykayel: You cannot use Clue Tokens to roll any extra dice. Every investigator that does not have a Doom Token on them must draw 3 random monsters from the cup and battle them.

Mageith: Aaaaaaargh!

Mageith: I think you have enough destruction, insanity and futility for three maybe four Ancient Ones.  Of course, I'm speaking in game turns only.

"Dad, I don't think you understand this game. We're not really supposed to win." said Emily."

Reply #21 | Published on 02 January 2009 - 10:25:41
1
4

 The Message : The boss isn't from another game or anything, I just made him up.

 

mageith : I'm sick of seeing people that say Cthulhu can easily be beaten in a 2 player game. :| So I gave them an Ancient One that would suit thier "skill". I know my Ancient One is almost impossible to beat. Also, as for the parts you think are new, you didn't see anything yet. I'm currently working on new card and sheets that will make the game more intresting and fun. Don't worry, the Ancient Ones will not be impossible to beat, but they will have some pretty original abilities and attacks. I will post them when they are ready. :) I design Board Games just for fun (even made a Resident Evil game that like arkham horror can be plaied solo, but with completely different rules) so I'm good at coming up with ideeas. The only problem is that usualy it takes me a lot of time to come up with something since I don't want to make something that everyone has seen before.

I hope I can bring some new elements to the game to make it more fun. :) Like it when people enjoy games or game elements that I make, and that's more than enough for me. (That's why all the board games/card games I made are free)

 

 

 

 

 

 

 

 

 

 

 

There is nothing either good or bad, but thinking makes it so.

- William Shakespeare

Reply #22 | Published on 05 January 2009 - 06:28:19
0
8

Mageith: This is beyond difficult.  Either one of these rules will make the game extremely difficult or impossible and frustrating.  There will almost always be an open gate and the Doom tokens will be coming at almost 2 a turn.

I agree with Mageith completely here. Basically your generating ~2 Doom a turn as chances are if you've closed all the Gates you've probably won the game by gate closures. Consequently, the Ancient One's Doom Track is essentially eight turns long, plus maybe a couple more if you seal a vital location early or get a monster Surge. That just isn't long enough. Throw in the loss of Stamina practically every turn and you can pretty count out any Stamina 3 Investigators. The game is meant to be a challenge, but if it's too hard it just becomes frustrating - as a player, would you really want to miss every other turn because your Investigator was forever being sent to the hospital? The trick is to make the game tight - if the Investigators lose they should be thinking "if only...", if they win they should be thinking "Sheesh that was close!"

My suggestion is to remove the extra doom Tokens completely and drop your GOO to 12 or 13 Doom. Life Drain can operate in the Movement Phase - Any Investigator who begins their Movement Phase in a neighbourhood with one or more open gates lose one Stamina. This puts extra pressure on Outer World Explorers to close/seal their Gates straight away, but leaves the players more in control of their actions and consequenelty ultimately more responsible for any disaster that befalls them.

As for the attack, why not have each player draw and defeat a monster. This seems to fit your theme and is a lot simpler than rolling a dice to see what happens each time.

Lovecraft Country Horror: A COMPLETELY FREE "big box" expansion for Arkham Horror, exploring the minor locales of Lovecraft's fiction, including a new board, 16 Investigators plus their corresponding Personal Stories, 4 Ancient Ones plus their corresponding Sinister Plots, 10 Generic Plots, 16 Skills, 32 Common Items, 24 Unique Items, 10 Spells, 10 Cults, Guardians, Heralds & Institutions, 16 Music of Erich Zann cards, 76 Leads, 4 Allies, 32 Monsters, a selection of Miscellaneous Cards, 24 New Injuries / Madnesses, 84 Tokens, 54 Mythos Cards, 41 Outer World Encounters & 52 Location Encounters
 

Reply #23 | Published on 05 January 2009 - 13:06:00
1
4

 Ok, here's a new one. Haven't got a chance to try this one out yet, so If you do, please tell me what adjustments need to be made.

Here is what is sayis on the Sheet:

Worshipers:

Cthylla is worshipped by the criminally insane. All Cultist, Warlocks, Witches, Maniacs and High Priests have -2 Horror Rating and a Sanity Damage of 2.

Secret Daughter Of Cthulhu:

Whenever an investigator defeats a Cultist, that investigator receives an Elder Sign token. When an investigator is in an Other World, he can use an Elder Sign token to communicate with Cthylla. That investigator loses 3 Sanity but gains a Clue Token and a Doom Token is removed from the Doom Track.

Attack:

Every investigator must pass a Speed (-3) check or lose X Stamina.

Start Of Battle:

X is changed to the number of gates currently open in Arkham.

There is nothing either good or bad, but thinking makes it so.

- William Shakespeare

Reply #24 | Published on 05 January 2009 - 13:16:19
1
7

Mykayel said:

 Ok, here's a new one. Haven't got a chance to try this one out yet, so If you do, please tell me what adjustments need to be made.

Here is what is sayis on the Sheet:

Worshipers:

Cthylla is worshipped by the criminally insane. All Cultist, Warlocks, Witches, Maniacs and High Priests have -2 Horror Rating and a Sanity Damage of 2.

Secret Daughter Of Cthulhu:

Whenever an investigator defeats a Cultist, that investigator receives an Elder Sign token. When an investigator is in an Other World, he can use an Elder Sign token to communicate with Cthylla. That investigator loses 3 Sanity but gains a Clue Token and a Doom Token is removed from the Doom Track.

Attack:

Every investigator must pass a Speed (-3) check or lose X Stamina.

Start Of Battle:

X is changed to the number of gates currently open in Arkham.

I like this, a lot. Short track, but with a mechanism for slowing it, so it at least encourages players to try for sealing/closing. The final battle looks fun too, 'easy' to kill (relatively) but capable of dealing a ton of damage. I might actually print this one out when I get a chance, even though I hate that whole 'family of old ones' theme that popped up in... Derlethe's(?) writings.

(Semi-)Loyal Minion of Tru'Nembra.

Reply #25 | Published on 05 January 2009 - 13:49:42
1
7

Ok, this one has a bit of a... different end game, should it come to Final Battle.

http://boardgamegeek.com/file/info/38091

Mnomquah would be the GOO obviously, the scenario, monster token and map are all for the Final Battle, as described on his sheet. In short, when he wakes up you put the Horror of the Black Lake scenario in play and move all investigators to the Lake of Ubboth map, placing the Mnomquah monster token in the center (The map is currently having issues, probably because I forgot to upload each location file. The update is currently pending and should be up in a day or so). Gates open up on the outskirts of the map and spew out monsters, which the investigators must battle and close. Meanwhile, Mnomquah's token moves (As a fast stalker) after them and starts kicking tail. Basically, combat with him is started like a normal monster, but you use the statistics on his AO sheet just like a normal final battle (You may still flee, though). The end result is that the endgame is slightly more dynamic, but I'm unsure whether it's harder or easier.

(Semi-)Loyal Minion of Tru'Nembra.

Reply #26 | Published on 05 January 2009 - 16:39:39
1
4

 I just finished reading the AO and the scenario. Good ideea for the "Start Of Battle" and I also like his Attack. Unlike AO's that are annoying because you NEED a gate token not to be killed, this one makes you defend yourself or take damage. Hmm... Thinking about printing this....probably as soon as I get to play with my group. :)

There is nothing either good or bad, but thinking makes it so.

- William Shakespeare

Reply #27 | Published on 05 January 2009 - 18:04:26
1
7

Mykayel said:

 I just finished reading the AO and the scenario. Good ideea for the "Start Of Battle" and I also like his Attack. Unlike AO's that are annoying because you NEED a gate token not to be killed, this one makes you defend yourself or take damage. Hmm... Thinking about printing this....probably as soon as I get to play with my group. :)

Awesome, glad you like it.

(Semi-)Loyal Minion of Tru'Nembra.

Reply #28 | Published on 08 January 2009 - 13:02:04
1
4

You all probably know Hastur, The King In Yellow, by know right? Well...it is my distinct pleasure to introduce you to my new Ancient One. The Half Brother Of Cthulhu, the God of all shepherds, the Ancient One who's shape has never been revealed, brought to you more powerful than ever and with a shiny new look...gentelmen I give you: the one, the only, Hastur The Unspeakable One.

 

Yeah, so he looks nice, but can he DO anything? Well, let's find out:

Power: Investigators are no longer sent to the Hospital or Asylum. If an investigator has 0 Sanity, he must pass a Will(-2) check during upkeep or else commit suicide. If an investigator has 0 Stamina, he only receives 1 movement point during upkeep. If an investigator has less than 0 Stamina or Sanity, that investigator is devoured.

Worshippers: Hastur, Half-Brother of Cthulhu, is worshiped by The Cult of the Yellow Sign. If a Cultist is in a street area connected to a Sealed Gate, move him to that location and remove the Elder Sign Token.

Attack: When Hastur is attacked by a Weapon, the attacking investigator must pass a Speed(-2) Check or lose 1 Stamina for each die he rolled.When Hastur is attacked by a Spell, each investigator must pass a Luck(+1) check or become Cursed.

Start Of Battle: X is set to the current terror level.

 

 

 

 

There is nothing either good or bad, but thinking makes it so.

- William Shakespeare

Reply #29 | Published on 08 January 2009 - 19:19:18
1
7

Mykayel said:

You all probably know Hastur, The King In Yellow, by know right? Well...it is my distinct pleasure to introduce you to my new Ancient One. The Half Brother Of Cthulhu, the God of all shepherds, the Ancient One who's shape has never been revealed, brought to you more powerful than ever and with a shiny new look...gentelmen I give you: the one, the only, Hastur The Unspeakable One.

 

Yeah, so he looks nice, but can he DO anything? Well, let's find out:

Power: Investigators are no longer sent to the Hospital or Asylum. If an investigator has 0 Sanity, he must pass a Will(-2) check during upkeep or else commit suicide. If an investigator has 0 Stamina, he only receives 1 movement point during upkeep. If an investigator has less than 0 Stamina or Sanity, that investigator is devoured.

Worshippers: Hastur, Half-Brother of Cthulhu, is worshiped by The Cult of the Yellow Sign. If a Cultist is in a street area connected to a Sealed Gate, move him to that location and remove the Elder Sign Token.

Attack: When Hastur is attacked by a Weapon, the attacking investigator must pass a Speed(-2) Check or lose 1 Stamina for each die he rolled.When Hastur is attacked by a Spell, each investigator must pass a Luck(+1) check or become Cursed.

Start Of Battle: X is set to the current terror level.

 

Currently, he's far too easy in the final battle. As long as you put down your spells and weapons he can't do a single thing to you. This of course leads to the silly picture of people punching Hastur to death as he lies there helpless. The rest of the card looks nice though, and you could fix the endgame by just adding a more traditional attack in addition to his 'defenses'.

(Semi-)Loyal Minion of Tru'Nembra.

Reply #30 | Published on 08 January 2009 - 19:45:35
2
5

The Message said:

Mykayel said:

 

You all probably know Hastur, The King In Yellow, by know right? Well...it is my distinct pleasure to introduce you to my new Ancient One. The Half Brother Of Cthulhu, the God of all shepherds, the Ancient One who's shape has never been revealed, brought to you more powerful than ever and with a shiny new look...gentelmen I give you: the one, the only, Hastur The Unspeakable One.

 

Yeah, so he looks nice, but can he DO anything? Well, let's find out:

Power: Investigators are no longer sent to the Hospital or Asylum. If an investigator has 0 Sanity, he must pass a Will(-2) check during upkeep or else commit suicide. If an investigator has 0 Stamina, he only receives 1 movement point during upkeep. If an investigator has less than 0 Stamina or Sanity, that investigator is devoured.

Worshippers: Hastur, Half-Brother of Cthulhu, is worshiped by The Cult of the Yellow Sign. If a Cultist is in a street area connected to a Sealed Gate, move him to that location and remove the Elder Sign Token.

Attack: When Hastur is attacked by a Weapon, the attacking investigator must pass a Speed(-2) Check or lose 1 Stamina for each die he rolled.When Hastur is attacked by a Spell, each investigator must pass a Luck(+1) check or become Cursed.

Start Of Battle: X is set to the current terror level.

 

 

Currently, he's far too easy in the final battle. As long as you put down your spells and weapons he can't do a single thing to you. This of course leads to the silly picture of people punching Hastur to death as he lies there helpless. The rest of the card looks nice though, and you could fix the endgame by just adding a more traditional attack in addition to his 'defenses'.

 

 

Why even put down your weapons? Just refocus your Speed so that you roll no dice. You fail the speed check, but don't lose anything.

The struggle to free myself of restraints, becomes my very shackles.

Page 2 of 77 (1152 messages) « First page... 1 2 3 4 5 ...Last page »

© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS