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updated the institution. you can heal life but must stop by and then take a cult membership. Also added a new one if a monster surge occurs.
Amikezor,
I really like this one. It seems to me a very good fix for many problems of the past. Well done.
We have dragged Reason from her throne and set in her place the Empress of Dreams [Liber Endvra]
Custom Arkham Horror material / Arkham Horror Fan Creation League Scenarios
I suck at finding images on the internet, (All I wanted was a painting of a businessman behind a desk with some shadowy figures faintly visible in the background... I should have asked for sharks with frikking laser beams!) so you just get the text.
Two Institutions concerned with money and finance. One Mythos compliant and one Mythos defiant...
NEW WORLD INDUSTRIES
Arms Dealing
All Cultists and Tcho-Tcho have their Stamina damage increased by one.
Corporate Buy-out
All costs are increased by $1. Investigators receive a -1 penalty to all rolls to maintain Retainers or pay back Loans.
Fear is Good
Whenever the Terror Level rises, return double the number of the Allies to the box.
ARKHAM CHAMBER OF COMMERCE
Bountiful Supplies
Whenever an Investigators has the option to purchase items, they draw one additional item and then discard one of their choice.
Financial Security
Stores shut at one level higher than they normally would on the Terror Track.
Tourist Investment
Invetsigators may pay $3 at the Train Station to purchase a Rail Pass.
Favourable Returns
Investigators may discard one Gate or 5 Tougness worth of monsters at the Bank to gain a Retainer.
Merchants against the Mythos
Investigators receive a +1 bonus to all Skill checks made in the General Store, Curiositie Shoppe, Ye olde Magick Shoppe, Neil's Curiosity Shop, the 1st National Grocery Store and the Merchant District Streets.
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
I like those a lot. I was going to make something for a "financial institution", much like the second one. Hopefully you can find some good pictures.
Without Signature
Grudunza said:
Another institution idea... I borrowed the "Commitments" mechanic from the Church institution. Not sure if a Curse is as appropriate a penalty for that, but anyway...
I don't normally comment on guardianish type creations, but I did want to point out that Friends Stick Together is a broken ability. It will allow you to take out any monster on the board easily, probably even The Dunwich Horror (free Elder Sign, no). It will completely ruin combat. If you wanted to make it +1 to all checks on a shared location or shared neighborhood, that would be okay though.
The Arkham Horror Fan Creation League
Bloody FFG keeps stealing my avatars…
Yup, you're right. Just a first thought... trying to do something a little different (and stronger) than the similar Relationship.
Without Signature
Updated (should reflect above soon).
I also changed "Commitments" so the penalty is 1 Sanity loss and being delayed. Seemed like a better fit than being Cursed. Thematically, you remember something you were supposed to take care of back at Home, or something important you missed out on (kid's baseball game), and it drives you a little crazy.
Without Signature
Grudunza said:
Updated (should reflect above soon).
I also changed "Commitments" so the penalty is 1 Sanity loss and being delayed. Seemed like a better fit than being Cursed. Thematically, you remember something you were supposed to take care of back at Home, or something important you missed out on (kid's baseball game), and it drives you a little crazy.
The Arkham Horror Fan Creation League
Bloody FFG keeps stealing my avatars…
Avi_dreader said:
Grudunza said:
Updated (should reflect above soon).
I also changed "Commitments" so the penalty is 1 Sanity loss and being delayed. Seemed like a better fit than being Cursed. Thematically, you remember something you were supposed to take care of back at Home, or something important you missed out on (kid's baseball game), and it drives you a little crazy.
My presumption was that you had a very clingy family who practiced voodoo.
Ha, no doubt.
Without Signature
Avi_dreader said:
I can safely say from first hand experience that a family of Baptists can be just as sanity draining.
Baby's have a lot in common with the Great Old Ones. They spend most of their time sleeping, when they aren't sleeping they scream and eat a lot, and when people look at them they start babbling like the insane.
Veet said:
Avi_dreader said:
I can safely say from first hand experience that a family of Baptists can be just as sanity draining.
::Laughter:: lose one sanity if you stay away, lose two if you go.
The Arkham Horror Fan Creation League
Bloody FFG keeps stealing my avatars…
I updated the Cult of the Thousand institution. Now its trigger is linked to cultists and it can give you corruption.

Baby's have a lot in common with the Great Old Ones. They spend most of their time sleeping, when they aren't sleeping they scream and eat a lot, and when people look at them they start babbling like the insane.
Nice move.
Though, will it ever happen that the investigator did not killed the cultist at the encounter phase ? Why not doing this instead of having a combat with a cultist.
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