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What is a gaurdian?
"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown." -H.P. Lovecraft
I don't actually have the expansion for Guardians yet, but felt like making nothing but investigators could get boring quickly. Thats why I made this. Tell me what you think but please bare in mind I haven't played with any yet, so don't really know what to expect :P

The larger file can be found here: javascript:void(0);/*1285674265228*/

Custom AH Content @ http://ebonrook.blogspot.com
this sounds like a very strong positive effect on the game, especially cost of spells reduced by 1...
maybe you should consider remove this effect.
The general idea was an "Easy Mode" for new players really. As I have noticed that with some of my friends, the first thing they wind up doing is spending a lot of their sanity really quickly with spells and such. I wanted to make it a little easier on them whilst they get more used to the game.
Custom AH Content @ http://ebonrook.blogspot.com
Here is Anahera, a Guardian I made a while back. I'm reposting her because I made Azrael who is meant to be her counterpoint for Avi's heraldify your guardian thread. I'll see if I can include the card deck in this post also, but if not, mebbe a link. We'll see how it goes... :)

Here is a link to the deck, you would print 2 copies of each card (sorry it's upside down, you can use Adobe to flip it over):
javascript:void(0);/*1301261627140*/
My advice is worth about as much as you paid for it!
My first stab at a Guardian, Cthulhu's benevolent brother Kthanid.

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I'd say ineretsting, but pretty much insanely overpowered.Especially the final fight thing. Removing 4 Dooms is HUGE against many Goos
doubleatotheron said:
So, scale it down a bit? 2 Doom Tokens?
Yeah (I don't usually comment in this thread though). Also, clarify if more than one investigator can use it. I.e. if only one say, "Only one investigator can choose to be devoured," or something.
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Bloody FFG keeps stealing my avatars…
Maybe the doom tokens removed should equal the number of seals you have on the board. Sure this could be 4 or 5, but it could easily be less - especially against turbo GOOs with low Doom tracks. Also this means the effect is then dependent on how well the Investigators have actually played.
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
What about lowering the number of successes required to remove a doomer by one, in case there are at least three investigators in the party? In case of two (one) investigators, remove two (one) doomer at the start of the final battle.
We have dragged Reason from her throne and set in her place the Empress of Dreams [Liber Endvra]
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I think Julia's suggestion is nice. As it is now, it is too strong. (especially if more than one investigator can volunteer for the sacrifice). I do not know if someone would ever activate the first part.
What about, you sacrifice your gate trophy and roll a die. on 3-5, you get 2 clues, on 1-2 you are cursed... sounds like more of a challenge.
The same logic could apply to the elder sign (which I found already very powerful, there might be not need to make them even more powerful) and even for the ultimate sacrifice :)). You can try something 2/3 it will be positive but in 1/3 it is worst ...
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