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A place to post all of your home brewed material: scenarios, ancient ones, investigators...
Moderator: FFGAntonffgjafferGeckoMack MartinThe Spaniard Topics: 333 | Posts: 9503
Custom Monsters
by dkw
Published on 24 February 2009 - 05:46:32
Page 3 of 13 (187 messages) « First page... 1 2 3 4 5 ...Last page »
Reply #31 | Published on 07 April 2009 - 13:24:32

And the official ruling of the Hound says that if no Investigator is at a Non-Street Location, the Hound does not move.  Same goes for Flying Monsters and no Investigators in Street Areas.

Dark Druid also specificlly says that it is treated like a Cultist.

I see through the lies.
Why?
Because I have crossed through the veil long ago,met the one whom called my name.

And, with that, he falls.

Reply #32 | Published on 07 April 2009 - 13:40:30
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But the Hound does have a special movement condition. Mine does not. And the "treated as a cultist" is for the purposes of ancinet ones worshippers ability.


Reply #33 | Published on 07 April 2009 - 18:21:58
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You're both right (well, sort of, anyway). The wording from the v1.1 Rulebook is:

"Unique (Green Border): Monsters with unique movement (such as the Hound of Tindalos) have special movement abilities listed on the combat side of their monster markers. Turn such a monster marker over and follow the instructions there."

Based on that, having a green border does NOT explicitly immobilize the monster - it just doesn't tell you what to do. Dark Druid is probably the only case in which they really drop the ball here. For Cthonians, the Dunwich Horror and Colours Out Of Space, it doesn't matter what form the movement would take because the special ability occurs instead of the entire movement. For the Werewolf and the Hound of Tindalos, the back of the marker tells you exactly what to do.

Black-bordered movement is presumed to be the normal type, and the rulebook is phrased in a way that seems to set this as the 'standard' for all monster movement, then describes the other border colours in terms of them being exceptions. The Dark Druid seems to assume this too, so if you think that's ok, I think it's ok for this new custom monster to make the same assumption.

P.S. The fact that Dark Druid is treated as a Cultist does not make it a black-bordered monster, any more than being a Cultist changes its movement symbol from hex to crescent.

 

 

Reply #34 | Published on 08 April 2009 - 14:11:23

I see through the lies.
Why?
Because I have crossed through the veil long ago,met the one whom called my name.

And, with that, he falls.

Reply #35 | Published on 08 April 2009 - 15:59:44

The Chaos Spawn is awesome!  I see you're breaking out the Magic cards a lot lately.  ;)  You'd have to make sure you had a sanity loss preventer in case the roll came up 3 or more...

Even though the Lurking Terror works fine, it would be simpler if it was black bordered.  The text on the back would still apply, just like how you put text on the back of Undead Army.  No real reason for it to be green.

And please please get a different picture for the Mondra! ;)

No one, not even you, can know your true potential if you are not harshly tested.

Reply #36 | Published on 09 April 2009 - 01:54:26

MrsGamura said:

 

Was wanting to make everything Random on this guy but that might have been a little crazy.

I'm not sure I like monsters that Give you injury/ madness it is different though so that good!

 

What card was that?  Cosmic Horror?

Reply #37 | Published on 09 April 2009 - 09:27:53

Yeah, lol I think it was like 7/7 First Strike.  :p

No one, not even you, can know your true potential if you are not harshly tested.

Reply #38 | Published on 09 April 2009 - 09:59:28

Couldn't resist this one.  Better be quick enough to stand back when you kill him! ;)

And how can we have aquatic creatures without the Sirens?

No one, not even you, can know your true potential if you are not harshly tested.

Reply #39 | Published on 09 April 2009 - 10:58:21
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Boomer is great!

...but here's my usual list of nitpicks: in many situations it's ambiguous how you resolve the ability. For example, it doesn't work in Other Worlds, and it's unclear what you do if there are a lot of monsters equally near to you. It also clashes a bit with some special monster movement abilities, and it will move monsters that are ordinarily immobile. So how about this version instead:

"You when fail an Evade or Horror check against Boomer, a monster surge occurs."

That's not quite the same effect but it would be in the same spirit I think. You could make the Evade/Horror checks -2 instead of -1, just to make things interesting.

Siren is fine, except that it doesn't give you any way of remembering that your maximum sanity is one point lower than the number on your card. One of the Golden Rules of AH is that there's always a card or a marker on the table for any on-going effect (except for that stupid Dunwich Black Man encounter thing, for some reason). You could try something like:

"If you fail a Horror check against Siren, your maximum Sanity is reduced by 1. Place a Doom token on your investigator sheet to indicate this."

That's a bit flimsy but at least there's something there. You could use the monster marker itself as the indicator of the reduced sanity, but then it can't be that AND a trophy, and also there's probably not enough space on the marker to explain. That idea does suggest a variation on the ability, though: "While you have this monster marker as a trophy, your maximum sanity is reduced by 1." That's an interesting dilemma.

Reply #40 | Published on 09 April 2009 - 14:27:14

Very nice feedback, thanks!

I can add "in Arkham" to clarify that the Boomer's ability doesn't matter in OW.  I don't really mind that it will move monsters that normally couldn't.  And every situation in the game where there's a tie, first player decides if everyone can't agree.  That's all over the rules.  The monster surge variation is actually really cool though.  It is certainly in the spirit, although I think I'd rather have both!  The Boomer makes the most sense with the ability the way it is, and I don't think the issues you raised are a big deal.  So I'll use the monster surge ability for a new monster instead!  :D

It's also kind of funny that you mention the Siren not giving you a way to track your maximum Sanity.  Neither does Cthulhu or Mythos Lore, which are probably the two most common ways to have your stats permanently reduced.  How do you track those?  Do it the same way for the Siren.  ;)  (Or just use a doom or yellow sign or whatever, as you said.)  Again your version will be an awesome idea for another monster though.

You better use these ideas first, or I will!  XD

No one, not even you, can know your true potential if you are not harshly tested.

Reply #41 | Published on 09 April 2009 - 14:43:25

Too late!  XD

No one, not even you, can know your true potential if you are not harshly tested.

Reply #42 | Published on 09 April 2009 - 15:05:43
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Here you go! Variations on a theme I guess.

 

(Re: the point about the token/marker. Cthulhu and Mythos Lore are both cards that 'stay in play', so that if you consult the card, it reminds you that your sanity is lower. If the card is gone, the effect is gone too. There's no marker on individual investigators, true, but it's still a more permanent reminder. In the case of the Siren, if you got your Sanity lowered, and then Siren ended up back in the monster cup, there's no indicator in play that the ability is in effect. Things that work like that in AH are really rare, they obviously tried to make it so that there's a token or card for everything. In theory, if you're using all the cards and counters in AH correctly, you can tell everything that's going on just by looking at the board. The only exceptions are that there's no counter or card that indicates what phase it is, and there's that daft Wizard's Hill encounter which tells you to remember something. I dunno what they were smokin' when they came up with that one. Anyway, isn't not that big a deal really, and it's probably not worth the effort of coming up with a custom card or counter to represent the penalty.)

Reply #43 | Published on 09 April 2009 - 15:40:05
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I hope you like BGotW as much as I do:


Reply #44 | Published on 09 April 2009 - 16:51:03
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Yes its a cosmic horror from legends.

The Boomer seems cool I would write up to 3 monsters...

Siren hell yea! Plus use Eihort tokens for the reduced max/ min san/ stam!

Whelp a monster you have to spend wuhaha

Harbringer gonna die, monster surge or no, but some AO like MS ><

Yith MS for failed horror check lol why? Interesting though!

 

Team Name:
Squirrel Messiah

Location of your team:
Galveston Texas

Season II Scenarios 1-10

Six investigator team.

Final Score: 246

At your service...my lord.

Reply #45 | Published on 09 April 2009 - 18:25:30
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Yep, Elder of Yith makes no sense. I just had a cool picture of a Yithian so I thought I'd use that. I guess it's an important Yithian who can tell the other Yithians to use their advanced technology to control the gates or...something.

 

Good work on the Black Goat things, although I'm still not sure it's enough. Is it just me, or does the 'Cult of One Thousand'/Corruption stuff do almost nothing? I guess the cards that make it happen are too infrequent in my games because I've usually got two or three expansions mixed in.

Page 3 of 13 (187 messages) « First page... 1 2 3 4 5 ...Last page »

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