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MillMaster


Joined: Thu, 2008 Jan 17, 8:47 AM (CST)
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Also, you might want to change up the second ability to not be a clone of an existing ability. One possibility would be to give a stamina, sanity or clue per doom token added and remove any link to the terror track.

Here I am, brain the size of a planet, and they ask me to spend my time on these forums. Oh, and for any of you turning into a penguin, stop it!
Carcosannoble

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Joined: Sun, 2008 Feb 17, 4:57 PM (CST)
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geki


Joined: Sat, 2008 Jan 19, 2:56 AM (CST)
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1) Seems that you like clues a lot . Having the possibility to gain a clue per turn is very strong, in my opinion.

2) If graveyard is no more an unstable location, clues shouldn't appear there either.

3) Having a no-gate-opening condition in a location as the graveyard is a HUGE advantage to the investigators. Kate has the possibility to prevent any place but she needs to be there!

geki... what else?
Carcosannoble

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Millmaster and Geki, I'd like to thank you guys for keeping me honest. And yes, clues are great.

No clues at the Graveyard: Oh, ouch, but awesome too. Gives it a "We don't go to Ravenholm" feel.

No gate at the Graveyard: Yeah, but the Graveyard is a pretty common Mythos location, which means Nathaniel is in for some rough nights unless the investigators want to commit a guardian to the clue miner. As my game last night can attest: Nathaniel isn't the best monster hunter ever. And a question: does Nathaniel "feel" like a grave robber?

Edit: Just had a thought, what if, in addition, a second Mythos card was drawn, but only for a new gate location?

As far as Nigel is concerned: I feel I might remove Dark Insight all together and change back to having KiY costing Sanity, to the tune of 2.

This message was edited 2 times. Last update was at Mon, 2008 Feb 18, 9:26 AM (CST)


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geki


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If you mean that no clues are appearing at the graveyard, you should note it down. I don't know about the feeling: how did you imagine the ability to reflect his graves robber career?

I think this investigator would really benefit form a story text

geki... what else?
Carcosannoble

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geki wrote:If you mean that no clues are appearing at the graveyard, you should note it down. I don't know about the feeling: how did you imagine the ability to reflect his graves robber career?

I think this investigator would really benefit form a story text


Everything is updated! I've been working on Tombs' back story. I meant that there is little reason for anyone to go to the Graveyard, except Tombs, when he is in play. Tombs digs up the remains of the dead, which disturbs "the balance" and monsters start coming out of the woodwork. Thats my impression as to how things work in Arkham.

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geki


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Carcosannoble wrote:
Everything is updated!


Sorry, I don't get. What "everything" do you refer to?

geki... what else?
Carcosannoble

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geki wrote:
Carcosannoble wrote:
Everything is updated!


Sorry, I don't get. What "everything" do you refer to?


I've updated all of the Investigators, Legendre and Dracula.

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MavHunter

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Joined: Mon, 2008 Feb 18, 12:32 PM (CST)
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Here's one of my favorite novelized characters: Harry Dresden







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"Yeah, I guess I do."
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Carcosannoble

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That's great. I've only seen the show a couple of times, but I think you've hit him right on. My only criticism is having Prestidigitation in addition to Arcane Power, but find out what somebody else thinks before you change it.

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geki


Joined: Sat, 2008 Jan 19, 2:56 AM (CST)
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I too think that the two abilities together are far too powerful.
Prestidigitation could be removed, I guess.
Instead, if you want him to be particularly good in casting, there is a common item that gives +1 to spell checks, you could give it to him as starting equipment.

Side note: in the image he has a RIFLE or a CARABIN, why giving him the enchanted cane? consider that as an enchanter he will be probably able to deal with magical monsters...


geki... what else?
Carcosannoble

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geki wrote:
Side note: in the image he has a RIFLE or a CARABIN, why giving him the enchanted cane? consider that as an enchanter he will be probably able to deal with magical monsters...



Could have fooled me.

Also: I've changed the picture for Nigel, a bit more fitting I should say and I gave him the spell Forsee.

This message was edited 1 time. Last update was at Tue, 2008 Feb 19, 3:11 AM (CST)


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geki


Joined: Sat, 2008 Jan 19, 2:56 AM (CST)
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now that this thread is alive again, I'll post the last of the three investigators, my favorite one, for the story, the abilities and the character. Please meet father wilhelm







As always, any comment is (or better would be) highly appreciated

geki... what else?
MavHunter

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geki wrote:Side note: in the image he has a RIFLE or a CARABIN, why giving him the enchanted cane? consider that as an enchanter he will be probably able to deal with magical monsters...



In the books by Jim Butcher <http://www.jim-butcher.com/books/dresden/>, Dresden carries a powerful magical staff with him which is what he is carrying in the picture, in the show the staff is replaced with a hockey stick but the basic idea is the same. I didn't want him to start with the fetch stick as i think that is a much too powerful weapon to begin the game with, hence the enchanted cane. Its primarily there to fill his theme.

As for Prestidigitation I've play tested him a couple times and found him to not be too powerful at all, but if you guys really think its too much i don't think he'll loose a step by dropping the power.

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Carcosannoble

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Father Wilhelm is impressive. I wouldn't mind having someone else at my table playing him.

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MavHunter

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I too really like Father Wilhelm he would be a highly desirable character around my table. I might would consider knocking his focus down to compensate for his divine favor ability which since the chances of keeping a bless are better than loosing a curse i could see him holding clues for those "bad" 1's and essentially guaranteeing that once blessed a character will stay that way indefinitely.

Mind you, i don't think its too powerful, i would just consider having him be less ready to prepare himself to offset his 'other character support power'.

"Tell me who sent you!"
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MillMaster


Joined: Thu, 2008 Jan 17, 8:47 AM (CST)
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I think divine favor is to weak. It should be 1 clue token not 2.

Many of us play that Sister Marry can spend a clue to re-roll her blessing if she fails it, and I have never found this to be unbalanced. 2 clues just seems to much IMO...

Here I am, brain the size of a planet, and they ask me to spend my time on these forums. Oh, and for any of you turning into a penguin, stop it!
geki


Joined: Sat, 2008 Jan 19, 2:56 AM (CST)
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well, you 2 guys give 2 opposite answers.
Thanks for comments.

Mill: I was scared about making him too powerful, since he has already another ability. Sister mary has another too, I know, but her bless-keeping works only on her. And I think that God is my sheperd is better than Sister Mary "never lost in space", so wanted to balance it. What do you think about this?

Mavhunter: focus is not directly influenced by abilities but by skills, usually. Should I change his skills and lower his focus, he would be even stronger, in my opinion

geki... what else?
MavHunter

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geki wrote:Mavhunter: focus is not directly influenced by abilities but by skills, usually. Should I change his skills and lower his focus, he would be even stronger, in my opinion


This I know, i was only offering to reduce his focus as a means to bring his total effectiveness down a little. In other words, since his special abilities are really good I would consider lowering his focus to 1 strictly as a balancing act to offset those abilities. I wouldn't lower his skills and focus as his skills are all fitting to his theme.

As for the excess cash strange eons would give you perhaps convert it to a little more cash and clue tokens, or simply let it drop off in favor of what i think to be very cool and intriguing abilities

This message was edited 1 time. Last update was at Tue, 2008 Feb 19, 3:03 PM (CST)


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Carcosannoble

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This message was edited 1 time. Last update was at Wed, 2008 Feb 20, 1:35 AM (CST)


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Formerly known as Jake


Joined: Thu, 2008 Jan 17, 6:50 AM (CST)
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Re: The vicar.

I'd start him at the Church - backstory could be a travelling preacher that he was checking with Father Michael about the spiritual needs of the people of Arkham. I'd also drop the Blessing re-roll - it's too much like Sister Mary's unofficial ability. You might want to replace it with Prayer: Wilhelm may choose to recover one Sanity instead of having an Encounter at the Church.

Re: Sister Mary. Anybody thought of publishing an updated SM with her special ability to this forum. Also an updated Monterey Jack whose ability works on Exhibit Items as well as Unique ones.
geki


Joined: Sat, 2008 Jan 19, 2:56 AM (CST)
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carcosannoble: the tobacconist is certainly balanced, even too much: I can't see his strength-points, nor his weaknesses. I'll wait the story to get an idea of the character concept

fnajake: Actually, from the story, he should start from the docks, but we made a mistake
About father Michael, the reblessing ability wants to symbolize his role

geki... what else?
petszk


Joined: Wed, 2008 Feb 20, 9:49 PM (CST)
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geki wrote:n


Is that Rowan Atkinson?
geki


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not that I know, mat may be

geki... what else?
MavHunter

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Joined: Mon, 2008 Feb 18, 12:32 PM (CST)
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Here's a guy I created to use with the Arkham Book Club variant on Tomes, which i like far better than the base rules for tomes and is very worth it if you have the patience for the preparation :

http://homepage.mac.com/nephilim/arkham_investigations/cases.html








"Tell me who sent you!"
-"You already know who sent me."
"Yeah, I guess I do."
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