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Talk about whatever you like related to games that doesn't fit anywhere else.
Arkham Horror seemed to be missing something...
- Count Orlok
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03 Oct 2008 22:58 - 03 Oct 2008 23:00 #12428
by Count Orlok
Arkham Horror seemed to be missing something... was created by Count Orlok
Last edit: 03 Oct 2008 23:00 by Count Orlok.
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- metalface13
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04 Oct 2008 01:08 #12429
by metalface13
Replied by metalface13 on topic Re:Arkham Horror seemed to be missing something...
Well, personally whenever I'm trying to sneak past cultists or kill some outlandish looking monsters, I ask myself if I have protection. I don't mean guns or spells, I mean some good old fashioned latex PROTECTION.
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13 Dec 2008 17:59 - 13 Dec 2008 18:01 #15329
by Count Orlok
I like creating custom content, so I decided to make a series of GOOs that get progressively tougher as the game gets longer. This is my first attempt, which has not been playtested at all, and looks like crap because I suck at graphic design.
For attack purposes in the final battle, he remains identical.
The real difference comes in his three different tracks: the gate track (pretty much the doom track), the R'lyeh track and the Cultist track. As more of these appear, the greater power Cthulhu gains making his followers stronger and his ultimate arrival more likely.
The gate track is 13 spaces are per his normal doom track, however, new effects take place as it progresses. The gate track may regressed with elder signs as normal, at least until space 10.
-At the progression to space three, the removal of gates no longer effects monsters on the board. They must be defeated by other means.
-At space 6, all gates have their difficulty to close increased by 1.
- At space 10, elder signs no longer function. At this point, start counting your blessings!
-At space 13, Cthulhu awakens as normal and must be defeated.
The R'lye track increases anytime a portal to R'lyeh is opened. There are only four spaces for this track, so it is hoped that players will not be desperate enough to turn in R'lyeh gate trophies! It may never regress, but only raises.
-1: Cultists have a horror rating of -2 and a horror damage of 2. (These are Cthulhu's normal cultists)
-2: Cultists have their toughness increased to 2 and have a combat rating of -1.
-3: Cultists each count as two monsters and each must be dealt with separately.
-4: Cthulhu awakens!
the Cultist track is increased each time a cultist appears in Arkham. This track never drops, so unlucky draws of monsters can have serious consequences for Arkham!
-1: Cultists become endless
-4: Cultists are now fast and on their movement, move directly towards the nearest investigator.
-7: Each time a gate opens, draw two monsters instead of one.
-10: Cthulhu awakens!
These tracks are probably too fast at this point, but I'll give this a shot some time in the future and tweak it a bit. One of the problems with Arkham Horror is that the end game can become repetitious, and it's my hope that Über-GOOs will keep the game hard and interesting - even in the final moments!
Replied by Count Orlok on topic Re:Arkham Horror seemed to be missing something...
I like creating custom content, so I decided to make a series of GOOs that get progressively tougher as the game gets longer. This is my first attempt, which has not been playtested at all, and looks like crap because I suck at graphic design.
For attack purposes in the final battle, he remains identical.
The real difference comes in his three different tracks: the gate track (pretty much the doom track), the R'lyeh track and the Cultist track. As more of these appear, the greater power Cthulhu gains making his followers stronger and his ultimate arrival more likely.
The gate track is 13 spaces are per his normal doom track, however, new effects take place as it progresses. The gate track may regressed with elder signs as normal, at least until space 10.
-At the progression to space three, the removal of gates no longer effects monsters on the board. They must be defeated by other means.
-At space 6, all gates have their difficulty to close increased by 1.
- At space 10, elder signs no longer function. At this point, start counting your blessings!
-At space 13, Cthulhu awakens as normal and must be defeated.
The R'lye track increases anytime a portal to R'lyeh is opened. There are only four spaces for this track, so it is hoped that players will not be desperate enough to turn in R'lyeh gate trophies! It may never regress, but only raises.
-1: Cultists have a horror rating of -2 and a horror damage of 2. (These are Cthulhu's normal cultists)
-2: Cultists have their toughness increased to 2 and have a combat rating of -1.
-3: Cultists each count as two monsters and each must be dealt with separately.
-4: Cthulhu awakens!
the Cultist track is increased each time a cultist appears in Arkham. This track never drops, so unlucky draws of monsters can have serious consequences for Arkham!
-1: Cultists become endless
-4: Cultists are now fast and on their movement, move directly towards the nearest investigator.
-7: Each time a gate opens, draw two monsters instead of one.
-10: Cthulhu awakens!
These tracks are probably too fast at this point, but I'll give this a shot some time in the future and tweak it a bit. One of the problems with Arkham Horror is that the end game can become repetitious, and it's my hope that Über-GOOs will keep the game hard and interesting - even in the final moments!
Last edit: 13 Dec 2008 18:01 by Count Orlok.
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15 Dec 2008 11:15 #15355
by Shellhead
Replied by Shellhead on topic Re:Arkham Horror seemed to be missing something...
I've been having fun with that Strange Aeons custom content generator. While I do like your idea of an escalating mythos threat, I think it might work better as a Herald than as a really complicated-looking Great Old One sheet. So far, the stuff that I've been making has been custom characters and Great Old Ones, plus a few Heralds. I also made a Guardian out of Doc Savage, though I haven't finished turning his followers (plus cousin Pat) into custom characters.
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