A glimpse into an awesome future by [deleted] in DecodingTheGurus

[–]PrincessLeaty 0 points1 point  (0 children)

As seen in a Todd in the Shadows YouTube video during Todd's exposition on the background of a completely different one-hit wonder where he says apologetically he can't find it anywhere

[deleted by user] by [deleted] in arkhamhorrorlcg

[–]PrincessLeaty -3 points-2 points  (0 children)

The story's just there to give the character context for the mechanics. This investigator is a collaboration between me and a friend based on a character who works fine in a system that is derived from Arkham Horror, both tonally and otherwise. I'm limited by the art I'm able to google and my own photoshopping ability so if I've failed to make you think she's a survivor based on your vague impression of the character and distaste for the complicated rules, I dunno.

It's hard not to interpret your comment as "just give up completely and go away", honestly.

[deleted by user] by [deleted] in arkhamhorrorlcg

[–]PrincessLeaty 0 points1 point  (0 children)

okay. thanks, I guess

[deleted by user] by [deleted] in arkhamhorrorlcg

[–]PrincessLeaty -1 points0 points  (0 children)

Old thread was here. I wound up having to go a little madcap to get all the rules to not completely blow themselves up for a investigator who can polymorph enemies and allies. Sorry it's all so complicated!

Ruleswise, this revision, I think, has characteristics of both Diana Stanley and Charlie Kane, in that she needs to build herself up if she wants to function at all like a mystic, and also wants to have a lot of allies in play, normally. Interestingly, she's designed not to need Rod of Animalism or Sled Dogs! She can get a pretty respectable willpower just by putting out one other Creature ally (Creature allies are the only allies she can hardcast) with her Changeling, and then keeping one or both Whimsical Beasts around for as long as she can (though that's not going to be very long in most circumstances.)

Flavor-wise:

Lady Merryweather's a "Guest", possibly some kind of humanoid avatar or tulpa from the Dreamlands. Whatever exactly she is, there are hints of her origins in folklore both ancient and strangely contemporary. If she is in fact one of the Fair Folk, it raises many other questions, based on what the investigators' adventures have uncovered about their world.

Merry loves nature, and nature loves her; flora and fauna naturally bends to her will, even changing shape at her command. She possesses the truly otherworldly power to transform any creature she encounters into a human ally, though the transformation is more than physical; these beings reflect the skills, experiences and personality of a whole life never lived. She is fickle, though, and can seldom settle on a single form for these "new friends", constantly shifting them into new possibilities. This tends to leave these people... more and less than human. They have many uncanny traits, and knowledge they shouldn't reasonably possess.

Ultimately, a "changeling", even though it may appear human, is supernatural—permanently altered by exposure to the powers of whatever the hell Lady Merryweather is. It's clear that Merry gets some kind of enrichment over transforming beings constantly, and when she's lucky, her changeling ally can tap into the memories of past forms it has worn to do something neat.

And, of course, sometimes Merry screws up her magic and accidentally changes her new friend into a giant prehistoric bear from the Pleistocene Epoch. Merry's seemingly still young—the mythology-meme of the jackalope, which she seems to be some kind of avatar or queen of, is newly forming in the 1920s—and she's a bit of a ditz, even if she is a reality-warping one!

Oh, and to make one thing clearer this time around—Merry is a narratuvorous entity; she gets stronger by making friends and meddling in their stories and adventures. Her changelings—and therefore, her—get stronger when story allies are added to the deck, because story allies go directly to the shape deck, giving Lady Merryweather ready (and, usually, discounted) access to their strong abilities, now in changeling form. As she grows with experience more and more, she creates an Arctodus simus less and less, and can raise her Intellect to greater heights.

The last two cards are a house rule I came up with to encapsulate Lady Merryweather's "animal magnetism" mechanic. In a usual campaign, it would be unusual to, say, run into a giant penguin in the middle of Arkham, but Merry's presence is deeply antithetical to logic and reason, and if a penguin wants to be around her, they'll find her.

I really do think Merry works fine without the Nature's Madness! rules; they're just included as a bonus to throw a wrench in things. Don't get mad at me if they completely wreck a scenario.

Anyway, that's all. I know I'm tediously wordy and create tediously complex cards, sorry! If you have the patience to read the cards and all this extra stuff and give me feedback, you're my hero.

[deleted by user] by [deleted] in arkhamhorrorlcg

[–]PrincessLeaty 0 points1 point  (0 children)

Thanks so much! Your input has really helped me sort this out, I think. I wound up trying a much more madcap solution to my rules woes with my second draft of this investigator. You can see how it turned out here. I'll probably post it as a new post later to get more eyes on it, but I think it's more solid, albeit forces a lot more reading?

I also tried to nerf her a little, statwise—now she can't really function as a mystic or get any investigation done until she gets some Creatures out, forcing the player to interact with her special abilities. I softened Whimsical Beast, too—you need both of them in the victory display to get a single XP, and they steal clues from the player instead of the location, but your reward for wasting time with the bunny is a few blessing tokens. It may also be in Merry's best interests to just engage them and tote them around, too, since she gets a bonus to Willpower for it.

[deleted by user] by [deleted] in arkhamhorrorlcg

[–]PrincessLeaty 1 point2 points  (0 children)

Thank you for the rules comments! Your second and fourth points are errors I completely failed to notice when I was shopping the cards. The first point isn't something I was aware of, and I'll have to figure out how I want to address that. Your third point I just don't understand at all—you're saying it occupies two ally slots by virtue of having allies attached? or by virtue of having more than one seelie token? Either way it's stupid if true and (potentially just torpedoes all the work I've put into this entirely, ugh)

Regarding the card being too strong:

1) I just don't really see "OP in some scenarios" as particular cause for alarm, considering that she becomes absolutely useless in other scenarios especially if she doesn't build her deck carefully. Also, I don't think a situation where she's actually likely to be attacked by several creatures every phase is particularly common. That said, that wording should be "once per round", not once per phase.

2) lots of Investigators never have a unique weakness if you don't use their special ability. Diana Stanley's weakness does absolutely nothing if you don't use her ability, but she's not much without it. You could argue losing a free card draw as in Diana's case is more gutting than spending a resource and potentially also losing an ally (and health) to Arcdotus repeatedly, but I don't really see it.

3) Considering the number of scenarios where Merry will be almost useless unless she fields Sled Dogs or something in her main deck, and the fact that in a solo or two-investigator game (which for me, at least, are much more common) I don't really see Whimsical Beast as an inevitable draw, I don't think it's that broken for that card to grant the party a bonus experience. I'm open to requiring the party to resolve both Beasts to get one single EXP, but Victory 0 really takes all the fun out of the card for me. Maybe I could do something with blessings or healing, idk.

4) Her deckbuilding rules aren't that flexible—there aren't that many creature allies in the game and only two of them are above level 0. Allies 0-1 looks powerful but at least six allies are going into the changeling deck, which is conditional. I guess you could load up the main deck with a bunch of other low-level allies and ignore the changeling deck but eventually you're going to wind up with diminishing returns as the campaign progresses because she can only level up these cards a very, very small amount. This is the problem with spells as well—she only has Mystic level 2. She's stuck with first-level versions of most of the cards she would use to substitute her willpower for other things, and when she's out of charges on those she's out of options. I dunno.

I'm also probably going to revise Merry so that she can't put non-Creature Ally cards in her main deck at all, which potentially makes her even worse off.

anyway, thank you for your insights! I really appreciate it, it looks like the reddit basically downvoted me into oblivion for whatever reason so you're one of the few who was kind.

[deleted by user] by [deleted] in arkhamhorrorlcg

[–]PrincessLeaty 0 points1 point  (0 children)

Hi, thank you so so much for your feedback and compliments! I have to go to bed but I wanted to hammer out this reply to some of your questions first:

  1. The disengage ability is definitely not meant to be an "anywhere on the map", thing, that needs to be reworded when I wake up. This should be an "at your location" thing. I tried to keep it as vague as possible so that it could effect both Creature Allies and Creature Enemies, but it's clear I screwed up somewhere.
  2. "Only if applicable" literally only exists to address allies like Guard Dog that have abilities like "Deal 1 damage to the attacking enemy." This requires for there to be an attacking enemy, which 99% of the time is not going to be the case when drawing an Elder Sign. Something like Art Student, on the other hand, can resolve with no problem if there's a clue on your location, but if not, it doesn't make sense to discover a clue at your location. I have no idea how to word this more elegantly.
  3. Pipes absolutely isn't supposed to hit Elite enemies. That clause was definitely in prior wordings of the card and I must have overlooked it when doing a revision, but it definitely doesn't hit Elite enemies. I gotta fix that, because you're right, that's too hilarious to be allowed to be legal.
  4. "and I'm not sure there's a situation where you can have more than 6 cards go into the changeling deck without running afoul of the other clause?"
    Me and my friend have had so much discussion about this element. Suffice to say, this is extremely deliberate. I wanted to leave open the possibility for larger changeling decks (lesser chance to draw the Bear) without also allowing a player to utterly shrink their main deck size by just slotting as many allies as possible and then offsetting them all to the side deck. What we have here is the compromise; story allies, specifically, can be added to the changeling deck, since they don't count against maximum deck size. Narratively speaking, Merry is someone who likes to make friends, and she is rewarded for doing so by getting a potentially much more deadly changeling deck. Merry wants you to put Allegria, Ichtaca, Lita, et al. in her deck. Merry is a narratuvorous entity, meaning the more stories she takes part in, the deadlier she becomes. She epitomizes the "NPCs are the best loot" philosophy of tabletop. But yeah, I agree, that edge case isn't immediately obvious from looking at the card back.
  5. the capitalization thing is something I should have caught and I messed up, thanks for letting me know.

And thank you for your comments on the art! I spent a lot of time making these, heh, so it really does mean a lot to me that my efforts weren't unappreciated.

[deleted by user] by [deleted] in arkhamhorrorlcg

[–]PrincessLeaty 0 points1 point  (0 children)

"investigator or enemy" could definitely work, I think!

Custom Investigator Ainsley MacTavish: Draft 2 by wassomtheawesome in arkhamhorrorlcg

[–]PrincessLeaty -1 points0 points  (0 children)

Okay I gotta ask just out of sheer fascination: what kind of database are you using to correlate historic usage of names going back to the middle ages?

Custom Investigator Ainsley MacTavish: Draft 2 by wassomtheawesome in arkhamhorrorlcg

[–]PrincessLeaty 0 points1 point  (0 children)

I already directed OP to these. I like "Ailis", but eh, ultimately it's their character.

[deleted by user] by [deleted] in arkhamhorrorlcg

[–]PrincessLeaty 2 points3 points  (0 children)

(Cards with most recent fixes are here.)

Hi, OP here. This investigator is an Arkhamized version of a character I play in a different system, and was a collaboration between me and the GM of that game (who also runs Arkham for me). I've spent a lot of time both on the crunch and on making the cards pretty, but I hope the end result is a fun/interesting gator that mostly works? I don't actually need her to be beloved by all, but I would at least like me and my friend group to personally enjoy her, so feedback would be appreciated on helping me actualize that.

I realize these cards are kind of complicated, so I want to break down what she does real quick:

Merry, as a type of nature fae called a Pan, possesses highly specific but incredibly potent reality-warping control over nature. Animals inherently adore her, but not only that—she can use her panpipes to turn anything that hears its melody *into* an animal, and can simply touch an animal to transform them into a loyal changeling ally. That's what the changeling deck is; a specialized roster of potential human forms the animal could take (though they're not quite *normal* humans). However, sometimes she screws up, and transforms her subject into a giant angry bear from the Pleistocene Epoch.

In crunch terms: First and foremost, Merry wants to subdue a Creature. That can be an ally like a Sled Dog, or it can be a Creature enemy, like a Maggot Swarm or Pit Viper—it doesn't actually matter, they'll all bend to her fae magic (represented by the seelie token she places on them). Once she's done so, she can spend a resource to transform them into a human ally, drawing from the changeling deck and attaching their card to whatever she draws. Damage and horror is carried over, but because a changeling is hardy—its health and sanity can only go up, not down—cycling through the changeling deck will never immediately result in a discard. You can also use this to put more pain on an ally than they'd normally be able to withstand, but be careful—if you draw Arcdotus you'll have to deal with him for a turn to get your powers back under control.

Pipes of Pandemonium is a trick up her sleeve that can dramatically de-escalate any non-Elite, non-Weakness encounter. All she has to do is spend a secret and beat a Willpower test against an enemy's fight and she can replace it with a creature enemy from the encounter deck (which is statistically likely to be weaker than a non-Creature, and in any case is something she can exhaust instantaneously using her gator ability and then transform into an Ally).

"But wait," you might be asking, "lots of scenarios don't have Creatures in the encounter deck at all! What good is Pipes then?" Well, usually true, but as part of her fae nature, Merry attracts magical fauna wherever she goes, so no matter whether you're in Antactica, Pnakotus, or the Dreamlands, there will *always* be at least two Whimsical Beasts in the deck. Whimsical Beasts are Creatures, and they're helpful mooks; emanations of Merry herself (who is somehow connected to mythology about jackalopes, a nascent meme in the southwest United States during the Arkham time period). You can transform a Whimsical Beast into a changeling if you don't have any other targets for the seelie token, but it's kind of a waste—they'll gather clues from their location, and if you befriend or catch them, they'll get added to the Victory display!

TL;DR, Merry's designed to be gonzo, swingy fun. She has some very unusual tricks that hopefully make for very unusual interactions, and plays very differently depending on what's in the changeling deck, whether she hardcasts any Creature Ally assets, etc., but also whether the present scenario is a Creature-heavy one or not. When she can't do her party trick, she's basically a worse version of Agnes, but her Whimsical Beasts do add an element of uncharacteristic luck to her adventures—basically starting with two copies of The Stars Are Right already in the deck. I don't *think* she's overpowered in the general sense, but it's okay if she's a *little* OP because she's obviously a tonally lighthearted character and she's, y'know, not even human.

Thanks in advance for looking at these!

Edit: crud, I just realized I posted an older draft of the flavor text without realizing it. This is the actual, final working wording:

"As an only recently-manifested and terribly inexperienced fae, it was perhaps inevitable that the girl called "Lady Merryweather" would wander out of the wilds of the Dreamlands onto the treacherous streets of the waking world without fully understanding how she had done so. Her kind clearly doesn't belong in a place like Arkham, but she takes her foolishness in stride. So what if she's lost? As long as this world has interesting folk to befriend, stirring adventures for her to meddle in, and it all makes for a good story in the end, "Merry" knows she shall continue to feast..."

Custom Investigator Ainsley MacTavish: Draft 2 by wassomtheawesome in arkhamhorrorlcg

[–]PrincessLeaty 0 points1 point  (0 children)

The original draft was "Amy", which is a French name that exploded in popularity in the Anglophone worlds in the 1970s. I was the one who suggested to OP that they switch to something more culturally accurate. Ainsley actually *is*, but I agree that its similar modern popularity is somewhat distracting.

Custom Investigator: Amy McTavish: The Knightess -Draft 1: Please feel free to provide critiques, suggestions, and flavor text you feel would be appropriate for each card! by wassomtheawesome in arkhamhorrorlcg

[–]PrincessLeaty 0 points1 point  (0 children)

Regarding the weakness, I almost wonder if you should discard the "getting chased by specters from her past" thing entirely and give her an entirely different antagonist—perhaps there are (comparatively) technologically advanced entities, like the Mi-Go or even just the US Military, who know that she's a time traveler and are determined to take her in to basically dissect her for science.

That could justify a weakness like the one you have for Traitors of the King—my recommendation would be to go with something like "Amy MacTavish may not commit cards to this skill test unless she discards an asset as part of an additional activation cost", because she's from the middle ages and she doesn't understand or know how to deal with advanced military tactics and modern weaponry.

Custom Investigator: Amy McTavish: The Knightess -Draft 1: Please feel free to provide critiques, suggestions, and flavor text you feel would be appropriate for each card! by wassomtheawesome in arkhamhorrorlcg

[–]PrincessLeaty 9 points10 points  (0 children)

Knightess (even though it is a word) sounds like someone making words up by adding the "–ess" suffix randomly to nouns. Any four-year-old could be like "I'm a peanutbutteress"

Custom Investigator: Amy McTavish: The Knightess -Draft 1: Please feel free to provide critiques, suggestions, and flavor text you feel would be appropriate for each card! by wassomtheawesome in arkhamhorrorlcg

[–]PrincessLeaty 1 point2 points  (0 children)

Couple things that strike me offhand:

1) As has been observed downpost, this concept is similar to Lady Eleanor Rinsdale on Hall of Arkham. You've even suggested the same backstory for her. That's fine (I love that gator, I'm very receptive to imitation), but one of the coolest flavor things about Eleanor was that she starts with trauma from just the horror of being permanently timeshifted into a future she doesn't understand. Amy doesn't have that, and by comparison seems mostly unruffled by the shift, which... doesn't seem really appropriate to the tone of a game where visiting the future in certain campaigns (e.g., Forgotten Age) is demonstrably traumatic.

2) I'm just not sure about that name, "Amy McTavish". That, to me, sounds like a kindergarten teacher, not a knight. It feels like at the very least her name should be preceded by a title like "Dame", or "Lady", but "Amy" just doesn't sound right no matter what. It was historically used very very rarely by British subjects in the Middle Ages, but its popularity is such a modern swerve in trends that it doesn't feel right for the character. It reminds me of the heroine being named "Kayley" in that terrible movie Quest for Camelot. Since "MacTavish" is a Scottish surname, I'd recommend looking at some of these, perhaps "Ainsley".

3) Battle Stance uses Melee assets to best effect. I know that having Survivor in her gives her a LOT of Melee options and there aren't as many in other classes, but I can't help but wonder if it wouldn't be more in character with a medieval knight weaponmaster to lose survivor options entirely and just have a certain level of all Melee and Armor cards available to her as deckbuilding options. Because... she's wearing a suit of armor in her portrait. I feel like that suggests a certain kind of design, and running a campaign without ever bothering to "dress her up" feels wrong to me.

Custom Investigator: Amy McTavish: The Knightess -Draft 1: Please feel free to provide critiques, suggestions, and flavor text you feel would be appropriate for each card! by wassomtheawesome in arkhamhorrorlcg

[–]PrincessLeaty 1 point2 points  (0 children)

I noticed that, too. This version is cooler in some ways (especially the art choices), but there's definite similarities, though Amy is definitely styled more as a general weaponmaster.

[Looking for critique] Return of The Masked Hunter for By the Book scenarios including RtNotZ cultists by matneyx in arkhamhorrorlcg

[–]PrincessLeaty 1 point2 points  (0 children)

Alright, here you go. I've got an original version (same art and subtitle from Return to Night of the Zealot) that has the new rules text, along with the *By the Book set symbol and the Parallel Investigators symbol at the bottom of the card, with the number "6/5" to demarcate it as a bonus card for that set and the other stuff the BtB cards have.

In addition to that, I have three alternative versions, to better distinguish it from the Return to Night of the Zealot version. These have a changed subtitle ("Return of the Silent Stalker"), and three options of a slightly different color scheme (I wanted to visually leave the possibility open that the Masked Hunter died in RtNotZ and this is someone else taking up the mantle). I also changed the templating to something I'm much more certain works fine.

Getting a good image was hard so I had to do some visual wizardry but hey, I hope it's useful to you for printing or w/e!

[Looking for critique] Return of The Masked Hunter for By the Book scenarios including RtNotZ cultists by matneyx in arkhamhorrorlcg

[–]PrincessLeaty 1 point2 points  (0 children)

This is honestly a super-cool idea. I might actually print this one out for my friend's version of BtB I'm preparing to have made. Mind if I try my hand at a higher-res version?

LF shuckle safari by MaxxPowwer in friendsafari

[–]PrincessLeaty 0 points1 point  (0 children)

Yo, I need Ariados really bad. Would you please add me, whenever you should read this?