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Author Topic: Cthulhu mythos  (Read 2504 times)

Offline RedSquig

  • Assistant
  • Posts: 27
Cthulhu mythos
« on: April 20, 2016, 03:42:47 PM »
Frostgrave is cool, and the system is very dynamic and malleable, so my friends and me want to add some Chulhu mythos monsters and a sanity system to include a more dark fealing to the game.

The idea is to include a new stat, the sanity points (wow so original :P). When this points go down to 0 the miniature goes crazy and stay in the game like an uncontrolled "Creature" with a random aptitude, maybe flee, stay doing nothing just crying or start to attack the nearby miniature (as examples). Also, some cons to those magician whos sanity drop to 0 in one scenario is to gain disadvantages for the campaign like claustrophobia, aracnofobia, etc... with cool thematic effects.

How to lose this points is with some "attack spells", the encounter with some monster and changing the spells empower system to use sanity points instead life points... so a magician would lose sanity points for pushing his/her mind to cast succesfully the spells.

A monster example,

Deep one

Move 5
Fighting +2
Shoot +0
Armour 12
Will +0
Health 12
Sanity 10

Weapon: Any

The deep ones can move through water terrain without penalties. Also if its movement is completily on water, its speed is increase to 7.

The first time a miniature is at 6" or less of a Deep one roll will against 6. The mini lose so many sanity as the difference.

So any more ideas?

Offline steeldragon

  • Librarian
  • Posts: 170
    • IG :)
Re: Cthulhu mythos
« Reply #1 on: April 20, 2016, 04:56:09 PM »
I would love more Cthulhu in my Frostgrave...

Andres

Offline WallyTWest

  • Scientist
  • Posts: 415
  • 'Lux Mundi'
Re: Cthulhu mythos
« Reply #2 on: April 20, 2016, 06:21:48 PM »



It's pretty easy to imagine elder things floating around in the city...

Offline horridperson

  • Mad Scientist
  • Posts: 899
  • Doing the Will of The Horned Cat
    • Void Spaces
Re: Cthulhu mythos
« Reply #3 on: April 21, 2016, 03:13:36 AM »
Nice thinking.  Somewhere in the middle of it all i was thing of the Darkest Dungeon PC game. 

Offline RedSquig

  • Assistant
  • Posts: 27
Re: Cthulhu mythos
« Reply #4 on: April 21, 2016, 06:41:09 AM »
What a great game :P...  a torchs mecanic can be cool also.... like the thrall of the lich eclipse scenario your minis cant see farther  x inch but you can plant torchs to create light bubbles. The batman miniature game have something like this but with streetlights

Offline SBRPearce

  • Mad Scientist
  • Posts: 633
    • "The Cellar-Dweller" blog
Re: Cthulhu mythos
« Reply #5 on: April 21, 2016, 02:20:32 PM »
I did something like this for a zombie game I ran, in which the characters were tasked with retrieving civilians after an onslaught. If the civs were overcome by shock, they rolled to either Freeze, Flee or Freak Out, with all sorts of bad results from that last one...

Although once, through a series of truly unbelievable rolls, a Freaked Out civilian absolutely flattened the half-dozen zombies that had caused her to lose it...
from Mr.Vampire: "It's the paintjob that makes the miniature fight harder not the size."

Offline steeldragon

  • Librarian
  • Posts: 170
    • IG :)
Re: Cthulhu mythos
« Reply #6 on: April 21, 2016, 03:33:13 PM »
WallyTWest is ready with that Alchemical Monstrosity.

Andres

Offline Batei

  • Schoolboy
  • Posts: 5
Re: Cthulhu mythos
« Reply #7 on: April 21, 2016, 09:58:51 PM »
Cthulhu makes everything better.

Offline RedSquig

  • Assistant
  • Posts: 27
Re: Cthulhu mythos
« Reply #8 on: April 22, 2016, 08:50:46 AM »
A miniature have so many sanity as his/her will. stat + 10.

Some creatures have a Terror Stat, thats the difficulty to test against when encounter them in los and at 6" or less. You need to check for each source only once. The lose is in sanity points.

When a wizard fails checking for a spell or to empower one, the lose is in sanity points.

When a band member sanity reach to 0, becomes a creature. The mini drops any treasure and Roll a d20. 1-5 remove the miniature from the board (commits suicide, flee, or whatever), 6-15 the miniature runs from the source to cover (out of los) and stay there until the end of the game, 16-20, the miniature will move to the closest band member (or creature) in los and engage on a combat.

A miniature with 0 sanity can be the target of spells like mind control when the spell end roll again a d20 to check whats happen with the mini.

At the end of the game check for any miniature whos sanity reach to 0 as if they had died to see whats happen with them.

The wizard check too, but, instead of getting permanent injures roll for a mental disorder.

Next time the mental disorders table.

Some new possible spells:

Chronomancer - Summon Tindalos hound - From an angle of a terrain element summon one of this dogs to hound the enemy.

Enchanter - Calm emotions - Recover sanity points.

Illusionist - Terror - Every miniature in los and at 6" or less have to check for Terror.


« Last Edit: April 22, 2016, 08:52:19 AM by RedSquig »

 

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