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Miniatures Adventure => Call of Cthulhu => Strange Aeons => Topic started by: Uncle Mike on April 05, 2010, 11:49:56 PM
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Figured it would be a good idea to start up a topic on things YOU would like to see in future Strange Aeons releases...So, yeah, anything really: new Lurkers, Special Agents, contests, Story ideas...anything. let's have it... :P
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My SA wish list:
- New Lurkers (always a good thing)
- More spells
- More weapons
- More equipment
- More artifacts
- More scenarios
Did I miss anything? :D
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Cultists and Agents with rifles and Thompsons. Possibly the Hound? And furthermore, perhaps some mostly useless civilians to get in the way. Oh, and horrendous 'casualty' markers?
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New ways to play the game are always nice.
Expansion into new area's of the glob as well though i hope i've done some of the groundwork for the UK at least.
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Personally I don't think country-specific rules are needed as the game is open enough to do this as it is now.
What I would like to see:
*Rules for underground adventuring (caves and such) with rules for light, traps and how to use board tiles.
*Special Characters (Pickmann, Armitage, etc.)
*Rules about Eldritch Tomes (with spells and knowledge)
*Simple vehicle rules (bikes and cars). Who doesn't want to splatter some zombies with a Ford-T?
*Rules for mythos planets/planes in games (Yuggoth, the Moon, Dreamlands)
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Personally I don't think country-specific rules are needed as the game is open enough to do this as it is now.
Oh i agree with you there but people do need the info to get going with so they can understand whats different..
Otherwise you'll have people spending $ in the Ritz Tea Room's ;)
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I agree with all suggestions and add :
- multi-players rules.
About country specifics rules : just for bacground or adding something to gameplay ?
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bako's idea of horrendous casualty models would be good,
a victim blown apart, limbs torn off, drained of blood, part eaten...
you get the idea :D
also bako's differently armed cultists too!
regards
jim
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What I would like to see:
*Rules for underground adventuring (caves and such) with rules for light, traps and how to use board tiles.
*Special Characters (Pickmann, Armitage, etc.)
*Simple vehicle rules (bikes and cars). Who doesn't want to splatter some zombies with a Ford-T?
* Underground Adventuring: caves, sewers, cavernous labyrinths and catacombs etc. Great idea!
* Special Characters: and/or additional Special Agents and Special Branch Weapons.
* Vehicle Rules...the additional "mobility" would be useful against faster Lurkers like Serpentmen, Winged Nightmares etc. Plus, nothing beats mowing down cultists and zombies with your trusty grocery-getter! :D
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Just keep making the lurkers that other manufactures don’t make.
Random set up rules for instant games
Night time and fog rules
Hidden set up rules, these would work with night time and fog rules
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I am not to big on "Special Characters". Makes it feel like 40k ( If you don't have a special on the table, YOU WILL LOSE...)... IMO....
BUT...
The other suggestions sounds great!
I love the underground/night/fog idea.
As well as:
1) Multiplayer
2) Simple Vehicles (and make them static stats, i.e. hard stats in a rule book)
3) Eldrich tomes
4) more spells
5) more weapons
6) more artifacts (that can be used by both sides)
7) and I really love the 'horrific catastrophic damage' figs idea... 8)
oh... and one other thing....
Solo rules...
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Gaslight campaign set in Victorian England
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A female werewolf model. ;D
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Overall I very happy with the general manner in which campiagn length games can be generated and rpg type characters designed for tabletop play.
Frankly I'd buy another supplement that included (though might buy it anyway even if it didn't include any of this):
1) more Lurker and Cultist types - consider other exotic monster models out there from designers such as Reaper. Let's be frank, even noncthulhu monsters are fun
Invisible Man
Golem - The old Jewish Stone or Mechanical Kind
Giant Snake (anaconda)
Giant Alligator
Giant Spider
Giant Killer Plant / Vines
-I still want my "Vengeful Ghost"-
Mutants
The Dreaded White Gorillas of the Congo (the Nevelle Jermyn Family)
Maybe even as far as a Medusa - There'll be at least half a dozen new Medusa Sculpts out there in the new year.
2) Maybe new special artifacts equipment, spells and weapons -
3) New special scenarios - fog or night are good.
NOTE I personally hate the introduction of to many additional *new* rules in supplements which overcomplicate and tarnish the simplicity of the present core system.
While I like the idea of including famous characters (Artimage and others) I think it becomes rather wasted space. We can all make up versions of various experienced incarnations of our favorite Lovecraft Characters. UNLESS you make the receiving of a famous character a reward for a special mission type. That sounds like a neat idea, if I do say so myself. Say if you win a certain special mission type you can purchase or roll for a famous character as a reward or at a specific point value.
Multiplayer Rules - Frankly I personally have no interest in these, I see some of you do but I have no issue with compensating for this by just adding another side or fraction. I'd rather not see a supplement eaten up with space over this.
Vehicle Rules - This is probably a good way to introduce Vehicle Rules if you consider doing so. Blaaaah!! I personally would not employ them. I may use a car as fixed terrain or as a goal but I hate to employ new vehicle mechanics in a squad based miniature game.
Hey thanks for asking for our input about what we want - keep up the good work.
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I am not to big on "Special Characters". Makes it feel like 40k ( If you don't have a special on the table, YOU WILL LOSE...)... IMO....
That's just a matter of designing them well. If you don't want the 40K route, then don't make them overpowerful. But I think they will be great for scenarios. So you could make them for specific scenarios.
Concerning vehicles:
I really like using vehicles in a game, but don't want the system to be very complicated. Simple and elegant rules that don't make it a science to move vehicles. Example:
Vehicles
Alle vehicles have three speed bands: stopped, slow and fast. A stopped vehicle does not move. A vehicle going at slow speed moves up to 8" per turn. A vehicle moving at fast speed must move at least 8" and up to 12" per turn.
At the start of your turn, the vehicle can go up one speed band or down one speed band (i.e. A stopped vehicle can speed up to slow speed, a vehicle at slow speed can either stop or go to fast speed, and a vehicle at fast speed can decelerate to slow speed). Bikes can go up or down two speed bands at the start of your turn.
Designate one model as the vehicle's driver. The only actions a driver can take while driving a vehicle is shooting a pistol.
Vehicles may make turns to change direction. A stopped vehicle cannot turn. A vehicle moving at slow speed can make an unlimited number of 45 degree turns per game turn. A vehicle going at fast speed can make up to two 45 degrees turns per game turn.
A vehicle going at slow speed must move at least 2" before making a turn. A vehicle moving at fast speed must move at least 3" before making a turn.
Skidding! Players can try to skid and make a tighter turn. If a vehicle skids, it can make a turn between 45 and 90 degrees. If a player wants to skid, he rolls one die when going at slow speed and two dice at fast speed. If the player gets a score of 3-6 on the dice, the skid is succesful and the vehicle turns up to 90 degrees. If a '1' or '2' is rolled on one or both of the dice, the vehicle is out of control.
Roll a dice whenever a vehicle goes out of control and consult the following chart.
1: Roll over! The vehicle rolls over in the turn and ends up on its side. The vehicle stops, counts as an obstruction and cannot be used anymore during this game. All passengers suffer a D+1 damage roll and must first spend one action to exit the vehicle.
2-5: spin! The vehicle spins and stops. Randomly determine in which direction the vehicle ends up. The vehicle cannot move again this turn.
6: Almost! The vehicle makes a 45 degree turn in the direction the player wanted to go. The vehicle can continue its movement normally this turn.
Collisions.
A vehicle that collides will take damage and damage the object it hit. A vehicle moving at slow speed suffers one wound when colliding with solid scenery (buildings, trees, crates, etc.). A vehicle moving at fast speed suffers two wounds when colliding with solid scenery. Passengers in the vehicle suffer a D+1 damage roll when colliding at slow speed and a D+3 damage roll when colliding at fast speed. Vehicles colliding with solid scenery always go to the stopped speed band. Scenery never suffers damage from colliding vehicles, unless the scenario states otherwise.
Lurkers with CON8 or higher count as solid scenery in collisions. Unlike scenery, these will suffer damage from colliding vehicles.
A model hit by a vehicle can try to dodge out of the way by making a DEX check. If successful, move the model out of the way of the incoming vehicle. If this isn't possible, the model cannot dodge and is hit by the vehicle. A model hit by a vehicle moving at slow speed suffers a D+2 damage roll. A model hit by a vehicle moving at fast speed suffers a D+4 damage roll. Vehicles will continue moving after hitting models, unless they hit a CON8+ lurker.
Firing from vehicles
Models can fire from and at vehicles. Models firing from from and at vehicles at slow speed suffer a -1 modifier to the attack rolls. Models firing from and at vehicles moving at fast speed suffer a -2 modifier to the attack roll. When hitting a vehicle, roll a die. On a 1-3 you hit the vehicle, on a 4-6 you hit a randomly determined passenger. When firing at a fast moving vehicle, apply a -1 modifier to this roll.
Embarking and Disembarking
A model can embark or disembark a stopped vehicle when in base contact with the vehicle for no action. A model can disembark from a moving vehicle...at a risk! The model must make a DEX check. Apply a -1 modifier if the vehicle moves at fast speed. If succesful, the model embarks successfully without further effects. If unsuccessful, the model suffers a D+1 damage roll if the vehicle moves at slow speed and a D+2 if the vehicle moves at fast speed. A model cannot embark on a moving vehicle.
Vehicles:
Car: CON8/5 Wounds/+XBP
Bike: CON6/3 Wounds/+XBP
Don't want to do armoured cars orn tanks as these don't really fit in IMO.
So waddaya think?
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a victim blown apart, limbs torn off, drained of blood, part eaten...
Now we´re talking! :D
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Ooh ooh ooh! Totally forgot to mention I'd like to see more contests. These things usually bring out the spirit and make me finish stuff before a deadline. 8)
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yup, agree with Mal,
the last contest really got me making themed terrain for our games,
more contests please
regards
jim
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Was looking through the rulebook and supplement last night. Actually, after looking at some of the lurkers more in depth. I found that in many cases you have already covered a larger and broader area of creatures.
For instance:
Your Neanderthal Man stats can equate to a Gorilla, white ape or diseased or mad grizzly bear any other huge wild and powerful savage humanoid.
Your Giant Vermin stats can equate to giant spiders, snakes, maybe not a giant alligator but...
Your Swarm can easily equate to a menacing swarm of killer birds (see Reaper's new figure release "A Murder of Crows"), as well as a swarm or bees,
Someone mention other types of armed cultists but I noticed you already have a method for adding special weapons to cultists by just paying for the additional weapon cost. SO I'm happy there too.
Mike, I am curious what you envisioned as a physical representation of your "Dark Puppeteer" in the demon category. Is this a "Succumbus"?
Anyway...I just wanted to add, after carefully examining the Lurkers you have done a fine job representing (in one way or another) most everything I have a figure for. I would like a Jewish Style Stone or Mechanical Golem, maybe some magical automations like killer scarecrows(there are a lot of scarecrow figures out there), maybe some killer dolls or toys (Puppetmaster, Zuni Fetish Dolls,) there are quite a few of these as well and my ghosts.
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Right now my biggest concern is more Threshold agents and more mobs of evil.
We were also talking about a wolf-man sculpt to bring into the game....and use for other games too! I could get behind that.
With the exception of vehicle rules, I think practically everything suggested so far sounds pretty keen. Why not vehicles? For me, right now, this game feels more like it centers on the scene of the crime (investigation scene, place of the ritual etc etc), if you will. For me, adding vehicles adds a new section to the main story / action part of each game (as opposed to adding new detail to the that part of the game) .
Just my two cents tho'.
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I see a use for vehicles as cover to give the scenario atmosphere, but if you do use for cover guess then you need rules for them being hit by fire or dynamite same can be said for buildings, setting fire to a vehicle at night time would light the area up, plus the exploding fuel tank would act like dynamite.
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I don't know how I could have forgotten but we don't have stats yet for Dark Young. I just noticed today, they have revived an old sculpt at Mirilton, though I think the RAFM COC mini is superior. We needs stats for one of these as well since it's a major mythos monster.
(http://www.mirliton.it/images/catalog/NM049.jpg)
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yup,
i've been agitating for dark young( both stats and if possible a SA model of one), one of my favourite cthulhu beasties,
regards
jim
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The Grenadier one is way too cute, too small and silly for a Dark Young. Even the RAFM one is quite small for a Dark Young. If you read 'The Dunwich Horror', the beast must be enormous and really a centrepiece on the table. That said, the RAFM DY is more handy and playable in size.
If you want to use the art for Cosmic Horror as inspiration for a model Mike, feel free to do so 8)
(http://www.paintoholic.nl/cosmichorror/cover_web.jpg)
Yes, I must still finish the final rules in Adobe Indesign…long, long process…:(
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If you read 'The Dunwich Horror', the beast must be enormous and really a centrepiece on the table.
I may be wrong, but isn't the Dark Young of Shub-Niggurath based on a Robert Bloch story - not The Dunwich Horror. (Also, The Dunwich Horror was the spawn of Yog-Sothoth, not Shub-Niggurath.)
Regardless, it's one of my favorite Lovecraftian beasties and I concur: we could definitely use Dark Young stats for SA.
(Off-off-topic: Malebolgia: Love that cover - any idea when we can expect to see Cosmic Horror for sale?)
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Incidentally Mal, I like the basic framework of your vehicle rules. Not sure how well some would work in a game scenario so I think they need some game testing but the ideas look solid...
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I may be wrong, but isn't the Dark Young of Shub-Niggurath based on a Robert Bloch story - not The Dunwich Horror. (Also, The Dunwich Horror was the spawn of Yog-Sothoth, not Shub-Niggurath.)
...WOW...you're totally right. I ALWAYS believed it was a Dark Young trampling around. Wow, that changes a lot in my head (-20 Sanity...). Cheers for the input!
(Off-off-topic: Malebolgia: Love that cover - any idea when we can expect to see Cosmic Horror for sale?)
Not really for sale as I don't have the funds at the moment for a printed product. I'm working on the final PDF and will sell it on CD-ROM with all the extras (counters, character sheets, etc.) for $5 to cover the cost of the CD and shipping. Hope to finish it before summer.
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We need rules for this one:
Son of Yog-Sothoth
(http://i263.photobucket.com/albums/ii125/_koboldmage_/SofY01.jpg)
Rules for different "landscapes".
More cuthuluid creatures.
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I agree with all suggestions and add :
- multi-players rules.
About country specifics rules : just for bacground or adding something to gameplay ?
I^played multiplay (4) tlast week and will post game report soon! Played as doubles pool (ie: a,b,c,d then again with two threshold and two lurker). It worled fine, but I think it needs tuning.
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Shoggoth
Star Spwan
Spider of Leng
Because I've got the figs!
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Ghasts too
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As a lurker player, I'd like to see more command options for them. For weaker creatures, it is essential to get multiple nominations per turn. Otherwise they will get instantly cut down by alert shots and multiple nominations on the agent turn. Now, there are lurkers with command, but most of them are human and fairly restricted. For example, we played a graveyard scenario. Who should lead a pack of ghouls? It doesn't feel right to have a cultist leader there. Mummies are OK with zombies, but not so much with ghouls. I think there should be more "leader of its kind" style options for creatures, which are likely to move in packs. Swarms have one. It could be extended to almost all beasts and humanoids for +50 or 100% cost or something.
I'd also want a plain spell caster, who is not a close combat monster at the same time. In other words, I want a witch. Maybe a plain leader too with no equipment at all. Imagine those eccentrics, wheelchair-bound masterminds, possessed kids and other weirdos who control but do not participate in combat.
Meat cleavers feel a bit odd at the moment. They're so cost effective for agents that currently I'm playing against a band of butchers. Not very stylish. I think parry is the excessive part. (Maybe it wouldn't feel so silly if we just used a few alternative names for a heavy, one-handed blade...)
Occasionally the scenarios allow ridiculously cautious play. In horror movies everything is so simple. Characters split up, wander into dark rooms back first, and get killed one by one. In SA (and real life too, admittedly), you can create a shooting team which moves as a group, or doesn't move at all. The latter is a problem, because only a few lurkers can shoot anything. However, moving to open terrain and getting shot isn't a good option either. Due to the command range, lurkers cannot really split up and surround the agents. In some cases, the optimal strategy for both sides is to sit behind terrain and stay there indefinitely. Many of the scenarios help against this, but it's something to keep in mind. Burrowing creatures, psychic attacks and such might help in forcing the agents to act.
Then I want answers to my big list of rules questions. Don't look for one, though. It hasn't been written yet. I try to get started after the LPL season...which reminds me that I should be assembling something with boilers and cogs right now...
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...(Maybe it wouldn't feel so silly if we just used a few alternative names for a heavy, one-handed blade...)...
Like bolo or parang?
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I'm very interested in trying this game and would love to see, as someone already said, rules for cave / dungeon adventures with floor tiles.
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*heh* (http://www.the-emperor.org/graphics/forticons/cthulhu_smiley.gif)
The things I've seen in Uncle Mike's workshop....
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Playing a part/non human character. Think characters like Hellboy or Blade where they are investigators of the paranormal, but not entirely human.
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Playing a part/non human character. Think characters like Hellboy or Blade where they are investigators of the paranormal, but not entirely human.
I was just going to suggest Hellboy & BPRD! :)
And Mulder & Scully. :)
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Might be fun to see a Necromancer with a Raise Dead ability and a Commander (Undead) ability
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Might be fun to see a Necromancer with a Raise Dead ability and a Commander (Undead) ability
I was thinking something like this earlier as well :D
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I'm fairly new to SA, but right off the top of my head:
- another vote for multiplayer rules
- rules for dogs, hounds
- optional rules making it easier for Threshold players to revamp their squad between games, perhaps dropping/replacing a single model, especially when learning the game
- more depth in Table of Contents, to make it easier to find items
- consider using bulleted lists (internet style) for summarizing and restating key game concepts such as melee resolution and procedures
Thanks for the opportunity to provide feedback.
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If you get the Shocking Tales Issue 1 it has rules for dogs/horses and i think Hawks (Technically any bird of prey).
Also more equipment, lurker's.
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In the next version come up with something besides "build points " and "base points". "BPs" confused the hell out of me at first!
Joking aside, I continue to look forward to the releases. It's a fun game, hope to see what extra goodies are in stock. Perhaps "themed" releases, such as Egyptian Horrors, Amazonian Explorations, Canadian Cavalcades (erm, huh?), etc, etc.
For creatures, most of them have been covered. Another idea is releases based on specific cults or creatures. So, the Cult of Dagon, cults to Shub Niggurath, etc.
Cheers!
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Another thread got me thinking: psychic powers! Telekinesis, telepathy, ESP. That could be a good source of fun.
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Another thread got me thinking: psychic powers! Telekinesis, telepathy, ESP. That could be a good source of fun.
Love the 'Powers of the Mind'.
I've got dibs on Agent Kreskin! ;D o_o :-*
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For everyone asking for "horrific casualty markers" Strange Tales #1 contains rules for "Scenes of Horror", which is what I think is pretty similar to what you are asking for.
There aren't any official models for that yet but...
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"They Come Back From The Grave!!" or "I Shall Have My Revenge From The Grave!!"
Effect: When a model is taken off the table as a Major Injury replace it with a Zombie. If cast on a Threshold model, the model may resist the spell by passing a Resolve test. Major Injury rolls are still made as usual at the end of the game.
I want to see a few more 'Necromantic' spells I guess...
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Shocking Tales #2 is well underway (featuring many requested rules...and stuff so mind-bendingly strange only a madman could have conceived it!) and a special little something for all those guys who can't get enough of playing Lurkers will be along in a while. May ask a select few to give me a little help with some playtesting on this new 'thing'...
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Shocking Tales #2 is well underway (featuring many requested rules...and stuff so mind-bendingly strange only a madman could have conceived it!) and a special little something for all those guys who can't get enough of playing Lurkers will be along in a while. May ask a select few to give me a little help with some playtesting on this new 'thing'...
So you and Us matches the comment then :D
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hi mike,
i'd be available for playtesting something....strange...
regards
jim
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Have to say if you need help outside your normal group i'd be up for helping out as well.