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AToAH/Varient
12-14-2008, 11:56 PM
Post: #10
RE: AToAH/Varient
I rather liked this one as the New Villain is from the
Lovecraft story "Dreams in Witch House"I'm sure
FFP will give us a Witch Villain,so it will be interesting
to compare,although mine is based on the story.I limited
the Villains to the Vampire,Witch & Werewolf as the
other 2 seemed a little too Country for the Town of ArkhamZombie03

OD



A Touch of Arkham

The following are rules to convert the Arkham
Horror (AH)into a A Touch of Evil( AToE) Supplement:

1.AToE game sequence & mechanics are used but
the playing Board is the Arkham Horror Board.

2.The Arkham ally cards are used as as allies
but their abilities are converted to AToE (see below)

Place Ally Cards face down in a deck.

3.The AToE Location Cards are NOT used ,instead use
the Arkham Horror Location Cards with there results
converted to AToE (see below)

4.The Regular AToE Event,Town Items,Secrets Decks are used
the Lair Deck is not(see Lair/Random Location Table)

5.Villain for Arkham Games roll d3:

1-2=Vampire
3-4=Keziah Mason (Witch)*See Board/Minion Chart below
5-6=Werewolf

6.*Special Lair Rule-Once a Lair Location has been chosen
another Lair can't be purchased until a failed Showdown
or a Card allows to discard.Ony used if the Witch is the Villain



You are now ready to begin using the regular AToE Game
Sequence.



Arkham Horror Map conversion to AToE:

1.The arrows are road locations

2.The Rectangle areas are Named areas they treated as Follows:

-Down Town=Draw 2 Events & keep/apply 1.Then roll d6
on 1-2 Draw a Mystery Card

-North Side,Merchant District,Easttown,Rivertown
Miskatonic Univ.,French Hill,Up Town & Southside
For all of these when end turn on roll d6 on 3-4 draw
an Event on 1-2 Draw Mystery Card ,on 5-6 Nothing.

-3.Special Locations either follow Location Text Below
or draw from that Location Deck for an Encounter.


-Bank of Arkham=Ignore Location Text just draw for
encounter.

-Arkham Asylum=Ignore Card Text just graw Card for
encounter.

-Curiosities Shoppe=Pay 3 Inv.Tokens Make a Cunning Check if
succeed take 2 unique Items & keep one(return other to bottom
of Deck).If fail take draw 1 Unique Card.

-Police Station=Pay 2 Inv.Tokens & Make an Honor Check
if succeed get +1 Cunning

-Pier Docks=Make Cunning Check succeed get 3 Inv.Tokens

-Silver Twilight Lodge=Per Location Text

-Science Building=Make a Cunning check & if succeed
get 2 Inv.Tokens.OR you can play Autopsy Event card

-Administration=Pay 5 Inv.Tokens & draw 2 skills from Deck
Keep 1 & return other to bottom of Deck.

-St.Mary's Hospital=pay 1 Inv.to restore all wounds.
This is where Knocked Out Heros are placed ,handle
per AToE rules

-Ma's Boarding House= Pay 5 Inv.Tokens & draw 1 Ally
from the Ally Deck.

-Ye Olde Magic Shoppe= If Spirit 4+ you may Pay 5 Inv.
Tokens & draw 2 Spells keep 1 & return other to
bottom of the deck. Otherwise draw encounter card.

-South Church= pay 2 Inv. & make Honor roll if succeed
gain +1 Spirit OR pay 5 Inv.Tokens & be Blessed or Remove
Curse.

-General Store =pay 4 Inv.Tokens & select any common Item
OR roll d12 on Rare Table & get what called for.
(See Table below).OR Pay 6 Inv.Tokens roll on Ultra Rare Table


Note on all other Arkham Locations you encounter the
Card Text

AToE modfied Event Cards

*Party Invitation AToE Event Card=Go to Ye old Magick Shoppe

*Magistrates Mandate AtoE Event Card-Go to General Store

* Neither Card remains in play




Common Items Table:

Musket
Horn
Padded Jacket
Healing Herbs
Pistol
Torch

Rare Items Table:

Or roll d12 to get this item.
1 item only is available unless otherwise noted.
If item not available reroll.

1.Saber- 2 available (from Manor Deck)
2.Pitchfork-2 available(from Windmill Deck)
3.Wooden Stakes(from Windmill Deck)
4.Lantern(from Windmill Deck)
5.Dagger(from Windmill Deck)
6.Axe(from Old Abandon Keep Deck)
7.Musket-2 available(from Abandoned Keep Deck)
8.Healing Herbs(from Old Woods Deck)
9.Pistol(from Windmill Deck)
10.Book of Town History
11.Cross (from Manor Deck)
12.Woodsman's Overcoat (from Old Woods Deck)

Ultra Rare Table:

Or Roll d6 to get Deck & then die called for to get item
1 item only is available once taken reroll

#1 Manor Deck -d3

1-2.Family Bible
3-4.Book of Medicine
5.dueling Pistol(madness Supplement)
6.Holy Water

#2 Windmill Deck-d3

1-2.Lucy's Diary
3-4.Gunpowder Keg
5.Rope(Madness Supplement)
6.Hunting Rifle

#3 Abandoned Keep-d6


1.Old Carving
2.Relic
3.Rosary
4.Rogue's Rapier
5.Book of the Occult
6.reroll

#4 Old Woods-d6

1.Blunderbuss
2.Booke of Witchcraft
3.Charm
4.Garland
5.Cav.Horse(Madness Supplement)
6.Reroll

#5 Town Items-d6

1.Silver Shot
2.Book of Lore
3.Book of Town History
4.Charmed Relic
5.Runic Amulet
6.Tools of Science

#6 Reroll on this Table.


Random Location/Lair Table

Roll d4 to get # of block & then d10 to get Location

1.Block #1

1.Stage Station(Train Station)
2.St Mary's Hospital
3.Independence Square
4.Historical Society
5.River Docks
6.Silver Twilight Lodge
7.Police Station
8.Administration
9.Graveyard
10.Reroll on this table

2.Block #2

1.Newspaper
2.Woods
3.Arkham Asylum
4.South Church
5.Unvisited Isle
6.The Witch House
7.Hibb's Road House
8.Science Building
9.General Store
10.Reroll on this table

3.Block #3

1.Curiosities Shoppe
2.Ye Olde Magick Shoppe
3.The Bank
4.Ma's Boarding House
5.The Unnameable
6.Velma's Tavern (Diner)
7.Library
8.Black gate
9-10.Reroll on this table

4.Block #4

1.North Side
2.Uptown
3.Downtown
4.Southside
5.Merchant District
6.French Hill
7.Easttown
8.Miskatonic Univ.
9.Rivertown
10.Reroll on this table


-----------------------------------------------------------------------
Keziah Mason-Witch

Combat =5
Wounds=3

Special Abilities

1.Magic Immunity=Runic Amulet,Charm,Relic,& Old Carving
can NOT be used in combat against her.

2.Strange lines/Angles=A Hero who does not have a combined
Spirit & Cunning of 8 can only wound her on 6+

3.Familiar=At Showdown Brown Jenkin joins the Witch
(Stats on Minion Chart.)

4.Children are disappearing-Any Mystery Card with the Key Word
MURDER causes Shadow Track to Advance 1.

5.Witch House-if this is the Lair Location for the Showdown
at the start of each combat round after the first the Hero
must make a Spirit Check,if failed The Black Man has
intervened to save Keziah.The Witch Wins & Brown Jenkin
gets the Hero's heart.

-----------------------------------------------------------------------
Minion Chart

1.Scarface the Baby-Event-this dreams all to real.Hero
must make Spirit 6+ Check if succeed gain 1 Spirit,if
fail lose 1 wound.

2.Rats Nest -Minion Animal Horde-see Instructions on
the Werewolf Villain Minion Chart.

3-4. Dark Dreams-Event-terrible visions of an alien City
haunt the Hero's Dreams.The Shadow Track Advances
1 and all Hero's gain 2 Inv.

5-6. Attacked by Brown Jenkin-Minion-
Hero loses random Item before combat(if has none ignore)
1 round of combat Hero gets 1 Inv.for each Hit.
If no Hero in space then each Hero that has an Item rolls
d6 ,lowest # loses 1 random Item.That Hero gets 2 Inv.
and Shadow Track Advances 1.

Brown Jenkin(Rat Thing Familiar)

Combat=3
Wounds N/A but due to size only takes wounds on 6+

For Showdown purposes Wounds=1

Sighing like the night wind and sobbing like the rain,—
Wailing for the lost one that comes not again:
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Messages In This Thread
AToAH/Varient - Old Dwarf - 10-29-2008, 06:50 PM
RE: AToAH?Varient - Old Dwarf - 11-03-2008, 05:33 PM
RE: AToAH?Varient - Old Dwarf - 11-24-2008, 07:22 PM
A Touch of Kingsport - Old Dwarf - 11-26-2008, 11:55 PM
RE: AToAH/Varient - Old Dwarf - 12-09-2008, 01:54 AM
RE: AToAH/Varient - deadrabbit - 12-09-2008, 03:05 AM
RE: AToAH/Varient - Old Dwarf - 12-10-2008, 12:18 AM
RE: AToAH/Varient - Old Dwarf - 12-12-2008, 01:13 AM
RE: AToAH/Varient - Old Dwarf - 12-14-2008, 07:12 PM
RE: AToAH/Varient - Old Dwarf - 12-14-2008 11:56 PM

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