Tabletop Simulator

Tabletop Simulator

Not enough ratings
Essence of Humanity Fanmade Campaign for AHLCG (SCE mod)
   
Award
Favorite
Favorited
Unfavorite
Type: Game
Game Category: Card Games, Cooperative Games
Complexity: High Complexity
Number of Players: 4
Assets: Cards
Language: English
File Size
Posted
Updated
1.394 MB
16 Nov, 2021 @ 6:16pm
28 Apr @ 6:25pm
15 Change Notes ( view )

Subscribe to download
Essence of Humanity Fanmade Campaign for AHLCG (SCE mod)

Description
2022/11/02 Hot fix.

Scenario 2: Each story asset referred to Gordon Pace instead of their own title. Fixed.
Scenario 4: The Interlude story assets had not been included in the scenario. Fixed.

2022/10/25 Scenario 6 release and major overhaul

Thank you for your patience. Allow me to present scenario 6: Layered Truths. Just 2 more scenarios to go before we can release this campaign in full. As always, I welcome critique and comments on the campaign design, positive and negative.

Change Log Notes:

In general:

- Scenario 6 is now available!

- I've figured out how to do professional looking Suggested location placements, with text fitting and everything!
- Plus, I've found the option to turn off text-line compression that would make certain campaign guide pages feel ultra-dense.
- Both of the above points added like 7 pages to the campaign guide and demanded a full reformatting. hopefully for the last time.
- Many of the legacy encounter cards have been remastered or reworked. They've received comparatively less attention compared to the regular encounter cards due to their higher rarity in showing up. This update strove to remedy that, since they are a selling point of the campaign and all. Specifically:
- Lash Out: Now attaches to an asset that must be discarded to testlessly remove Lash Out. Also the number of copies of Lash Out have been reduced from 3 to 2.
- Rats: Text now reflected Research cards' restriction to 1 copy drawn per search.
- The Marked: No mechanical changes, but reworded to work in scenario 6, when Were-Creature is set-aside instead of in the encounter deck.
- Overgrown: With legacy Locked Door now a thing (see below), Overgrowth has been re-mastered to spread clues place down on a location out, and can no longer leave play, aligning its design to the rest of the campaign's location attaching treacheries.
- Running on Fumes: Reworked to reduce its effect, to reflect the fact that the number of copies of Running of Fumes have been increased from 2 to 3.
- In addition, a new legacy card has been made: Hostage, from the Division encounter set. The legacy options have been shuffled around to include this option (and pad out the later options as the campaign comes to a close).
- The new story assets have been made as rewards to be earned during interlude 2.
- Interlude 2's boxes have been altered slightly with better quality story, campaign guide recording instruction that aren't loose ends, and the aforementioned story assets.
- The legacy options of scenario 5 have been completed.
- Savage Wolves now have a prey condition.
- Houndmaster has new artwork.
- The Power trait has been removed from Tremors. This is a blow to flavor and foreshdaowing, but the Power trait will now be referenced in scenario 5 in a meaningful way, and I wish to exclude tremors from that reference.
- Bad Blood and Brought Out their worst has had their artworks swapped around.
- The effect of Dilapidated and Terraforming have been swapped. This strengthens the theme of scenarios 6's encounter deck when the cult is a husk of its former self.
- The chaos bag can now receive a 0 during interlude 2 and has been modified slightly to account for this change.

Scenario 2:

- The Doom Threshold of Agenda 1 has been increased from 15 to 16.

Scenario 3:

- The act c/d deck has been re-mastered.

- To solve a massive issue where it was technically not possible to see the interlude if you were playing in a 3-player group, the text on The Big Guy that facilitates this has been re-worked and moved to the back of agenda 1c.
- The agenda backs also no longer spawn additional enemies if there is a scarity of them.
- The doom threshold of agenda 1/2/3 have been changed from 4/4/4 to 3/4/5 (to have the ability to read the scenario interlude appear quicker).
- Various titles, flavor text, and game play technicals have been tweaked to optimise all this (The Big Guy should no longer feel incongruent and text dense).

- The Big Guy himself has seen many a change. He is now double-sided, with a story card on his back.
- His story side should solidify his 'change from scenario to scenario' theme that his X per investigator health (X is the scenario number) mechanic introduced.

- Front Porch no longer has the Entry Keyword (since it is now redundant).
- A new way of determining which barriers outward facing barriers, using Outdoor, Perimeter, Passageway, and Central traits to do so. This should remove a weird case where some locations were equidistant to Hallway.

- Trappers Kit now uses secrets instead of supplies.
- Warding Circle's number of charges has been upped from 4 to 5.

Scenario 5: Working on the assumption that scenario 5 is too easy (particularly on low player counts), we'll be making some changes, starting with:

- Agenda 1's doom threshold has been reduced from 4 to 3.
- The setup can now have you place 1 doom on agenda 1a if you did not read a certain interlude box.
- The setup now randomizes clues placed on Civilized locations, to make clues place more consistent with all other ways that clues get placed.
- The backs of the story cards have been heavily redone. As rich in story that they were, they were a bit all over the place and don't have much space for any significant story beat. Instead each one will present a choice: either add 1 doom to the next agenda, or add some number of casualties in the campaign log.
- The Legacy options have been expanded.
- In suspicion of the scenario being too quick to complete on lower player counts, the final act requires 6/8/10/12 clues now, up from 3/6/9/12 at player counts 1/2/3/4.
- Immolation Team has been reworked. The old version did weird complicated things that took many words to describe and didn't translate to much efficacy.
11 Comments
Lucaxiom  [author] 2 Apr @ 8:37am 
You are not. This project is on indefinite hiatus. The odds of scenario 7 and 8 coming out are slim.
Earl of Bunthorpe 2 Apr @ 7:13am 
Where's scenario 7 and 8? Am I clicking on the wrong thing?
Blue.Barracuda 19 May, 2023 @ 6:41pm 
Is this project still going?
emart40x 20 Nov, 2021 @ 8:49pm 
Please explain how to download print-and-play cards for this product?
Lucaxiom  [author] 19 Nov, 2021 @ 4:51am 
Oh man. This are really embarrassing mistakes. Diner is connected to Baptist Church, but Baptist Church should connect to Diner too, but I put the wrong symbol in. Post Office is fine though; it connects to Baptist Church, and Vice Versa.

And I'll add the Enhanced Instincts from the Predators set to the set-aside box.

Thank you for your patience. You can also reach me on Reddit and Discord if it is more convenient in the future: my username is the same as on Steam.
Denynenem 18 Nov, 2021 @ 10:03pm 
Also unless somehow the mistake was on my end, I couldn't find the predator set-aside deck on secneario 2
Denynenem 18 Nov, 2021 @ 9:25pm 
One question abot scenario 3. In the repeated setup we have "Draw 3 random locations from the civilized deck and put it into play" what happens if one of them doesn't have any connecting locations?

In our case we have Presque Isle, Diner, Baptist Church and the Post office (the latter doesn't connect to any of the existing locations).
Denynenem 18 Nov, 2021 @ 8:50pm 
I suppose we must have missed that one and thought Vantage point as unrevealed. Sorry about that.
Lucaxiom  [author] 18 Nov, 2021 @ 8:24pm 
Thank you for catching the erroneous name of Rocky Outcrop (Starting point). In the Act 2 setup instructions, it should refer to it as (Vantage Point), so that it is the same as the location.

Everything else you bring up, however, is very confusing. Rocky outcrop is double-sided; it does not have an unrevealed side. And each side has text that is relevant to the act in which that side is flipped up. Gathering Point side up for act 1. Vantage Point side up for act 2. Since both sides count as its revealed side, you don't flip it when you enter Rocky Outcrop.
Denynenem 18 Nov, 2021 @ 5:11pm 
2/2

Question: Wouldn't we reveal it immediately anyway? And if not, then walking back and forth would...so what's the point of this? Is it to give new clues to rocky outcrop? Is it to prevent text it's ability? Either way I'd prefer to either swap with a different card with the same name or have a different text (Either in Act 1b which is kept in play, in the Act 2 scenario setup or even in the card).

For example:
Act 2 setup: Place clues on Rocky Outcrop equal to its starting value
Act 1b: For the remainder of the game, investigators may not use Rocky's Post text ability
Rocky Outcrop: If it's Act 1: (Reaction trigger ability): At the end of the round, blah blah blah.

If it's something else I'm sorry, but I don't see why we flip it.