Author Topic: Strangers From Another World (Arkham Game)  (Read 19970 times)


Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #1 on: February 09, 2010, 03:41:16 AM »
Monsters
Arkham
: Unvisited Isle
« Last Edit: March 04, 2010, 11:31:56 PM by Hunter Sopko »

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #2 on: February 09, 2010, 03:41:29 AM »


DOOM TRACK 2/6

Open Gates - 0/99999999999
Monster Limit - 1/9
Outskirts - 0/2
Terror Level - 1/10

Rift Progress:

White Moon/Black Cross-
White Dash, Triangle, Star/Black Hex - Neil's Curiosity Shop
 
White Circle/Black Square, Diamond -
White Square, Diamond/Black Circle -

White Hex/Black Dash, Triangle, Star - St. Erasmus House, The Rope and Anchor
White Cross/Black Moon -
« Last Edit: March 04, 2010, 11:32:45 PM by Hunter Sopko »

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #3 on: February 09, 2010, 03:41:42 AM »
Arkham locations

Bank of Arkham
Bank Loan: Instead of having an encounter here, you may take out a Bank Loan if you don't have one yet.

Arkham Asylum
Psychiatric Care: Instead of having an encounter here, you may recover sanity by receiving psychiatric care. You may either regain 1 Sanity for free, or pay $2 to restore your Sanity to its maximum value.

Curiositie Shoppe
Shop: Instead of having an encounter here, you may draw 3 Unique Items and purchase one of them for its list price. Discard the other two items.

Police Station
Deputized: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to become the Deputy of Arkham. Take the Deputy of Arkham card.

General Store
Shop: Instead of having an encounter here, you may draw 3 Common Items and purchase one of them for its list price. Discard the other two items.

Science Building
Dissection: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain 2 clue tokens.

Administration
Classes: Instead of having an encounter here, you may pay $8 to draw 2 Skills. Keep one of them and discard the other.

Silver Twilight Lodge
Inner Sanctum: If you have a Silver Twilight Membership, then you look at the Inner Sanctum entry when having encounters here.

St. Mary's Hospital
Medical Care: Instead of having an encounter here, you may recover Stamina by receiving medical care. You may either regain 1 Stamina for free, or pay $2 to restore your Stamina to its maximum value.

Ma's Boarding House
Recruit:Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take any 1 Ally of your choice from the Ally deck.

Ye Olde Magick Shoppe
Magic Lessons: Instead of having an encounter here, you may pay $5 to draw 2 Spells. Keep one of them and discard the other.

South Church
Blessing: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to have any investigator you choose be Blessed.

River Docks
Shady Character: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain $5.  This location counts as an Aquatic location.

Unvisited Isle
This location counts as an Aquatic location.

Kingsport locations

South Shore Streets
This counts as an aquatic location.

Harborside Streets
This counts as an aquatic location.

Central Hill Streets
This is the depot location.

Congregational Hospital
Treatment: Instead of having an encounter here, you may spend $1 to regain 1 Sanity and 1 Stamina.

Neil's Curiosity Shop
Pawn: Instead of having an encounter here, you may sell a Common or Unique Item. Make a Will (-1) check. If you pass, you get its list price. If you fail, you get half its list price (round up).

The Rope and Anchor
Tavern: Instead of having an encounter here, you may spend $1 to search the Common Item deck for a "Food" or "Whiskey" card.

North Point Lighthouse
The White Ship: Instead of having an encounter here, you my spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take the Captain of the White Ship card. This counts as an aquatic location.

The Causeway on the Kingsport Head
Hard Going: You must end your movement upon entering this location. This counts as an aquatic location.

Wireless Station on the Kingsport Head
Hard Going: You must end your movement upon entering this location.

Strange High House in the Mist on the Kingsport Head
Otherworldly: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take the Changed card.
« Last Edit: February 09, 2010, 05:32:38 AM by Hunter Sopko »

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #4 on: February 09, 2010, 03:41:58 AM »
There have been rumors of a strange nature going around Arkham recently. Rumors that there have been people living in Arkham from other worlds. Now, Arkham residents are quite used to the odd monster or being popping in and out, but humans? Not just from another world, but worlds? No one can quite find them to make sure. They find you. Because it seems that they may have brought something with them. Something that might just lead to Arkham's ultimate destruction.

Reports are sketchy at best. There seem to be two distinct groups. One seems to include a tall, blonde man and his young, dark-skinned wife, as well as a black-haired travelling student. The other group is even more mysterious, with little to no solid information known about them except that there are two of them travelling together. Even stranger are the reports of a mysterious masked vigilante calling itself The Capuchin that has begun roaming the streets at night, ridding Arkham of whatever crime was left in the city.

It is from these pieces Norman Withers took upon himself to construct the puzzle known as the truth. Will it prove to be his undoing? Or something far, far worse?
« Last Edit: February 09, 2010, 05:03:51 AM by Hunter Sopko »

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #5 on: February 09, 2010, 03:42:10 AM »
Graverobbers Strike!

Unfortunately for them, they release 2 monsters into the Central Hill streets. These two monsters are a Formless Spawn, and a Flesh Golem (Expansion Monster!)

A gate to Yuggoth opens at the Historical Society, spawning a Witch and a Serpent People. A clue appears at the Congregational Hospital.

Moon monsters move on White, moving the Flesh Golem to the South Shore Streets and the Serpent People to the Southside Streets.

A White Moon/Black Cross rift progress token is added. It is for 607 Water Street.
« Last Edit: February 09, 2010, 05:14:34 AM by Hunter Sopko »

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #6 on: February 09, 2010, 02:15:19 PM »
I guess I should make my way towards that Gate, since I think it will definitely behoove us for Norman to complete his personal story sooner than later.

Anyone want to give me a crash course in this Kingsport Rift business?

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #7 on: February 09, 2010, 03:07:42 PM »
When a Mythos card has directions for monster movement that match the icons next to a rift, that rift gets a progress marker. Four markers and the rift opens. An open rift moves like a monster, releasing a new monster every time it moves. It can also add doom tokens to the track by moving on an arrow of the same color as its icon. To stop that from happening, you go to one of the locations noted in the rift's entry and have an encounter there. That gets rid of one step of progress toward opening the rift. If the rift is already open, you have to clear out all four to close it.

Edit: Soppy, how does Attack From The Shadows work with Elusive monsters?

Double Edit: Executive ruling is that I can AFTS the Serpent People, but I have to make the check to find them, meaning if I miss the attack I'm in combat. They've only got one toughness, though, so it seems like a pretty decent bet if I start with a high fight.

Triple Edit: See below. I guess I'll just pick up a clue somewhere.
« Last Edit: February 09, 2010, 04:12:08 PM by Shale »
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

[23:02] <Veryslightlymad> CK dreams about me starring in porno?
[23:02] <CmdrKing> Pretty sure.

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #8 on: February 09, 2010, 03:57:10 PM »
Prepare for triple edit! I'll flipflop to no on it, it doesn't work on it. Just Elusive monsters though. AFTS was designed to pass over monsters while still getting an attack in, and if you have to stop and make a check in the first place to attack Elusive it defeats the purpose. Mobility > Attacking is the thinking here.

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #9 on: February 09, 2010, 05:40:58 PM »
Niniel, The Tattooed Lady

Sanity: 4/4
Stamina: 6/6

Focus: 2

Skills
Speed  1  2  3  [4]
Sneak  5  4  3  [2]

Fight  2  3  [4]  5
Will    4  3  [2]  1

Lore  0  [1+1]  2  3
Luck  3  [2]  1  0

Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.

Inventory:
$2
2 Clues
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Cross: +1 to horror che...wow, deja vu.
Dark Cloak: +1 to Evade checks.

Quest Status:

Pass: 0/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 0

Move to the Science Building for a clue, unless anybody has a better idea.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

[23:02] <Veryslightlymad> CK dreams about me starring in porno?
[23:02] <CmdrKing> Pretty sure.

VySaika

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Re: Strangers From Another World (Arkham Game)
« Reply #10 on: February 09, 2010, 08:43:10 PM »
Harkan Ashland, the Magic Student

Sanity: 6/6
Stamina: 4/4

Focus: 1

Skills
Speed  1  2  3  [4]
Sneak  4  3  2  [1]

Fight  1  2  [3]  4
Will    5  4  [3]  2

Lore  2  3  [4]  5
Luck  4  3  [2]  1

Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.

Inventory:
$3
1 Clues
Flare Gun: Discard while in the streets to move all monsters in the Sky to my area.
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Meteor Storm: 2h spell, -3 Casting Mod, 3 San cost. Cast and discard to insta-gib all monsters in my area and claim their sorry asses as trophies.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.

Quest Status:

Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.

------------------------------

Dunno what my action is just yet, just wanted to post my sheet and my Will check. The question is, do I go clue hunting, or do I hope that Cham can help me and try and take out that Serpent Person so Strags can have a straight shot at the gate?

EDIT: Oh, that's what Elusive means. Well then, move to the Witch House to get a clue and possibly further Harkan's study of magic!?.

<MishaArsellecLune> Perhaps.
> gonna go ahead and roll for Nightmares
<MishaArsellecLune> 'Kay.
> starting with my Will at 3, so 2 dice
> 2d6 no nightmares for me
* Hatbot --> "Gate-walker rolls 2d6 no nightmares for me and gets 9." [2d6=4, 5]
<MishaArsellecLune> Yay~
« Last Edit: February 09, 2010, 08:52:38 PM by Gatewalker »
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Talaysen

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Re: Strangers From Another World (Arkham Game)
« Reply #11 on: February 09, 2010, 09:45:55 PM »
Keith Chiemi

Location: Newspaper

Stats
Sanity: 4 / 4
Stamina: 6 / 6

Speed: [3] 4 5 6
Sneak: [3] 2 1 0

Fight: [3] 4 5 6
Will: [4] 3 2 1

Lore: 0 1 [2] 3
Luck: 4 3 [2] 1

Focus: 2

Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.

Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.

Inventory
$6

Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3

Unique Items

Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.

Spells

Personal Story
Pass- Be devoured before the final battle with the GoO.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.

Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper

Current Action
Heading to the Newspaper.

EDIT: Received $3 from Hunter.
« Last Edit: February 10, 2010, 12:18:03 AM by Talaysen »

Sierra

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Re: Strangers From Another World (Arkham Game)
« Reply #12 on: February 09, 2010, 10:29:27 PM »
Arianna Lanathan

Sanity: 3/3
Stamina: 7/7

Focus: 1

Speed: 1 2 3 [4]
Sneak: 3 2 1 [0]

Fight: 2 3 4 [5]
Will: 6 5 4 [3]

Lore: 1 [2] 3 4
Luck: 3 [2] 1 0

Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.

Inventory:

$3
3 clue tokens
Spear (physical weapon, +3 to combat check/exhaust for +2 to evade check, 2H, $5)
Enchanted Jewelry (unique item, put 1 stamina token on enchanted Jewelry to avoid losing 1 stamina/discard at third token, $3)
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)

Personal story:

Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)

~

Arianna heads across town to Hibb's Roadhouse to pick up a clue, trading her rifle for a flare gun as she passes Hunter in the streets.

Yakumo

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Re: Strangers From Another World (Arkham Game)
« Reply #13 on: February 09, 2010, 11:05:39 PM »
Hunter Sopko

Sanity 5/5
Stamina 5/5

Focus: 2

Speed: 1 2 3 [4]
Sneak: 4 3 2 [1]

Fight: 1 2 3 [4]
Will:  4 3 2 [1] (+1)

Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)

Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check.  On a success, he gains 1 of the appropriate stat.

Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.


Inventory:

$1
Yithian Rifle - Exhaust before making a Combat check to gain +6 to that check. Yithian Rifle only refreshes if you spend all of your Focus to do so.
Lucky Cigarette Case - Discard Lucky Cigarette Case to re-roll any one Skill check.
Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)


Personal Story:

Pass- Don't be devoured before the battle with the Great Old One.
Effect- Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.

Fail- Be knocked to 0 Sanity or 0 Stamina during the game.
Effect- Lose 1 Focus

----------------
Moving to Kingsport, trading my Flare Gun to Arianna for a Yithian Rifle and giving Keith $3 on my way by.  Killed the Formless Spawn that was blocking the streets the train station dumped me at.

[18:00] <@Yakumo> Anyway, suppose I should do my rolling.  Moving to the Train Station, paying $1 to move to Kingsport and landing on a Formless Spawn.  I'll have Fight/Will set to 4/1.
[18:00] <@Yakumo> Since I have Persuade, I still have one die for the horror check.
[18:01] <@Yakumo> d6
[18:01] * Hatbot --> "Yakumo rolls d6 and gets 6." [d6=6]
[18:01] <Soppy-ElectricGrenadier> Aria with a credit rating is amusing. She had the cabal of trade groups and banks out to kill her during the game
[18:01] <@Yakumo> Spiffy, no sanity loss.  Alright.  I have 4 fight, exhaust the Yithian Rifle for +6, -2 mod for 8 dice.  Need two successes.
[18:01] <@Yakumo> 8d6
[18:01] * Hatbot --> "Yakumo rolls 8d6 and gets 32." [8d6=4, 5, 4, 4, 3, 5, 1, 6]
[18:02] <+Shale> Whew.
[18:02] <Soppy-ElectricGrenadier> Success
[18:02] <@Yakumo> Got three, so that's one splattered spawn~

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #14 on: February 10, 2010, 02:45:32 AM »
Norman is suffused with some kind of crazy Egyptian magicks or somesuch, and heads for a walk in the Woods and a Clue Token. I'll be jumping into Yuggoth next turn, I do believe.

<MishaArsellecLune> Woods is generally bad news though.
> Yeah, so I've heard.
> But I'm gonna give it a whirl.
> And since it's a nasty place, let's cast Voice of Ra.
> 5 Lore, -1 mod.
> 4d6 for Egpytian Power
* Hatbot --> "Strago rolls 4d6 for Egpytian Power and gets 17."12 [4d6=6, 2, 3, 6]
> Huzzah.

Norman Withers, the Astronomer

- Stats -

Sanity 5/6
Stamina 4/4

In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.

- Skills (Focus: 2) -

Speed  0 1 2 [3]
Sneak  4 3 2 [1]

Fight  0 [1] 2 3
Will   4 [3] 2 1

Lore  2 3 4 [5]
Luck  5 4 3 [2] (+1)

- Inventory -

$3
4 Clue Tokens

Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)

Find Gate (casting mod -1, san cost 1, cast and exhaust to immediately return to Arkham from an Other World)
Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)

Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
Kerosene (physical weapon, 1 hand, exhaust to gain +4 to combat check, $1 to refresh)

- Personal Story -

Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [0/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space


Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #15 on: February 10, 2010, 04:57:15 AM »
So I figure since you guys are playing nice and participating in a crazy playtest, I should make it worth your while. Seeing as it's based on RPs I've been in, I figure drawing on this to expand on the story aspect of the game would be fun. As such, you'll get some scenes based on the actions your characters take during their turns. Can't promise to include everyone, but the first one to follow is a good example of what they'll be. Hope you enjoy it.

-------

Prowling through the streets, Arianna spotted her quarry from across the way. She could generally sense when it was around, but recently the feeling has died down- probably the effect of the world. She jumped up, attempting to signal her prey from within the crowd of people. It was a bit difficult using her right arm, as it still remained barely usable, but the case she was carrying in her other hand necessitated it. Her hair fell into her eyes as she landed and she brushed it away limply. Her hair was getting longer again, which spoke to how long they’d been on this world. She had gotten it cut when they arrived. Usually they’d already moved on to three, even four other worlds by now, but here they were.

She had to wonder if there was something they were missing. She’d heard the rumors going around; the ones about the monsters showing up as well as the ones about the group of travelers from another world. Another other world. This probably perturbed her more than any of them. When she and Hunter had first heard them, they immediately set out to find out more, which was what this lunch date was about. Well, that and to finally spend some quality time together for the first time in a while. The job he’d gotten at the bank was good, but left them with little time. For a moment she felt as if Hunter had reverted to the old Hunter, the one from twelve hundred years ago, but the feeling passed as she saw him crossing the road towards her. She shifted the case in her hand again, its weight straining at her remaining good arm. She motioned with her head to follow him into the alley nearby so they could talk.

He smiled to her as he stepped up near her. “Hey. Glad I ran into you here.” His eyes flicked to the case she was carrying. “What’s that?”

She lifted it up and shoved it into his chest with a smile. “Something I found in the shop today. Looked neat, figured I’d buy it.” Hunter took the case from her with a look of incredulity. He slowly opened it up and then looked
at her, then back to the case, then back to her.

“I’m sure it’s the thought that counts…” was his first quip upon viewing the odd, tentacled rifle.

Aria smirked, “Oh, ha, ha, ha. That suit looks terrible on you, by the way.” It was a half-truth. It was amusing to her to see Hunter in a suit that wasn’t armor. It was a rarity, and though it had become commonplace over the last couple months, that timeframe is a drop in the bucket compared to the millennia they had spent shuffling around.

Hunter closed the case and shifted his tie a bit. “Yeah, yeah. Thanks though. It’ll actually help with the second thing I have to tell you.”

She lifted an eyebrow at him. “Oh?”

“Yeah. The first is that I actually ran into one of the people from the other world today. Walked right into the bank, said he needed money. He fit the description, so I asked him for the truth and managed to convince him.”

This earned another look from Aria. “You? Convince someone? I guess you did learn something after all these years.”

Hunter narrowed his eyes humorously at her and continued. “Anyway, we talked for a bit, they said they were from a world called Chrysalis, and also that the monsters appearing are probably related to what they brought with them.”

“What’d they bring with them, exactly?”

“Said its name was Nultros, called it a ‘World Lich’. Guessing it’s just a lich, but I’m maybe somewhat nastier? We didn’t get to talk for long though. He said he had pressing business.”

“You get a name?”

“Yeah. Said his name was Keith. He’s the blonde haired, blue-eyed one from the rumor. He also said not to worry about the vigilante, it’s from his group too.”

“That’s something, I guess. What was the other thing you needed to tell me?”

Hunter’s smile grew uneasy and he gave her a goofy, toothy grin. “I have to cancel on lunch today. The bank wants me to go to Kingsport for business, immediately. I’m actually on my way to the station.”

Aria glared at him, nudging him with her elbow. “Not fair, Hunter.”

He immediately drew her into a hug, which she returned unwillingly, using her limp right arm. “I know, I’m sorry. But
duty calls. I wouldn’t cancel on you if it was avoidable. Thanks for the present.” He drew back, looking at the right arm dangling at her side. “How is it feeling today?”

“The same. It’ll be fine.” She raised it, flexing the fingers as proof. There was a silent moment between them before Aria spoke again, “You should go.”

He nodded, “Alright. Sorry again. I’ll be back as soon as possible. And be careful, things have felt weirder around here than normal.” He gave her forehead a quick kiss before ducking back out of the alley towards the train station, leaving Arianna with little to do but head to Hibb’s for their planned lunch, alone. However, she noticed something at the head of the alley as she approached it. It was some sort of gun. Had Hunter dropped it? The muzzle was much too wide. It had to be a flare gun. Why was he carrying one? Was it related to why he was going to Kingsport? She sighed, deciding that once she saw him again, he would certainly have some explaining to do. Some habits die hard, she supposed. Died REALLY hard, in Hunter's case.
« Last Edit: February 12, 2010, 07:34:21 AM by Hunter Sopko »

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #16 on: February 10, 2010, 05:07:41 AM »
Keith- Newspaper (Expansion encounter)
You have a nice, long chat with one of the top investigative reporters in Arkham. Gain 2 Clues.

Niniel- Science Building (Expansion encounter)
The new professor, Miss Mab, is searching for assistants. You may make a Lore (-2) check to apply. If you succeed, gain 2 Clue tokens as you help her with her research. If you fail, lose half your money as an application fee.

Hunter- Central Hill Streets
Well... this is certainly an interesting start to a business trip...

Harkan- The Witch House (Expansion encounter)
A Witch attacks! It is the Witch House after all...



Arianna- Hibb's Roadhouse
A stranger buys you a drink. You may search the Common item deck for a Whiskey card and take it.

Norman- The Woods
You stumble across the Sheldon Gang experimenting with a still. One of them threatens you, but you convince him that a nip from the still will keep their whereabouts secret as far as you are concerned. Pass a Will (-1) check to search the Common item deck for a Whiskey card.

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #17 on: February 10, 2010, 05:13:51 AM »
<Shale> Hm. I have 2 lore, so the check is 0.
<Soppy-ElectricGrenadier> Map going up
<Shale> I can use a clue token on it, but then the reward is gaining one clue versus losing $1.
<Shale> Eh, clue is more valuable than a buck.
<Shale> Yay Lore skill, at least.
<Shale> roll 2d6
<Hatbot> ACTION --> "Shale rolls 2d6 and gets 8." [2d6=6, 2]
<Shale> I get a clue!
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

[23:02] <Veryslightlymad> CK dreams about me starring in porno?
[23:02] <CmdrKing> Pretty sure.

Talaysen

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Re: Strangers From Another World (Arkham Game)
« Reply #18 on: February 10, 2010, 05:16:28 AM »
Keith Chiemi

Location: Newspaper

Stats
Sanity: 4 / 4
Stamina: 6 / 6

Speed: [3] 4 5 6
Sneak: [3] 2 1 0

Fight: [3] 4 5 6
Will: [4] 3 2 1

Lore: 0 1 [2] 3
Luck: 4 3 [2] 1

Focus: 2

Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.

Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.

Inventory
$6
2 Clue tokens

Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3

Unique Items

Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.

Spells

Personal Story
Pass- Be devoured before the final battle with the GoO.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.

Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper

Current Action
Yay I get clues.

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #19 on: February 10, 2010, 05:22:53 AM »
Norman gets some booze.

> Yay, Whiskey.
> 3d6 to get a drank (3 Will, -1 check, +1 egypt power)
* Hatbot --> "Strago rolls 3d6 to get a drank (3 Will, -1 check, +1 egypt power) and gets 11."12 [3d6=4, 6, 1]
> Huzzah!

VySaika

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Re: Strangers From Another World (Arkham Game)
« Reply #20 on: February 10, 2010, 04:36:18 PM »
Harkan Ashland, the Magic Student

Sanity: 5/6
Stamina: 4/4

Focus: 1

Skills
Speed  1  2  3  [4]
Sneak  4  3  2  [1]

Fight  1  2  [3]  4
Will    5  4  [3]  2

Lore  2  3  [4]  5
Luck  4  3  [2]  1

Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.

Inventory:
$3
1 Clues
Flare Gun: Discard while in the streets to move all monsters in the Sky to my area.
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Meteor Storm: 2h spell, -3 Casting Mod, 3 San cost. Cast and discard to insta-gib all monsters in my area and claim their sorry asses as trophies.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.

Trophies"
Witch - 1 toughness

Quest Status:

Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.

------------------------------

Harkan attempts to hit on the witch. It appears to be going well, until Cham figures out that means something must be terribly wrong here and claws her face off.

> A witch in the witch house, eh?
> no horror check needed, and considering her mods leave me at 0 for sneak or fight so I have to exhaust Cham to do anything, I may as well fight
> someone in here to witness?
<Soppy-ElectricGrenadier> Yo
> roll 2d6 to get a little Familiar with the witch
* Hatbot --> "Gatewalker rolls 2d6 to get a little Familiar with the witch and gets 10." [2d6=4, 6]
<Soppy-ElectricGrenadier> Woo
> Cham saves the day
<Soppy-ElectricGrenadier> Just remember you lose a Sanity from Nightmarish
<Soppy-ElectricGrenadier> Cham always saves the day
* Gatewalker nods
<Soppy-ElectricGrenadier> And you claim one hot trophy
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #21 on: February 11, 2010, 04:54:31 AM »
As Harkan stepped up to the so-called “Witch House” and knocked on the door, he shifted a bit from foot to foot, trying to settle into his new boots. He tapped the toes into the ground idly, attempting a better fit. It had taken him forever to find a new pair of boots. His old ones had been so ripped up when they arrived here that new ones were almost a necessity. And they were so expensive too! He was used to having his father’s company make them for him, and they weren’t nearly as uncomfortable as these were out of the box. Harkan had come a long way and learned to put up with and accept a lot on this journey, but a terrible pair of shoes cut right to the sole.

He grumbled a bit at the pun, focusing more at the task at hand. He’d received word from Niniel that suspicious persons were usually seen coming in and out of this place at night, so checking it out during the day was probably the safest time.

~Yeah, Harkan. Because the bad guys don’t work in daylight~ Cham’s voice chidingly reminded him in his head.

Harkan grumbled again, this time at his sassy familiar. “Shut up.”

He wasn’t kept waiting long.

What opened the door was a woman more beautiful than Harkan had seen in a long time. Out of pure reflex he took a step back, knowing his luck with that sort of woman, but he relented knowing he had a job to do.

~Hey look, Harkan! Maybe you’ll find out if your love life is as messed up in this world as in the last one!~

He ignored Cham, “Hello, miss. Are you the homeowner here?”

“You could say that.” She purred. Harkan could feel Cham’s nails dig into his shoulder a bit at it. Probably that animal intuition.

“Do you think I could ask you a few questions?”

“Of course. Come on in.” she beckoned, stepping back from the door and opening it wide for Harkan’s entry. It was slightly dark inside, but Harkan threw caution to the wind as he stepped in, wiping his feet politely before entering. The interior was your average house, if a bit dusty and bare. It didn’t look lived in at all. Of course, the woman was nowhere to be found as well, except for her voice, which wafted in from the next room. “How exactly can I help you, Mr. Ashland?”

Harkan raised his voice so that she could hear him, wherever she had gone. “Well, I’m looking into some rumors that have been going around lately, and some concern this house. I… wait… how did you know who I was?”

The only answer to that question was the soft footsteps slowly approaching the room. The scent of something also crept into his senses, perfume maybe? Suddenly the woman’s figure leapt into the doorframe, wearing nothing but a see-through shawl that covered little but the unimportant bits. She smiled at Harkan menacingly. “I believe you know the answer to that, Mr. Ashland. Nultros provides.”

~You sure can pick winners, can’t you, Harkan?~

Harkan heard the front door slam shut behind him, but he still backed up against it defensively. “He is here then.”

“Yes, Mr. Ashland. Your little plan was a dismal failure. I’m afraid you’ve only succeeded in making him exceptionally angry. You see, now that he can’t destroy Chrysalis, he can’t die like he planned. With you here with him, he’s going to be taking out that anger on this city, this country, and this planet. I hope you’re very proud of yourself, Mr. Ashland.” She practically cooed his name, beginning to step closer to him. “You should see what I can see, Mr. Ashland… Nultros gives you the most wonderful dreams, if only you would help him,” her voice dropped down, almost breathy, “the most wonderful dreams.”

“Sorry. I’ve already seen the kind of dreams Nultros offers. They’re not really that good.”

All at once she charged at him. Harkan instinctively reached for his sword, forgetting that he had lost it in the crossover. He froze momentarily, just as the woman was about to leap at him. Only Cham saved him, swiping a deep scratch at his neck that snapped him out of his daze. He leapt out of the way just in time and could feel Cham leap off his shoulder. He grabbed the nearest object, an old clock, and lashed out at the woman, cracking her over the head and knocking her out.

~What is it with you and women, Harkan? Seriously.~ Cham leapt up onto the table Harkan had taken the clock from, then leapt back to Harkan’s shoulder, using her wings to extend the jump to land safely.

“You’ll never let me live anything down, will you?”

~Never.~

It was certainly an important clue that Harkan had just picked up. Nultros was recruiting followers… but did he really intend to destroy this world just for the hell of it? That did and didn’t sound like his style, but who knows what a desperate, powerful being like Nultros was really capable of? Harkan thought about this, never noticing the woman’s chant before his vision spun and he was pulled into somewhere dark...
« Last Edit: February 11, 2010, 06:20:01 AM by Hunter Sopko »

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #22 on: February 11, 2010, 05:00:20 AM »
Scientific Breakthroughs!(Expansion Mythos)


An up and coming researcher named Miss Mab is showing off her latest work in the Miskatonic University Streets! Any player ending their turn there may make a Lore (-3) check to wow her with your knowledge. If you pass, gain 1 Common Item and 1 Unique Item as she rewards your knowledge. If you fail, lose 1 Stamina as you are escorted off the grounds for bothering her.

A gate to the Unknown Kadath opens at The Witch House, sucking in Harkan and depositing a Moon Beast and a Ghost! A clue appears at The Unnamable.

Moon monsters move on White, Cross monsters move on black, moving the Flesh Golem to the Harborside Streets and the Serpent People to the Uptown Streets.

A second White Moon/Black Cross rift progress token is added. It is for The Rope and Anchor.

Yakumo

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Re: Strangers From Another World (Arkham Game)
« Reply #23 on: February 11, 2010, 05:38:24 AM »
Hunter Sopko

Sanity 4/5
Stamina 3/5

Focus: 2

Speed: 1 [2] 3 4
Sneak: 4 [3] 2 1

Fight: 1 2 3 [4]
Will:  4 3 2 [1] (+1)

Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)

Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check.  On a success, he gains 1 of the appropriate stat.

Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.


Inventory:

$1
Yithian Rifle - Exhaust before making a Combat check to gain +6 to that check. Yithian Rifle only refreshes if you spend all of your Focus to do so.
Lucky Cigarette Case - Discard Lucky Cigarette Case to re-roll any one Skill check.
Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)


Personal Story:

Pass- Don't be devoured before the battle with the Great Old One.
Effect- Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.

Fail- Be knocked to 0 Sanity or 0 Stamina during the game.
Effect- Lose 1 Focus

----------------
Try to sneak past the golem to get to a location to remove rift markers and fail miserably.  Manage to lose it before it grinds me into paste, but I'm stuck in the streets this turn.  Also failed the Nultros check so someone else will have to stop the terror increase.

[00:26] <@Yakumo> Hmm.  Looks like I need to sneak past the golem to get to either rift location.
[00:27] <Soppy-ElectricGrenadier> Yeah. It's +2 Evade, so you have more than a good shot at it
[00:28] <@Yakumo> Only need to move two spaces and the rifle won't help with it, though, so I may as well shift to 2/2 Speed/Sneak.
[00:28] <@Yakumo> Er, 2/3.
[00:29] <@Yakumo> 5d6 to have the golem not see me walking by?
[00:29] * Hatbot --> "Yakumo rolls 5d6 to have the golem not see me walking by? and gets 14." [5d6=2, 4, 4, 2, 2]
[00:29] <@Yakumo> That sucks.
[00:29] <+MishaArsellecLune> :(

[00:33] <@Yakumo> d6 for the horror check since I'm forced into combat (1+1 from Persuade-1 mod)
[00:33] * Hatbot --> "Yakumo rolls d6 for the horror check since I'm forced into combat (1+1 from Persuade-1 mod) and gets 1." [d6=1]
[00:33] <@Yakumo> One sanity loss too, not a huge deal.
[00:33] <@Yakumo> 5d6 to RUN AWAY
[00:33] * Hatbot --> "Yakumo rolls 5d6 to RUN AWAY and gets 21." [5d6=4, 6, 6, 4, 1]
[00:33] <Soppy-ElectricGrenadier> gj

[00:35] <@Yakumo> d6 Will for Nultros
[00:35] * Hatbot --> "Yakumo rolls d6 Will for Nultros and gets 4." [d6=4]
[00:35] <@Yakumo> d6 forgot about the persuade reroll for the Horror check
[00:35] * Hatbot --> "Yakumo rolls d6 forgot about the persuade reroll for the Horror check and gets 3." [d6=3]

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #24 on: February 11, 2010, 01:57:20 PM »
Norman slides up his fight, making himself rather useless for the Nultros-Terror-Will-check this turn, sadly. On the plus side, he beats up a Witch and jumps in a Gate.

> Okay, SO. Egypt Power time! 5 Lore, -1 mod.
> 4d6
* Hatbot --> "Strago rolls 4d6 and gets 16."12 [4d6=3, 4, 4, 5]
> Yay! One Sanity lost.
<Cidward> EGYPT POWER.
> And now... I set a Witch on fire!
> 3 Fight, +1 from RA, +4 from Kerosene, -3 from Witchy-poo.
> 5d6
* Hatbot --> "Strago rolls 5d6 and gets 18."12 [5d6=5, 1, 4, 6, 2]
> Burninated.
> She's got Nightmarish, so one more Sanity damage.
<Cidward> -1 sanity, though.
> No problemo.
<Cidward> She's so fine she blows your mind hey Norman.

Norman Withers, the Astronomer

- Stats -

Sanity 3/6
Stamina 4/4

In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.

- Skills (Focus: 2) -

Speed  0 1 2 [3]
Sneak  4 3 2 [1]

Fight  0 1 2 [3]
Will   4 3 2 [1]

Lore  2 3 4 [5]
Luck  5 4 3 [2] (+1)

- Inventory -

$3
4 Clue Tokens

1 Monster Trophy (Witch)

Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)

Find Gate (casting mod -1, san cost 1, cast and exhaust to immediately return to Arkham from an Other World)
Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)

Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
Kerosene (physical weapon, 1 hand, exhaust to gain +4 to combat check, $1 to refresh)
Whiskey (discard to reduce any Sanity loss by 1)

- Personal Story -

Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [0/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]