Author Topic: Strangers From Another World (Arkham Game)  (Read 19903 times)

Sierra

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Re: Strangers From Another World (Arkham Game)
« Reply #25 on: February 11, 2010, 02:01:24 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:

$9
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)
Whiskey (common item, discard to reduce sanity loss by 1, $1)

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)

~

Will check for this round is passed. And, Arianna heads to the general store to see if there are any nifty weapons on sale, stealing Keith's money along the way.

<Cidward> May as well roll for Nultros while someone else is here to witness.
<Strago> True 'nuff.
<Cidward> 3 will, -1 mod. I'd bump will up one first if I knew I could, but eh, not sure if that's kosher or not. So, 2.
<Cidward> roll 2d6 to be a hero, just for one day
* Hatbot --> "Cidward rolls 2d6 to be a hero, just for one day and gets 9."12 [2d6=4, 5]
<Cidward> 'kay.
<Strago> Nicely done.
« Last Edit: February 12, 2010, 03:18:46 AM by El Cideon »

VySaika

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Re: Strangers From Another World (Arkham Game)
« Reply #26 on: February 11, 2010, 04:53:05 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.

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

Sitting on my ass getting taunted by my cat and waiting for an encounter.
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #27 on: February 11, 2010, 06:13:49 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:
$1
6 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 Unnameable to collect the two clues there, giving $1 to Tal on the way.
« Last Edit: February 11, 2010, 07:59:05 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.

Talaysen

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Re: Strangers From Another World (Arkham Game)
« Reply #28 on: February 11, 2010, 08:02:25 PM »
Keith Chiemi

Location: Silver Twilight Lodge

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
3 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
Heading to General Store, grabbing $1 from Shale on the way.  Shopping please~

Heading to the Silver Twilight Lodge, grabbing the clue.

EDIT: Might be changing the plan, so please don't update just yet.

EDIT 2: Question to Soppy: Do I lose clue tokens upon being devoured?  PS implies not, but don't know if that was intentional or not.
  Answer is no.
« Last Edit: February 12, 2010, 03:26:23 AM by Talaysen »

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #29 on: February 12, 2010, 06:02:27 AM »
Norman Withers was not having a good day. His attempted questioning of the Sheldon Gang yielded little for him but a headache, and whenever he heard the bottle of bootleg hooch in his pocket slosh around it only made his head throb more. He decided to take it easy, heading back to the Arkham Historical Society to look up some records. Yes, a nice cup of coffee and a stack of periodicals would be a good way to salvage this day. He knew it would be closed at this time of night, but luckily Mr. Owen, the curator, had given him a key some months ago, trusting the wizened old professor of astronomy to responsibly use the premises for his research.

He still hadn’t run into anyone really fitting the descriptions of the other-worlders yet. It was beginning to be a problem, as was the ominous feeling that something big was happening. On his way to the woods he had seen a figure leaping from rooftop to rooftop, and on his way back, in one of the alleys he’d heard a most peculiar scraping noise- like a snake or a lizard. It was probably his imagination, caused by stress or his headache. There certainly were few of the former and none of the latter in Arkham, especially ones big enough to make that kind of noise, but it still perturbed him all the same.

After locking the door behind him, he immediately headed up to Mr. Owen’s office on the second floor. The place was as deserted as it normally was at this time of night. The light was on, so he went ahead and knocked on the door, which opened at the first rap of his knuckle. He slowly entered the office. “Ulysses? Are you here?”

The figure sitting at Mr. Owen’s desk was not his friend. It was a woman. A very beautiful woman with short hair and a come-hither look on her face. She did not acknowledge him as he entered, instead seemingly content in staring forward, continuing a conversation of which there was no other end.

“…answer to that, Mr. Ashland. Nultros provides.”

Norman’s eyes widened, “Excuse me? Who are you? Why are you in Mr. Owen’s office?”

She continued to ignore him, “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 this name, “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.”

It was after that she went silent, but she kept staring straight ahead with the same empty look in her eyes. Then, all at once, she was aware. He could hear the chair strain, as if she was preparing to rise. What actually happened he could never have predicted.

When she leapt over the desk towards him, he ran out of the office as fast as his old legs could take him. He slammed the door shut behind him, heading for the stairs and half running, half falling down them. He could hear the office door fly off its hinges, even over his own ragged breathing. He gasped and wheezed, trying for the front door, only to have the woman’s lithe form drop down in front of it. She didn’t speak, she didn’t even seem to breathe. She just watched him as a lioness would eye her prey.

Norman immediately took off again, running to the door to the basement. He threw it open and launched himself down the stairs. It was a small miracle that he didn’t fall and break his neck. It was only then that he realized he had just trapped himself in a room with no windows and just one door. It’s funny the things that age teaches you, or doesn’t, unless you actually experience them. There was a smell in the air too. Lamp oil? No… kerosene. Why was there gas in the basement? He had little time to think about that as he heard the soft padding of feet coming down the stairs. Slowly, deliberately, with purpose.

Whatever this woman was, he didn’t have much of a choice if he wanted to stay alive. Norman had never been a violent man, but desperate times pulled from the darkest parts of people. He rushed over and grabbed the kerosene, opening the can and hiding it behind his back as the woman reached the foot of the stairs. Burning witches worked a couple hundred years ago, it’ll work now, he thought. He let her get just a few steps closer, then flung the can around at her.

He lucked out again as the gas splashed all over her. Norman quickly reached into his pocket for a match as she let out an ear-splitting scream. He used the scant few moments of confusion his action had bought him to strike the match and tossed it at her, diving out of the way and hoping that he didn’t accidentally catch fire.

As the witch burned, he collapsed against the wall, the pain from his ordeal all at once falling onto his old bones. He was wondering how to keep the fire from spreading, but fortunately- or unfortunately- that wasn’t going to be a problem. A blue light erupted from the eyes of the woman, and he heard chanting coming from… somewhere. When it finished, the witch exploded in a shower of sparks and Norman felt himself getting pulled into her like a vacuum.
« Last Edit: February 12, 2010, 07:51:26 AM by Hunter Sopko »

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #30 on: February 12, 2010, 06:14:27 AM »
Arkham
Keith- Silver Twilight Lodge
Make a Sneak -2 check. If you pass, you slip into the temple area of the lodge and find 2 items of interest. Roll a die for each item. On a success, draw a unique item. Otherwise draw a common item.

Niniel- The Unnamable
You hear the scurrying and squeaking of a horde rats from inside the walls. Abruptly, you realize that they are moving to surround you.. Pass a Speed -1  check to make it to the front door first. If you fail, you are lost in time and space.

Hunter- Harborside Streets
Stupid, stupid mistakes. Shoulda stayed and had lunch with Arianna.

Arianna- General Store
Choose between these three items: Shotgun, .38 Revolver, Dynamite

Other World
Harkan- Unknown Kadath
Facing an awfulness head-on is the only way to avoid madness. Pass a Will -2 check or lose 3 sanity

Norman- Yuggoth
Your only hope is to steal a byakhee and some space mead! Pass a Sneak -2 check to escape. Return to Arkham and gain 2 Clue tokens. If you fail, you are lost in time and space.

Sierra

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Re: Strangers From Another World (Arkham Game)
« Reply #31 on: February 12, 2010, 06:27:11 AM »
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:

$5
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)
Whiskey (common item, discard to reduce sanity loss by 1, $1)
Shotgun (physical weapon, +4 to combat check/6's count as 2 successes, 2H, $6)

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 is all over that shotgun. Exhausting Credit Rating to lessen the financial impact.

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #32 on: February 12, 2010, 02:12:34 PM »
I'm still here! Slightly more clueless though.

<Shale> Anybody around?
<xorn-slp> yo ho ho and a bottle of...
<xorn-slp> diet mountain dew!
<Shale> Yar, matey!
<Shale> 2d6 to stay on Planet Earth?
<Hatbot> ACTION --> "Shale rolls 2d6 to stay on Planet Earth? and gets 6." [2d6=2, 4]
<Shale> d6 for clue?
<Hatbot> ACTION --> "Shale rolls d6 for clue? and gets 6." [d6=6]
<Shale> Okay, I'll take that.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #33 on: February 12, 2010, 02:30:45 PM »
Norman uses up 2 Clue tokens in order to gain 2 Clue tokens, but at least he's safely back in Arkham.

> Anyone around for witnessin'?
<Shale> Yar.
> Word.
> needing to use clues for this
> d6
* Hatbot --> "Strago rolls d6 and gets 1."12 [d6=1]
> bluh
> d6
* Hatbot --> "Strago rolls d6 and gets 6."12 [d6=6]
> woo!
<Shale> Yay!

VySaika

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Re: Strangers From Another World (Arkham Game)
« Reply #34 on: February 12, 2010, 04:57:05 PM »
I will not be around until very late tonight, someone please roll my encounter for me, use Cham if nessesary.
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #35 on: February 12, 2010, 05:04:19 PM »
<Shale> Anybody around? Might as well get Gate's rolling done.
* IdleYoshi is now known as Yoshiken
<Soppy-ElectricGrenadier> Yo
<Shale> Okay.
<Shale> d6 to not go nuts.
<Hatbot> ACTION --> "Shale rolls d6 to not go nuts. and gets 5." [d6=5]
<Shale> That was simple!
<Soppy-ElectricGrenadier> Woo
"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 #36 on: February 12, 2010, 09:16:28 PM »
Sneak sucks, so no dice on the roll.  Not going to use clues, I think.

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #37 on: February 12, 2010, 11:32:06 PM »
Norman Withers was having a really bad day. One that didn’t appear to be ending anytime soon. When he came to, he couldn’t tell where he was, other than that there was blackness all around him. It took him a while to realize that it was the sky, and he was on his back on some very rocky ground. Every part of him ached as vague memories of some sort of demon woman danced around in his head. How he ended up here was anyone’s guess.

Almost in spite of himself, he forced himself to sit up. The image that greeted him was even more shocking than he expected. He could only describe it as a desert, but that wasn’t right. If it was at least a desert it would imply some sort of familiarity and comfort. The landscape that awaited him here was a gray wasteland of craters. He sat there taking this in for another long while, waiting for the shock to wear off.

He soon found himself walking- to where he had no idea. It was all pretty much the same: black on top, gray on the bottom, some holes in the ground. Every once in a while there would be some sort of creature buzzing by. It appeared to be a fly, only the size of a housecat, some even as large as a goat. They paid him no mind. He lost track of time, but just kept putting one foot in front of the other despite every fiber of his being crying out in protest. Eventually, a hazy form appeared on the horizon. This complete break from the norm gave him renewed strength and he ran towards it, whatever it was.

What he came upon could only be a mirage. It was a table, a simple coffee table supporting a single bottle of unknown liquid. There was a note attached to the bottle.

Drink me

This is where Norman knew it had to be a dream. He was certainly unconscious back in the basement of the historical society… he wasn’t even a fan of Lewis Carroll, so he knew it had to come from some unforgotten region of his mind. Still, dream or not, looking at the wasteland around him, he knew he had few other options.

He picked it up and removed the cork carefully, pointing the bottle away from him just in case. Seeing no explosion of pressure, carbon dioxide or otherwise, he pulled it closer to his nose to take an experimental sniff. He knew it was dangerous, but better to inhale it than ingest it first. It smelled sickeningly sweet- like honey. Also vaguely alcoholic. “Mead?” Why was there mead out here in space? Was his alcohol headache from this afternoon really having that much of an influence?

Seeing no recourse, he resolved himself and brought the bottle to his lips, taking a sip. All at once the effect hit him. Time slowed down as it hit his tongue. He felt the world spin and he staggered backwards. Everything around him took on a faint glow as he dropped the bottle. Yet, he still for some reason swallowed. As it travelled down, the feelings intensified as he was knocked out flat on his rear end, his mouth speaking in strange tongues he couldn’t, yet could, understand. At it reached his stomach, everything exploded into a symphony of kaleidoscopic colors. Space was awash in hues of blue, green, fuchsia, pink, lavender, sepia, gold, silver, grey, white, black, blue, green, fuchsia, pink… The stars winked at him with knowing eyes. Animals of all sorts came out to greet him and the overgrown flies from before were nowhere to be seen. He was conversing with a clever sheep and an honest duck when a resounding cry filled the air.

Immediately, all the animals vanished as he could see a vague blur swooping down on him from the skies. It was hard to make out, but as it positioned itself silhouetted in the smiling moon, he could at least determine its form. Almost like a pterodactyl, or a reptilian wolf with wings. Either way, it terrified him but he could not for the life of him bring himself to move. It closed in, swooping in for the kill and did, in fact, grab him as he feared. He closed his eyes before the impact, but felt nothing except the wind.

Hesitantly, he opened his eyes to find himself flying through the air, his long beard fluttering up into his face. He was confused, and even more so when he discovered he was actually on the back of the flying thing, travelling back towards a large blue ball. Just as it filled his vision, it suddenly disappeared behind a large, white, glowing circle, and all at once he was back in the basement of the historical society where he left off. Only now, the white gate was behind him and remained open. Norman stroked his beard, pondering what to do next. The only thing he did know is that whatever was responsible for this, this Nultros, needed to be stopped at all costs.
« Last Edit: February 13, 2010, 12:18:15 AM by Hunter Sopko »

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #38 on: February 13, 2010, 04:07:34 AM »
Extra! Extra! (Expansion Mythos)

Read all about it! Any player currently in the Streets may pay $4 to gain 1 Tabloid Paper.

A gate to R'lyeh opens at the Silver Twilight Lodge, sucking in Keith and spawning a Dhole and a Cultist. A clue appears at the Science Building.

All monsters move! Dash, Triangle, Star, Cross and Circle monsters move on White, moving the Dhole and the Moon Beast to the French Hill Streets. Square, Diamond, Moon and Hex monsters move on Black, moving the Cultist to the French Hill Streets and the Serpent People to the Southside Streets.


No Rift Progress tokens are added.


So people can decide, this is a Tabloid Paper, it's an expansion tome.

« Last Edit: February 13, 2010, 04:18:49 AM by Hunter Sopko »

Yakumo

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Re: Strangers From Another World (Arkham Game)
« Reply #39 on: February 13, 2010, 04:35:37 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 succeed this time!  Moving to 607 Water Street for an encounter.  Also failed the Nultros check so someone else will have to stop the terror increase.

[23:29] <@Yakumo> Hmm.  Well, my plan hasn't really changed.
[23:30] <Soppy-ElectricGrenadier> Yep. Did catch a break in that no token popped up this turn
[23:30] <@Yakumo> Indeed.  Helps make up for not being able to get to one last turn.  Still might have a problem with that though.
[23:31] <@Yakumo> May as well roll it now, I'll recharge the rifle this turn so it's available later if I need it.
[23:31] <@Yakumo> First of all, d6 for Nultros.
[23:31] <@Yakumo> d6
[23:31] * Hatbot --> "Yakumo rolls d6 and gets 4." [d6=4]
[23:31] <@Yakumo> Someone else'll have to do that one.
[23:31] <@Yakumo> Alright.  Same 5 dice for the sneak check.
[23:31] <@Yakumo> 5d6 to not get pounded into paste?
[23:31] * Hatbot --> "Yakumo rolls 5d6 to not get pounded into paste? and gets 17." [5d6=4, 2, 2, 4, 5]
[23:32] <@Yakumo> ...that was close. >_>
[23:32] <+MishaArsellecLune> Indeed.  Wow.
[23:32] <@Yakumo> Think I'll go visit the old lady at 607 Water Street, then.

VySaika

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Re: Strangers From Another World (Arkham Game)
« Reply #40 on: February 13, 2010, 04:39:30 AM »
Harkan Ashland, the Magic Student

Sanity: 4/6
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.

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

After sacrificing some luck for a bit more lore(shift one to the right), Harkan successfully figures out where his player is!

> suppose I should roll
> folks still here and such, yes?
<MishaArsellecLune> Yes yes.
> roll 2d6 will for no nightmares
* Hatbot --> "Gatewalker rolls 2d6 will for no nightmares and gets 10." [2d6=5, 5]
<MishaArsellecLune> Very no nightmares.
> shifting lore/luck to 5/1, casting Find Me
> roll 4d6 where am I
* Hatbot --> "Gatewalker rolls 4d6 where am I and gets 20." [4d6=6, 6, 3, 5]
> There I am!
<MishaArsellecLune> ...there you are indeed.
<Yakumo> You're very good at finding yourself, I see.
<%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 #41 on: February 13, 2010, 05:10:54 AM »
Keith Chiemi

Location: R'lyeh (1)

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
3 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
Shifting sliders.  Chillin' in R'lyeh.

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #42 on: February 13, 2010, 05:30:46 AM »
Norman gets some Egpyt Power and then hangs out and awaits his attempt to close this freakin' gate.


Norman Withers, the Astronomer

- Stats -

Sanity 2/6
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)
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]

Sierra

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Re: Strangers From Another World (Arkham Game)
« Reply #43 on: February 13, 2010, 07:27:09 PM »
Arianna is staying where she is because she's not done SHOPPING. No sliders changing or anything, so not gonna repost sheet.

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #44 on: February 13, 2010, 08:20:27 PM »
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
6 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 Graveyard for yet another 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.

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #45 on: February 13, 2010, 10:59:24 PM »
Leaping from rooftop to rooftop, Niniel Armelios couldn’t help but feel annoyed. That is, Niniel Chiemi was annoyed. It was very strange. After all this time, with all the hatred she still bore against her father, for all the animosity she still felt just looking at her family name, she still hadn’t really come around to identifying herself as a Chiemi. Even her father’s death hadn’t helped to put the matter to rest. It wasn’t that she didn’t love Keith. She did- with all her heart- even if she still felt she might have gotten married too early. She had to wonder if it was Christine’s influence. That was a lot of lost time there.

Assuming the role of the Capuchin had been the defining moment of her life. She had felt she was doing a good job, but there was no way she could have known that her predecessor hadn’t taught her all the little ins and outs of the job. She had known letting Keith go free after what he did was the wrong choice, yet she fell in love with him anyway. Even knowing the assassination was planned and sponsored by Toryll didn’t make it any less wrong. Her duty called to bring him to justice. Instead, she actively participated in covering up for him, to the point where she had intended to let an innocent man, a patsy, take the blame for Keith’s crime. This angered Levanter, and thus was born Christine.

It didn’t identify itself as that at first. It didn’t really have any identity other than The Capuchin. It possessed her, infected her mind, shoving her aside and sharing her body as a failsafe in the duties of the Capuchin. It was the punishment of all the wearers of the robe that had found themselves straying. However, it evolved; slowly at first, learning human emotion, empathy, eventually developing its own personality. It came to identify itself as Christine, a separate and distinct personality within Niniel. In all stages though, it hated Keith- and with good reason.

Keith’s impulsiveness, recklessness, selfishness and his inability to keep his mouth shut was also a major factor in Christine’s creation. It was overstating the truth slightly, but overstated or not it was still the truth. At first Keith had tried to make peace with Christine, but after repeated failure in that the two were blazingly antagonistic to each other, which put the already strained marriage between her and Keith even further on the ropes. By the time the two had gained a grudging respect for each other, the other problems had already started.

Before long, Christine’s presence was having an unintentionally negative effect on Niniel. Christine had inadvertently begun to subsume parts of Niniel’s personality, eventually leaving the poor girl in almost a child-like state whenever she would emerge. This made Christine distraught; she loved Niniel. She cared about her, was protective of her. She couldn’t stand the effect her presence was having on her, especially when Niniel had made so many strides in returning to the Capuchin she once was. After all the effort that went into finding a way that Christine could have her own body, Christine instead decided to implore Levanter to remove her from Niniel in order to save her. Levanter listened, and it worked at the cost of Christine’s very existence.

Keith and Niniel have only been married about a year, and known each other only two months longer than that. The saga with Christine had taken up ten months of their time together. Niniel was more or less back to her old self, but only a month away from Christine, she still felt like a stranger amongst even her friends sometimes. The fact that their lives were constantly in danger, be it from her father or from Nultros and his followers, made none of this any easier. It was a miracle in itself everything had stayed together.

It was the rats. Rats? Was that the best Nultros could do to me in this world? she thought to herself as she leaned on the railing of the roof overlooking the graveyard. She remembered back to everything Nultros had put her through in her dreams back on Chrysalis. A flood of maggots, a rain of blood, walking through fire as her friends and family- especially her father- mocked her, among others… and the worst one: being attacked by her own monstrous and deformed child. Her hand unconsciously reached for her stomach as she remembered that one. It still bothered her even now. It was the one that had made her numb to everything else Nultros had thrown at her. Rats were almost an insult at this point.

All of a sudden she was snapped out of her thoughts as she lost touch with Keith. She looked down at her left hand, to the wedding ring which resided underneath the Capuchin’s gray, padded glove. It was a bad sign. He had never taken it off in the entirety of their marriage, even when Christine was around. She could hardly imagine him dying. After all, she would have sensed his panic through the empathic abilities of the ring, unless it happened too fast, but that was unlikely for the terminally aware hunter. It had to be something else. She hadn’t seen Harkan around all day either, ever since he said he was going to the so-called “Witch House” to investigate. The abundantly dark feeling she could feel coming from the south, in the direction of the French Hill district where Harkan and Keith had gone, only intensified this feeling of dread. She forced herself to put this aside though. She had a job to do. There were reports of terrible things happening at the graveyard at night and she had to look into it. For the good of the people. Keith and Harkan can look after themselves, she thought, it’s for the good of the people.

The good of the people.
« Last Edit: February 14, 2010, 08:38:22 AM by Hunter Sopko »

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #46 on: February 15, 2010, 05:26:08 AM »
Arkham
Niniel- An artist has set up his canvas and is preparing to paint. The focus of his piece appears to be an open grave. He remarks that he dislikes its emptiness and asks if you can provide anything to fill the scene. If you spend five toughness worth of monster trophies, he introduces himself as Richard Upton Pickman. Take his ally card, or a spell if it is not available.

Hunter- As you walk pass a decripit old house, an ancient, but still vigorous man throws open the door and walks purposefully towards you. "Take this. Wear it." He roughly presses a small fetish bag into your hands. Take this card. Instead of losing 1 stamina, you may put a clue token on this card. Return this card to the box if it ever has 3 clue tokens on it.

Harkan- The gate looms!

Arianna- .45 Automatic, Food, Lantern

Norman- The gate looms! As does the smell of burnt witches!

Other World
Keith- If violence is all it understands, then violence it shall have! Pass a Fight (-1) check to take a Clue token.

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #47 on: February 15, 2010, 05:32:37 AM »
I kill five squirrels, give them to Pickman, and take his ally card. *nod*
"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 #48 on: February 15, 2010, 05:34:07 AM »
Keith Chiemi

Location: R'lyeh (1)

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
3 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
Failure.

[23:30] <MishaArsellecLune> Well I might as well make this skill check since there are three witnesses!
[23:31] <MishaArsellecLune> 2d6 to become smarter through PAUNCH
[23:31] * Hatbot --> "MishaArsellecLune rolls 2d6 to become smarter through PAUNCH and gets 6." [2d6=2, 4]
[23:31] <MishaArsellecLune> Paunch has failed me.
[23:31] <Shale> You can spend a clue! To...uh....get a clue.
[23:31] <Shale> This is totally a winning move.
[23:32] <MishaArsellecLune> totally

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #49 on: February 15, 2010, 05:52:05 AM »


Norman shuts that smelly gate to Yuggoth.

> So, gate-closing.
<Soppy-ElectricGrenadier> Yep
<Shale> Gate and I are both unarmed now. So we're still one weapon short.
<MishaArsellecLune> Hmm.
> I've got 5 Lore, +1 for Ra, -2 from the Gaaaate.
<Sierra_KoistheAntiLifeEquation> Okay.
<Sierra_KoistheAntiLifeEquation> Guess I'll get the gun, then.
> so that be 4d6
> 4d6, then!
* Hatbot --> "Strago rolls 4d6, then! and gets Error: Numeric values only."12 [4d6=1, 6, 2, 6]
<MishaArsellecLune> Yay~
> Huzzah!



Norman Withers, the Astronomer

- Stats -

Sanity 2/6
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)
1 Gate Trophy (Yuggoth)

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. [1/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]