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Messages - Smashy

Pages: [1] 2 3 ... 6
1
Forum Games / Re: Arkham Horror discussion/game setup
« on: March 05, 2010, 05:06:02 PM »
With Soppy's game ending...

*kicks*

2
RPGDL Discussion / Re: Season 58 Nom pools
« on: February 06, 2010, 05:46:51 PM »
Godlike:
Violetta(G3)
Leopold(DQ8)
T620G(SaGa)
Lenneth (VPs)
Chris (S3)
Melfice (G2)

Heavy:
Crono(CT)
Ramsus(XG)
Freya(FF9)
Alena(DQ4)
The Prince(S5)
Maya (WA3)

Middle:
Flay(MK)
Myau(PS1)
Mitsuru(P3)
Bowser(SMRPG)
Sheena(ToS)
Jin (P3)

Light:
Banon(FF6)
Pikachu(PKMN)
Diego(VH)
Mao(SH3)
Rufus (FF7)
Taloon (DW4)

*shrug*

3
Forum Games / Re: Ancient Artifacts and Killer Bugs in Arkham - Endgame
« on: February 03, 2010, 05:27:07 PM »
It made it to the red epic battle cards at least!!!!!

(Like two turns after the game was all but over due to the last investigator running out of sanity and our enchanted weapons going poof.  Did not help that Mage died at the start of the fight)

4
Forum Games / Re: Alien abductions in Arkham? Turn 8 Encounters
« on: December 16, 2009, 03:34:12 AM »
Luke Robinson, the Dreamer

Stats

Sanity: 4/7
Stamina: 3/3
Focus: 1

Speed   O 1 [2] 3
Sneak   4 3 [2] 1   (+1)

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

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

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$6
5 Clue Token(s)
1 Toughness worth of Monster Trophies (Cultist)
1 Gate Trophy (Another Dimension)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Pass: Gain 3 Gate trophies - Gain ally of choice (1/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (0/4)


----

zzz

5
General Chat / Re: Games you're playing: The 2009 edition.
« on: December 15, 2009, 05:56:14 AM »
Arad Senki: Silver Night is the most annoying dungeon I have ever had the pleasure of running thus far. Fuck those damn blimps, seriously. I'm probably going to rue the day I have to go ba-- Fuck, I need to come back here if I want the Hyper Jammer. DAMN IT!

Nonono.  Screw that Fighter that throws homing discs.  Yes I know -thiscomp- but still.

6
Forum Games / Re: Alien abductions in Arkham? Turn 8 Encounters
« on: December 15, 2009, 05:41:32 AM »
Luke Robinson, the Dreamer

Stats

Sanity: 4/7
Stamina: 3/3
Focus: 1

Speed   O 1 [2] 3
Sneak   4 3 [2] 1   (+1)

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

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

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$6
4 Clue Token(s)
1 Toughness worth of Monster Trophies (Cultist)
1 Gate Trophy (Another Dimension)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Pass: Gain 3 Gate trophies - Gain ally of choice (1/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (0/4)


----

The only thing sleeping with the fishes today is a doom token.

[00:33:48] * Smashy looks him up, cracks knuckles
[00:33:55] <Smashy> 1d6 Horror
[00:33:57] * Hatbot --> "Smashy rolls 1d6 Horror and gets 5." [1d6=5]
[00:34:32] <Smashy> He is not scary.  Now am I getting +4 or +5 off the Powder?
[00:34:51] <RandomConsonant> +5, I think
[00:34:55] <MishaArsellecLune> +5, I believe?  It's +9 normally?
[00:35:11] <MishaArsellecLune> Resistance rounds up, so.
[00:35:29] * Smashy mrfs
[00:35:48] <Smashy> 4 fight, -3 combat mod, +5 from the Powder, 2 successes
[00:35:59] <Soppy-KoIsAClosedRoomMurder> Wait... didn't you pass your check, Snow?
[00:36:05] <RandomConsonant> He couldn't
[00:36:06] <Yakumo> He didn't GET a check.
[00:36:07] <RandomConsonant> No Sneak
[00:36:07] <Smashy> Snow couldn't pass it
[00:36:14] <Yakumo> 0 in the stat.
[00:36:18] <Soppy-KoIsAClosedRoomMurder> Oh. Got it.
[00:36:30] <Smashy> 6d6 FOR THE REASON I SNUCK BY THE DARK YOUNG
[00:36:32] * Hatbot --> "Smashy rolls 6d6 FOR THE REASON I SNUCK BY THE DARK YOUNG and gets 21." [6d6=5, 2, 2, 6, 5, 1]

7
Forum Games / Re: Alien abductions in Arkham? Turn 7 Upkeep/Movement
« on: December 14, 2009, 06:31:42 AM »
Luke Robinson, the Dreamer

Stats

Sanity: 5/7
Stamina: 3/3
Focus: 1

Speed   O 1 [2] 3
Sneak   4 3 [2] 1   (+1)

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

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

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$6
3 Clue Token
1 Toughness worth of Monster Trophies (Cultist)
1 Gate Trophy (Another Dimension)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Powder of Ibn-Ghazi (Unique: Magical weapon, +9 to Combat Checks, lose 1 Sanity and discard after use, 2 hands)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Pass: Gain 3 Gate trophies - Gain ally of choice (1/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (0/4)


----

Luke gj's his Voice of Ra roll, decides to stay at Devil Reef for now

[01:23:17] <Smashy> On the other hand, I'm going to roll for Voice of Ra right now.  3 Lore, -1 casting mod
[01:23:25] <Smashy> 2d6
[01:23:27] * Hatbot --> "Smashy rolls 2d6 and gets 4." [2d6=1, 3]

8
Forum Games / Re: Alien abductions in Arkham? Turn 7 Upkeep/Movement
« on: December 14, 2009, 05:36:27 AM »
Luke Robinson, the Dreamer

Stats

Sanity: 6/7
Stamina: 3/3
Focus: 1

Speed   O 1 2 [3]
Sneak   4 3 2 [1]   (+1)

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

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

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$6
3 Clue Token
1 Toughness worth of Monster Trophies (Cultist)
1 Gate Trophy (Another Dimension)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Powder of Ibn-Ghazi (Unique: Magical weapon, +9 to Combat Checks, lose 1 Sanity and discard after use, 2 hands)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Pass: Gain 3 Gate trophies - Gain ally of choice (1/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (0/4)


----

Luke gains 2 clue tokens from landing at Devil Reef, but cannot make the check so no extra clues.

9
Forum Games / Re: Alien abductions in Arkham? Turn 7 Upkeep/Movement
« on: December 13, 2009, 04:40:49 PM »
Luke Robinson, the Dreamer

Stats

Sanity: 6/7
Stamina: 3/3
Focus: 1

Speed   O 1 2 [3]
Sneak   4 3 2 [1]   (+1)

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

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

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$6
1 Clue Token
1 Toughness worth of Monster Trophies (Cultist)
1 Gate Trophy (Another Dimension)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Powder of Ibn-Ghazi (Unique: Magical weapon, +9 to Combat Checks, lose 1 Sanity and discard after use, 2 hands)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Pass: Gain 3 Gate trophies - Gain ally of choice (1/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (0/4)


----

Luke does not collect 200 Monopoly dollars.

[11:28:18] <Smashy> Research Materials are available to buy, right?
[11:29:35] <Smashy> If so, I will head to the First National Grocery
[11:31:01] <Yakumo> Yeah, there's one left.
[11:31:28] * Smashy mrfs. I suppose I shall grab it, then
[11:31:49] <Smashy> So I have a marial law check thingy to make
[11:32:17] <Smashy> (Assuming I make that now, right?)
[11:32:40] <Yakumo> At the end of your movement, yes.
[11:34:02] <Smashy> Ok no slider movement and heading to First National Grocery
[11:34:08] <Smashy> 1 Sneak, +1 Sneak skill, +1 mod
[11:34:59] <Smashy> 3d6 to not go to jail (and 200 dollars etc)
[11:34:59] * Hatbot --> "Smashy rolls 3d6 to not go to jail (and 200 dollars etc) and gets 12." [3d6=4, 4, 4]
[11:35:03] <Smashy> ... :|
[11:35:27] <Yakumo> <_<

10
Forum Games / Re: Alien abductions in Arkham? Turn 6 Upkeep/Movement
« on: December 12, 2009, 04:49:33 AM »
Luke is not sneaky enough

[23:43:46] <Smashy> Beep
[23:44:05] * Yakumo drops an anvil on Smashy.
[23:45:05] <Smashy> d6 for SLEEPCRIME
[23:45:06] * Hatbot --> "Smashy rolls d6 for SLEEPCRIME and gets 4." [d6=4]
[23:45:15] <Smashy> Boat steal fail

11
Forum Games / Re: Alien abductions in Arkham? Turn 6 Upkeep/Movement
« on: December 11, 2009, 03:04:16 AM »
Luke Robinson, the Dreamer

Stats

Sanity: 6/7
Stamina: 3/3
Focus: 1

Speed   O 1 2 [3]
Sneak   4 3 2 [1]   (+1)

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

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

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$6
1 Clue Token
1 Toughness worth of Monster Trophies (Cultist)
1 Gate Trophy (Another Dimension)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Powder of Ibn-Ghazi (Unique: Magical weapon, +9 to Combat Checks, lose 1 Sanity and discard after use, 2 hands)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Pass: Gain 3 Gate trophies - Gain ally of choice (1/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (0/4)


----

Luke heads to Falcon PunchPoint.

12
Forum Games / Re: Alien abductions in Arkham? Turn 5 Upkeep/Movement
« on: December 11, 2009, 01:49:37 AM »
Luke will not investigate.

13
Forum Games / Re: Alien abductions in Arkham? Turn 5 Upkeep/Movement
« on: December 10, 2009, 07:59:01 PM »
Luke Robinson, the Dreamer

Stats

Sanity: 6/7
Stamina: 3/3
Focus: 1

Speed   O 1 [2] 3
Sneak   4 3 [2] 1   (+1)

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

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

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$6
1 Clue Token
1 Toughness worth of Monster Trophies (Cultist)
1 Gate Trophy (Another Dimension)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Powder of Ibn-Ghazi (Unique: Magical weapon, +9 to Combat Checks, lose 1 Sanity and discard after use, 2 hands)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Pass: Gain 3 Gate trophies - Gain ally of choice (1/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (0/4)


----

Luke heads over to the Marsh Refinery, collecting the Clue Token over there.

14
Forum Games / Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« on: December 10, 2009, 01:13:05 AM »
Luke Robinson, the Dreamer

Stats

Sanity: 6/7
Stamina: 3/3
Focus: 1

Speed   O [1] 2 3
Sneak   4 [3] 2 1   (+1)

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

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

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$6
1 Toughness worth of Monster Trophies (Cultist)
1 Gate Trophy (Another Dimension)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Powder of Ibn-Ghazi (Unique: Magical weapon, +9 to Combat Checks, lose 1 Sanity and discard after use, 2 hands)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Pass: Gain 3 Gate trophies - Gain ally of choice (0/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (0/4)


----

Luke drops a little hints to the feds that THERE'S AN EVIL MONSTER HERE AAAAAAAAAAAAAAA and then tiptoes around the Dark Young.  Very slowly, since he only gets to the streets.

[20:00:15] <Smashy> ANYWAYS
[20:00:49] <Strago|Harvey> If you're going to fight them, I'll hop over to the Silver Twilight Lodge, I think.
[20:00:53] <Smashy> I kinda planned to sneak past that Dark Young, so let us try that
[20:01:10] <RandomConsonant> Right.
[20:01:41] <Hello-StrawmanthedralWaddleDee> So.
[20:01:51] <Smashy> Speed/Sneak to the left one so I have 3 Sneak, first off
[20:01:55] <Hello-StrawmanthedralWaddleDee> I'm just going to wander around in a WA3 aftergame dungeon this turn?
[20:01:58] <Strago|Harvey> Anyway, I say kill them. Why play it safe right now?
[20:01:59] <Cid_Samson> Huh, Abyss sounds nasty.
[20:02:11] <Cid_Samson> Too bad someone with an elder sign didn't get sucked in there.
[20:02:11] <Smashy> Meh
[20:02:14] * RandomConsonant shrugs, okay then
[20:02:30] <Smashy> Would rather not have to take an encounter at the Order of Dagon if possible
[20:02:59] <Smashy> ANYWAYS
[20:03:00] <Yakumo> Also if you were still planning to put a clue on the Feds track remember that's an upkeep action.
[20:03:11] <Smashy> ... Well then
[20:03:30] <Smashy> Yeah, I'll drop my clue to fill up Church Green's Fed track
[20:04:19] <Gate-viciouscycle> -_-
[20:04:20] <Smashy> Assuming it's possible to do from the order of dagon.  Otherwise... meh
[20:04:25] <Gate-viciouscycle> Two gates in my move range
[20:04:30] <Gate-viciouscycle> they both already have someone in them
[20:04:35] <Smashy> ANYWAYSSSSSSSSSSSS
[20:04:35] <Gate-viciouscycle> -_____-
[20:04:40] <RandomConsonant> I know.
[20:04:42] <RandomConsonant> It is sad.
[20:05:03] * Gate-viciouscycle has uber clues, an Elder Sign and a unique power that is prime for gate crashing. And yet.
[20:05:10] <Smashy> 3 Sneak + 1 skill - 2 awareness.  I fail I go straight to the hospital in a pile of gj
[20:05:55] <Cid_Samson> It's sad that we're doing really well? >.>
[20:06:04] <Smashy> 2d6 to not wake Daddy.  And by Daddy I mean horrible monster
[20:06:05] * Hatbot --> "Smashy rolls 2d6 to not wake Daddy. And by Daddy I mean horrible monster and gets 11." [2d6=5, 6]
[20:06:13] <Strago|Harvey> Damn. Smooth.
[20:06:19] <Gate-viciouscycle> nice
[20:06:24] <RandomConsonant> Heh.
[20:06:34] <Yakumo> It's sad that the game is basically rolling over and waiting for you to kill it. >_>
[20:06:54] <Smashy> And I move onto Church Green's streets so we can ignore him and the order of dagon for a while

15
Forum Games / Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« on: December 09, 2009, 03:16:41 PM »
The key to doing everything successfully is to always do it with as few successes as possible.  Clearly.

[10:07:04] <Smashy> Anyone here?
[10:08:12] <xorntoro-broked> uo.
[10:08:58] <Smashy> Ok, sleep-punching a gate shut.  4 Fight, no mod
[10:08:58] <Cid_Samson> Sorta.
[10:09:27] <Smashy> 4d6 to close the gate to the land that was never traveled to
[10:09:29] * Hatbot --> "Smashy rolls 4d6 to close the gate to the land that was never traveled to and gets 13." [4d6=3, 1, 5, 4]
[10:10:11] <Smashy> Gate closed, Another Dimension goes all :<, I get gate trophy.
[10:10:39] <Cid_Samson> Screw Another Dimension.
[10:10:46] <Cid_Samson> It's not as cool as our dimension!

16
Forum Games / Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« on: December 09, 2009, 02:47:07 AM »
Luke Robinson, the Dreamer

Stats

Sanity: 6/7
Stamina: 3/3
Focus: 1

Speed   O 1 [2] 3
Sneak   4 3 [2] 1   (+1)

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

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

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$6
1 Clue Token
1 Toughness worth of Monster Trophies (Cultist)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Powder of Ibn-Ghazi (Unique: Magical weapon, +9 to Combat Checks, lose 1 Sanity and discard after use, 2 hands)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Pass: Gain 3 Gate trophies - Gain ally of choice (0/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (0/4)


----

Luke uses his gatehax to land in the Order of Dagon in preparation of closure.

17
Forum Games / Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« on: December 09, 2009, 01:39:14 AM »
lolcultist

[20:31:03] <Smashy> So there's a Cultist
[20:31:35] <Cidward> There is.
[20:31:42] <Smashy> And I have a Wither.  3 Lore
[20:31:43] <Smashy> 3d6
[20:31:44] * Hatbot --> "Smashy rolls 3d6 and gets 16." [3d6=6, 4, 6]
[20:32:11] <Cidward> Argh I forgot the smileys again. *edit*
[20:32:13] <xorntoro-broked> <_<
[20:32:13] <Smashy> 3 Fight + 3 Wither + 1 Cultist mod
[20:32:24] <Smashy> 7d6
[20:32:25] * Hatbot --> "Smashy rolls 7d6 and gets 21." [7d6=1, 3, 6, 5, 2, 2, 2]
[20:32:41] <xorntoro-broked> Witha me, bugga?
[20:32:42] <Cidward> He's a deader.

18
Forum Games / Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« on: December 08, 2009, 05:37:02 PM »
Luke Robinson, the Dreamer

Stats

Sanity: 6/7
Stamina: 3/3
Focus: 1

Speed   O 1 [2] 3
Sneak   4 3 [2] 1   (+1)

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

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

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$6
1 Clue Token
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Powder of Ibn-Ghazi (Unique: Magical weapon, +9 to Combat Checks, lose 1 Sanity and discard after use, 2 hands)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Pass: Gain 3 Gate trophies - Gain ally of choice (0/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (0/4)


----

Luke acts as a tour guide for a little girl.  He gains one clue token for moving into the second area of the Dreamlands.

19
Forum Games / Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« on: December 08, 2009, 02:46:39 AM »
Luke nearly slips down the mountain, but being so familiar with the Dreamlands has its advantages!

[21:28:12] * Smashy looks at topic, mrfs. Ok I want to see where Wendy landed first
[21:28:28] <RandomConsonant> So do I >_>
[21:29:13] <Smashy> That little Sleeptalking of Ra dealie makes it so I actually have a choice here
[21:29:47] <Smashy> Although seeing as simply walking through OWs nets me clues,  I might go for the skill anyways
[21:30:58] <Smashy> Which... hell, I'll take the monks.  Worst case scenario is I wind up LiTaS which gets me a clue anyways
[21:31:08] <RandomConsonant> Fair enough.
[21:33:24] <Smashy> I have 3 fight, +1 from Ra, -2 from the encounter.  Two dice
[21:34:12] <Smashy> 2d6 to sleepclimb like a pro
[21:34:14] * Hatbot --> "Smashy rolls 2d6 to sleepclimb like a pro and gets 3." [2d6=1, 2]
[21:34:21] <RandomConsonant> gj
[21:34:29] <Smashy> <_<
[21:35:37] <Smashy> Hmm
[21:36:08] <Smashy> Considering throwing the clue at this and maybe landing on the double-clue if the clue I'm about to throw fails
[21:37:15] <Smashy> Which considering that I get this clue back no matter what...
[21:37:17] * Taishyr has joined #rpgdlarkhamhorror
[21:37:26] <RandomConsonant> Eh, go for it.
[21:37:29] <Smashy> 1d6 SNOW GO JUMP INTO THE GATE
[21:37:31] * Hatbot --> "Smashy rolls 1d6 SNOW GO JUMP INTO THE GATE and gets 5." [1d6=5]
[21:37:35] <Smashy> :V
[21:38:41] <Smashy> Yay Luke and being familiar with the Dreamlands or something? :V

20
Forum Games / Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« on: December 07, 2009, 04:27:30 PM »
Luke Robinson, the Dreamer

Stats

Sanity: 6/7
Stamina: 3/3
Focus: 1

Speed   O [1] 2 3
Sneak   4 [3] 2 1

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

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

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$6
1 Clue Token
Stealth (Skill: Exhaust to reroll an Evade check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Powder of Ibn-Ghazi (Unique: Magical weapon, +9 to Combat Checks, lose 1 Sanity and discard after use, 2 hands)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn) (Exhausted)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Pass: Gain 3 Gate trophies - Gain ally of choice (0/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (0/4)


----

The PS doesn't matter too much to me since we lose our allies if the GoO wakes up, and I think it's safe to say  that we are screwed if he wakes up, and hey if I snag an ally early the fail doesn't make Luke discard he allies.  Anyways, barring a gate showing up in a worse position, I'll likely jump out of the gate that just opened.

Either way, just posting to show starting sliders and stuff, since I can't do much first turn.

Edit: Actually I can prepare myself for potential shiny stuff.

[16:21:37] <Smashy> I was actually considering throwing out Voice of Ra to start but I'll wait for now
[16:22:02] <Yakumo> Eh, depending on circumstances four for both can be better than a 7/3 split.  Not usually, but.
[16:22:45] <RandomConsonant> (Then again, definitely feeling that Wendy is better for this game overall)
[16:23:01] <Smashy> (Granted... I should at least try that.  Ohnoes 6 San but it would be nice if a skill check to go back to Arkham came up)
[16:23:10] <Yakumo> Well, if you were Tommy you could bait the Dust Deck!!! >_>
[16:23:17] <RandomConsonant> Yes, there is that.
[16:24:07] <Nitori> I like how the Dust deck landed on someone who doesn't care until we get to deck 3
[16:24:19] <RandomConsonant> Which would take like 6-15 turns to dust me and then the Sectoid Mummy would have woken up
[16:24:29] <Smashy> In fact, why not.  Spending 1 san to cast Sleeptalk of Ra, two dice
[16:24:43] <Smashy> 2d6 zzzzzzz
[16:24:45] * Hatbot --> "Smashy rolls 2d6 zzzzzzz and gets 8." [2d6=2, 6]

21
Forum Games / Re: More Arkham?
« on: December 07, 2009, 05:41:39 AM »
Confirming Luke Robinson.  zzzz

22
Forum Games / Re: More Arkham?
« on: December 06, 2009, 09:40:15 PM »
Will likely pick Luke Robinson.  I know Norman has Find Gate, but the prospect of fighting off unspeakable horrors in your pajamas sounds too fun to pass up.

23
Forum Games / Re: More Arkham?
« on: December 04, 2009, 03:37:04 PM »
Like the others, /in

24
RPGDL Discussion / Re: Season 56 nom pools
« on: November 14, 2009, 05:17:12 PM »
Godlike: Emelious (G3), Miguel (CC), Sir Leopold (DQ8), Lenneth (VP), Gilbert (SH3), Kyogre (PKMN)
Heavy: Red (SaGa), Hawkeye (SD3), Billy Lee Black (XG), Surt (VP), Dart (LoD), Marisa (FE8)
Middle: Flare (S4), Flay (MK), Seifer (FF8), Greg (WA5), Pesmerga (Suikos), Mog (FF6)
Light: Cinna (FF9), Orlha (CC), Gordon (Disgaea), Gares (OB), Mallow (SMRPG), Raja (PS4)

Reasons:
1. Cause Ciato said so.
2. Cause Ciato Said so.
3. Cause Ciato Said so.
4. Cause Ciato said so.
5. Cause Elfboy said so.
6. Cause Ciato said so.

Heavy:
1. Token Super Equity Friends member.
2. Token "is better than Duran" SD3 PC.
3. Token Priest *AND* Gunner!
4. Token Awesome MF6 Boss.
5. Token Downgrade Bait.
6. Token FEer.

Middle:
1. Token Suikoer.
2. Token Equity Friends South member.
3. Token Seifer.
4. Token Hat.
5. TOKEN DEEPEST CHARACTER EVER!!! hype.
6.  Token Moogle And Tank and...uhh...that may be it.

Light:
1. Fails.
2. Doesn't fail.
3. Cause someone from Light needs to join Red and Flay!
4. WORST MF6 BOSS? Very possible!  And that's why he's here! Alternatively, Token NDF member.
5. Marshmallow.
6. Cause Ciato said so.

25
And scoring

Start with the highest printed number on the doom track of the Ancient One. (11)
Subtract the terror level at the end of the game. (-0)
Apply the following modifiers:
  o -1 per unpaid/defaulted Bank Loan (-0)
  o -1 per elder sign played during the game (-3 or -0, depending on whether or not this is talking about the Unique Item or just sealed gates in general)
  o +1 per unspent gate trophy at the end of the game (+0 to +2, depending on how resources were spent for blessing.)
  o +1 for every three unspent monster trophies held at the end of the game (+4 to +2, depending on how resources were spent for blessing.  In other words, these two combine for a +4)
  o +1 per sane, surviving investigator at the end of the game. (+4)

In other words, 19 or 16 points depending on the elder sign thing.

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