Author Topic: Alien abductions in Arkham? Turn 12 Movement/Upkeep  (Read 22404 times)

Random Consonant

  • Denizen
  • *
  • Posts: 2207
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #175 on: December 23, 2009, 03:00:21 AM »
Wendy Adams

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

Streetwise - Automatically pass evade checks made against monsters in street areas

Blessed Is The Child - Cannot be arrested or cursed while in possession of an Elder Sign

Minor - Cannot obtain a bank loan

Stats:
Speed - 2 3 4 [5]
Sneak - 6 5 4 [3]

Fight - zero 1 2 [3]
Will - 3 2 1 [zero]

Lore - 1 [2] 3 4
Luck - 5 [4] 3 2

Possessions:
$11
Expert Occultist (Exhaust to reroll a spell check)
1 Monster Trophy (Cultist, total toughness: 1)
1 Gate Trophy (Dreamlands)

Personal Story:
Passed.  Discard to remove all monsters in the Outskirts.

Poofing back at the Merchant District Streets, shifting Speed/Sneak to 5/3 and handing my Elder Sign to Gate, assuming that LiTaS doesn't screw with things.  After that, heading off to the South Church where I will spend my gate trophy to get Gate blessed.
« Last Edit: December 23, 2009, 07:09:28 PM by Random Consonant »

Smashy v2

  • Pirate Beep
  • Denizen
  • *
  • Posts: 21
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #176 on: December 23, 2009, 04:27:25 PM »
Luke Robinson, the Dreamer

Stats

Sanity: 3/5
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 (+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

$3
6 Clue Token(s)
1 Toughness worth of Monster Trophies (Cultist)
2 Gate Trophies (Another Dimension, R'lyeh)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Luck (Skill: +1 Luck, roll an extra die when using clues for a Luck 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)
Deputy's Revolver (special card, physical weapon, +3 to combat checks, cannot be lost or stolen, 1H)

Personal Story

Irrelevant (But still failed)


----

Our doom may nearly be at hand, but still I float~

VySaika

  • DL
  • Denizen
  • *
  • Posts: 2836
    • View Profile
Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #177 on: December 23, 2009, 07:09:04 PM »
Gloria Goldberg (Gatewalker):

Sanity 6 (3)
Stamina 4 (3)

Cash: $0
Clues: 1

Focus: 2

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

Fight  Z  1  [2]  3  (+1)
Will    5  4  [3]  2 

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

Items:
Cavalry Saber - 1H Physical Weapon, +2 Combat Checks
Lantern - +1 Luck
Sword of Glory - 2H magical weapon, +6 Combat checks
The King in Yellow - Spend two movement to read, Lore-2 check, discard and lose 1 San for 4 clue tokens.
Elder Sign - Discard, Auto-Seal gate, spend 1 San/Stam

Spells:
Dread Curse of Azathoth - 2H Spell, -2 Casting Mod, 2 San cost, cast and exhaust for +9 combat check
Find Gate - -1 Casting Mod, 1 San cost, cast and exhaust to locate the person playing you return to Akham from another world.

Other:
Speed - Skill. +1 Speed. When spending a clue token on a speed check, add 2 bonus dice.

Current Trophies:
Dimensional Shambler - 1 toughness
Proto Shoggoth - 3 toughness
Cultist - 1 toughness
Maniac - 1 toughness
Gate Trophy - Abyss
Gate Trophy - Great Hall

Personal Story:
Passed - Have five Clue Tokens. (5/5) (Gain +1 Fight)


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

Taking the Elder Sign from Random and hopping in the gate next to me. Whee~
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Sierra

  • N I G H T M A R E E Y E S
  • DL
  • Denizen
  • *
  • Posts: 5135
  • Go get dead, angel face
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #178 on: December 24, 2009, 02:13:42 AM »
Hank Samson

Sanity: 4/4
Stamina: 4/6

Focus: 2

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

Fight: 2 3 4 [5]
Will: 3 2 1 [0]

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

Possessions:

$6
0 clue tokens
Shotgun (common item, $6, physical weapon, +4 to combat checks and any 6s rolled count as 2 successes each, 2H)
Fight (skill, +1 Fight; roll 1 extra bonus die whenever spending a clue token to improve a fight check)

Personal Story

Pass: Spend 5 clue tokens at the train station (result: acquire Pa Samson, ally card granting +1 Will and +1 Lore)
Fail: Fail a Horror check (result: -1 to maximum Sanity)

Trophies:

Ghost (1 toughness)
Gug (3 toughness)

~

Hank heads to the church and converts two shoggoths into a blessing. Gogo magical girl Ursula.

Strago

  • Denizen
  • *
  • Posts: 839
  • Scarfregist
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #179 on: December 24, 2009, 03:01:07 AM »
Hanging out in teh otherworldz, no stat adjustments.

Yakumo

  • Moderator
  • Denizen
  • *
  • Posts: 1935
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #180 on: December 24, 2009, 03:47:49 AM »
Other World Encounters

Strago/Ursula Downs
------------
Pass a Luck(-1) check to find something useful among the incomprehensible artifacts.  If so, draw 1 Unique Item.

Gatewalker/Gloria Goldberg
------------
The buzzing creature asks if you would prefer to see your past or your future.

If you choose to view your past, the creature shows you a kaleidoscope of images from your life, many of which you had forgotten.  Roll a die and gain that many Clue tokens.

If you choose to look at your future, take this card.  At any time, instead of rolling for a skill check, you may discard this card to get 3 automatic successes on that skill check.

Smashy/Luke Robinson
------------
The hideous whistling fills your ears.  Pass a Will(-1) check or lose 2 Sanity.

VySaika

  • DL
  • Denizen
  • *
  • Posts: 2836
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #181 on: December 24, 2009, 03:50:10 AM »
I take a look into my very near future and see a successful Find Gate casting! (Taking the future card~)
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Smashy v2

  • Pirate Beep
  • Denizen
  • *
  • Posts: 21
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #182 on: December 24, 2009, 04:00:31 AM »
The whistling may have tried to use the form of a Trout to gain the upper hand, but it was unsuccessful anyways.

[22:49:40] * Smashy pokes people
[22:51:05] * Yakumo slaps Smashy around with a large trout.
[22:51:42] <Smashy> 2d6 to block the +2 Trout of Hideous Whistling with PURE WILLPOWER
[22:51:45] * Hatbot --> "Smashy rolls 2d6 to block the +2 Trout of Hideous Whistling with PURE WILLPOWER and gets 9." [2d6=3, 6]

Strago

  • Denizen
  • *
  • Posts: 839
  • Scarfregist
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #183 on: December 24, 2009, 05:38:34 AM »
I get a new Unique Item, it seems.

> Hey hey.
<RandomConsonant> Hey.
> Guess I'll make a Luck check.
> 4d6 to find somethin'
* Hatbot --> "Stragosleeeeeeps rolls 4d6 to find somethin' and gets 15."12 [4d6=6, 3, 2, 4]
> Hoorah.

Yakumo

  • Moderator
  • Denizen
  • *
  • Posts: 1935
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #184 on: December 24, 2009, 09:17:02 AM »
Strago's totally useless item is Nameless Cults.

Icy Conditions
Environment: Weather
Investigators receive 1 less movement point during the Movement Phase. Fast Monsters move like normal monsters.

A monster surge occurs at the Historical Society.  A Shoggoth appears at the Society.  A Deep One Hybrid appears at Y'ha-Nthlei and dives into an abyss.  The Deep Ones Rising track rises to four.  Four other monsters are exceeding the monster limits, the Outskirts limit is exceeded twice.  The terror level rises to 3 and the General Store closes down.

Moon monsters move on Black, Darrell gets a visit from a Zombie.  Plus monsters move, the High Priest of Dagon wanders into the French Hill Streets.

Gloria's draw from the Dust Deck:

Strago

  • Denizen
  • *
  • Posts: 839
  • Scarfregist
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #185 on: December 24, 2009, 01:51:04 PM »
Awaiting another otherworldly encounter.

Ursula Downs, the Exlporer

- Stats -

Sanity 4/5
Stamina 1/4

Quick-Witted: Ursula may have an encounter after using a location ability that would normally be taken instead.

- Skills (Focus: 2) -

Speed  2 [3] 4 5
Sneak  3 [2] 1 zero

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

Lore  [zero] 1 2 3
Luck  [5] 4 3 2

- Inventory -

$1
5 Clue Tokens

Blessing (a roll of 4 equals a success; roll a dice every upkeep, lose Blessing on a 1)

Skill, Will (+1 to Will checks, 2 dice when spending a Clue token on a Will check)
3 Toughness Monster Trophies (Witch, High Priest)

Food (disard to prevent 1 Stamina damage)
.38 Revolver (weapon, 1 hand, +3 to combat checks)
Cavalry Saber (weapon, 1 hand, +2 to combat checks)

Holy Water (magical weapon, 2 hands, discard to gain +6 to combat checks for this combat)
Powder of Ibn-Ghazi (magical weapon, 2 hands, discard and take 1 Sanity damage to gain +9 to combat checks for this combat)
Nameless Cults (some stupid book)

Smashy v2

  • Pirate Beep
  • Denizen
  • *
  • Posts: 21
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #186 on: December 24, 2009, 05:16:25 PM »
Luke Robinson, the Dreamer

Stats

Sanity: 2/5
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] (+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

$3
6 Clue Token(s)
1 Toughness worth of Monster Trophies (Cultist)
2 Gate Trophies (Another Dimension, R'lyeh)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Luck (Skill: +1 Luck, roll an extra die when using clues for a Luck 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)
Deputy's Revolver (special card, physical weapon, +3 to combat checks, cannot be lost or stolen, 1H)

Personal Story

Irrelevant (But still failed)


----

Luke sleepprods Ursula through the gate, and then shortly after turns the gate into something much more familiar to him: The Dreamlands. Also Ra

[12:09:10] <Smashy> Also, Ra
[12:09:20] <Smashy> 3d6
[12:09:22] * Hatbot --> "Smashy rolls 3d6 and gets 11." [3d6=6, 3, 2]


----

If it isn't obvious, everyone in Arkham needs to stay put so the encounters don't open another gate.  That, or move to the streets to be sure.
« Last Edit: December 24, 2009, 05:30:38 PM by Smasheh »

VySaika

  • DL
  • Denizen
  • *
  • Posts: 2836
    • View Profile
Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #187 on: December 24, 2009, 05:37:18 PM »
Gloria Goldberg (Gatewalker):

Sanity 6 (1)
Stamina 4 (3)

Cash: $0
Clues: 1

Focus: 2

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

Fight  Z  1  [2]  3  (+1)
Will    5  4  [3]  2 

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

Items:
Cavalry Saber - 1H Physical Weapon, +2 Combat Checks
Lantern - +1 Luck
Sword of Glory - 2H magical weapon, +6 Combat checks
The King in Yellow - Spend two movement to read, Lore-2 check, discard and lose 1 San for 4 clue tokens.
Elder Sign - Discard, Auto-Seal gate, spend 1 San/Stam

Spells:
Dread Curse of Azathoth - 2H Spell, -2 Casting Mod, 2 San cost, cast and exhaust for +9 combat check
Find Gate - -1 Casting Mod, 1 San cost, cast and exhaust to locate the person playing you return to Akham from another world.

Other:
Speed - Skill. +1 Speed. When spending a clue token on a speed check, add 2 bonus dice.

Current Trophies:
Dimensional Shambler - 1 toughness
Proto Shoggoth - 3 toughness
Cultist - 1 toughness
Maniac - 1 toughness
Gate Trophy - Abyss
Gate Trophy - Great Hall

Personal Story:
Passed - Have five Clue Tokens. (5/5) (Gain +1 Fight)


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

Gloria used Future Sight!

For some strange reason, Future Sight became Find Gate!

Gloria escapes from battle!

(Using my future sight card to auto-succeed on Find Gate, spending the 1 san from that and popping out at Ya'Rly, ready to seal that shit.)
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Random Consonant

  • Denizen
  • *
  • Posts: 2207
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #188 on: December 24, 2009, 05:46:56 PM »
Staying at the Church for a standard encounter.  No slider changes.

Smashy v2

  • Pirate Beep
  • Denizen
  • *
  • Posts: 21
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #189 on: December 24, 2009, 05:59:10 PM »
Fast forward a bit since it's Christmas Eve and stuff, and we find Quachil Uttaus getting 6 lumps of coal. gg

[12:43:24] * Smashy mrfs. So I can go ahead and try to seal my gate right now? <_<
[12:45:48] <Gatewalker> http://irregularwebcomic.net/
[12:45:50] <Yakumo> May as well.
[12:46:03] <Gatewalker> I love the christmas tradition at irregular webcomic
[12:46:11] <Yakumo> I'm leaving in a couple hours and won't be back for a couple days, would be nice to know if this was over or not. :P
[12:47:23] <Smashy> Ok.  4 Lore, +1 modifier from Dreamlands, +1 from Ra
[12:47:46] <Smashy> 6d6 for Six Seals A-Winning
[12:47:48] * Hatbot --> "Smashy rolls 6d6 for Six Seals A-Winning and gets 16." [6d6=3, 2, 3, 4, 1, 3]
[12:47:52] <Smashy> ...
[12:48:00] <Gatewalker> Have you any clues, sir?
[12:48:03] <Smashy> I have one
[12:48:06] <Smashy> 1d6
[12:48:08] * Hatbot --> "Smashy rolls 1d6 and gets 5." [1d6=5]
[12:48:13] <Gatewalker> !!!
[12:48:22] <RandomConsonant> Merry Christmas, people.
[12:48:47] <Yakumo> Hatbot's like the Grinch.  He almost stole Christmas but then he gave it back. <_<
[12:48:59] <Gatewalker> and mine just gets Sign'd, Sealed, Delivered, no rolling needed.

VySaika

  • DL
  • Denizen
  • *
  • Posts: 2836
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #190 on: December 24, 2009, 07:34:34 PM »
Gloria uses Elder Sign!

It's Super Effective!

Wild Y'ha-Nthlei fainted!
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Jo'ou Ranbu

  • Social Justice Steampunk Literature Character
  • New Age Retro Fucking Hipster
  • Denizen
  • *
  • Posts: 12988
  • Ah'm tuff fer mah size!
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #191 on: December 25, 2009, 12:40:28 AM »
... wait a minute, the game is over? <_<
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Taishyr

  • Guest
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #192 on: December 25, 2009, 12:44:32 AM »
Pretty much. Gate/Smashy both can't be stopped from sealing, and both succeeded at doing so. Sooooo/.

Jo'ou Ranbu

  • Social Justice Steampunk Literature Character
  • New Age Retro Fucking Hipster
  • Denizen
  • *
  • Posts: 12988
  • Ah'm tuff fer mah size!
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #193 on: December 25, 2009, 12:47:32 AM »
... I can't believe we one-upped Quachil-Uttaus at the last minute. Merry Christmas.
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Strago

  • Denizen
  • *
  • Posts: 839
  • Scarfregist
    • View Profile
Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #194 on: December 25, 2009, 05:40:53 AM »
Merry Christmas indeed. Good times.