Author Topic: Another Peaceful Day in Arkham!  (Read 36926 times)

Ranmilia

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Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
« Reply #125 on: June 22, 2009, 06:18:00 PM »
Kate Winthrop

Stats

Stamina: 4/4
Sanity: 3/6

Speed  1 2 3 [4]
Sneak  5 4 3 [2]

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$4
1 clue token
Bravery Skill (exhaust to reroll horror check)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Book of Dyzan (spend 2 movement points to make lore -1 check to trade 1 san for 1 spell, after two successes discard book)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1+3+2 toughness worth of monster trophies (Fire Vampire, Dark Young, Nightgaunt)
2 gate trophies (+0, City of the Great Race, +0 Another Dimension)

Look at Mr. Bearstone for +1 Sanity.  Adjust Speed/Sneak to right 1, giving 4 movement.  Use 4 movement to go to the Police Station.  In Encounters, I'll pay 1 gate trophy and 5 toughness of monster trophies to be deputized.


Results
Isn't he just the cutest little eldritch stone EVER?

If anyone wants the Patrol Wagon and/or Revolver, speak up.  The Wagon fixes my annoying speed issues, but there's a decent probability I'll crash it.

Shale

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #126 on: June 22, 2009, 07:15:59 PM »
That gun would be really nice if I can't get a weapon of some kind from encounters in the near future.
« Last Edit: June 22, 2009, 07:20:51 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.

Nitori

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #127 on: June 23, 2009, 04:38:27 AM »

Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 [2] 3 4
Luck  5 [4] 3 2

Stamina: 6/7
Sanity: 3/3

Inventory

$4
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Holy Water (1H, magical weapon, +6 to combat checks, discard after use)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)

Move to Bank of Arkham, wait for encounter, I guess~

<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Strago

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #128 on: June 23, 2009, 06:06:07 AM »
Okay, I kind of want to hit the Black Cave for a clue and hopefully-beneficial encounter. Is this a better or worse idea than knocking myself back down to one or two sanity in the process of taking out the Star Spawn?

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #129 on: June 23, 2009, 06:11:58 AM »
Probably. You can grab the clue in the process, which will help if you want to tackle a monster next round. Methinks the Star Spawn will still be there.

Strago

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #130 on: June 23, 2009, 02:23:53 PM »
Fair enough.

Moving Lore/Luck over to 4/1, moving to the Black Cave in order to Cluify myself and hopefully not be attacked by a dang swarm of bats.



Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 5/5
Stamina 3/5

- Skills -

Speed  2 [3] 4 5
Sneak  4 [3] 2 1

Fight  1 2 [3] 4
Will   3 2 [1] zero

Lore  2 3 [4] 5
Luck  3 2 [1] zero

- Inventory -

$3
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
Marksman Skill (exhaust to reroll combat check)
Wither (1 hand spell, +0 cast, 0 san cost, +3 to combat checks for one combat)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Dynamite (2 hands, +8 to combat checks, discard after use)

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #131 on: June 24, 2009, 04:50:25 AM »
Mary trots on over to Unnamable to get a nip of something.

Quiet Rain has been replaced due to a sudden scheduling conflict. Please welcome Yakumo. I will be playing Sister Mary officially until further notice.

ARKHAM ENCOUNTERS

Alex/Kate
Welcome to the LAW.

Djinn/Mary
You notice a glint of light in a crevice. If you reach in, make a Luck (-1) check. If you pass, draw 1 Unique item. If you fail, you feel a sharp pain as teeth clamp down on your hand. You manage to pull free, but lose 2 Stamina and 1 Sanity.

Shale/Vincent
One of the other customers in the bank recognizes you and offers you a lift. Move to any location or street area in Arkham. If you move to a location, immediately have an encounter there.

Nitori/Monterey
Flipping through the early edition, you are surprised to see that one of the classified ads begins with your name. Reading it, you realize it contains several coded clues to the nature of the threat that faces Arkham. Pass a Lore (-1) check to gain 3 Clue tokens.

Strago/Dexter
A monster appears!


OTHERWORLD ENCOUNTERS

Sopko/Darell
Your mind and body are toughed by your experiences. Pass a Will (+0) [2] check to draw 1 skill.

Strago

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #132 on: June 24, 2009, 05:01:02 AM »
Hmph. Dexter successfully slips by the nasty ol' Shoggoth.

Results of my Evasion Attempt

> Alright. I've at least got a Clue now, yeah?
<AndrewRogue> Yeah
> May as well Evade. Then, if I succeed, I will have only completely wasted my turn but with no other ill effects!
* AndrewRogue is now known as AndrewWet
> ^________^
<AndrewWet> Tee hee.
<AndrewWet> That's quotable right there
> Going ahead with that.
> Sneak's at 3, thankfully, and the Shoggoth only has -1 awareness.
> 2d6 to escape with some dignity left
* Hatbot --> "Strago|Dexter rolls 2d6 to escape with some dignity left and gets 8."12 [2d6=3, 5]
> Whew.
> So I've still got the Clue. I guess that could've been worse.



Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 5/5
Stamina 3/5

- Skills -

Speed  2 [3] 4 5
Sneak  4 [3] 2 1

Fight  1 2 [3] 4
Will   3 2 [1] zero

Lore  2 3 [4] 5
Luck  3 2 [1] zero

- Inventory -

$3
1 Clue Token
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
Marksman Skill (exhaust to reroll combat check)
Wither (1 hand spell, +0 cast, 0 san cost, +3 to combat checks for one combat)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Dynamite (2 hands, +8 to combat checks, discard after use)


Yakumo

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #133 on: June 24, 2009, 05:03:28 AM »
Carolyn Fern

Stats -

Stamina: 3/4
Sanity: 3/6

Speed  0 1 [2] 3
Sneak  3 2 [1] 0

Fight  1 [2] 3 4
Will  4 [3] 2 1

Lore  2 3 [4] 5
Luck  5 4 [3] 2

Inventory
$7
Monster Trophy
4 Clue Tokens
Luck - When spending a clue token for a luck check, add 1 die
Lamp of Alhazred (Magical Weapon) - +5 to Combat checks
Cabala of Saboth (Tome) - Movement: Exhaust & spend 2 movement points to make a Lore -2 check.  Pass= draw 1 skill & discard.  Fail= nothing.
Old Journal (Tom) - Movement: Exhaust & spend 1 movement points to make a Lore -1 check.  Pass= gain 3 clue tokens & discard.  Fail= nothing.
Motorcycle - Movement.  Exhaust to get 2 extra movement points.

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.
===============================================

Best I can figure this is where I should be at after using my upkeep skill for turn 6 on my own sanity, assuming you don't mind me retconning in an upkeep action that didn't get done.  If anyone sees a problem please let me know.  Also I may want to use focus as well, but haven't yet pending reading stuff.  I'll edit this if I do that later, again assuming you don't mind.

Shale

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #134 on: June 24, 2009, 05:09:44 AM »
I am open to suggestions on where I should go.
"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: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #135 on: June 24, 2009, 05:11:41 AM »
Would you immediately pick up the Clue token if you went to the Historical Society?

Shale

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #136 on: June 24, 2009, 05:25:04 AM »
I would, but I'd also risk being trapped there by the Dark Young next turn.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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

Shale

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #137 on: June 24, 2009, 05:55:54 AM »
Magically traineport to the police station for an encounter.
"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: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #138 on: June 24, 2009, 06:16:07 AM »
I pass! Skill me!

<Soppy-TonelDeaf> So does my check require me to have two successes?
<AndrewRogue> Yeah.
<Soppy-TonelDeaf> Will is currently 2, plus one for Will is 3. So three die!
<Soppy-TonelDeaf> No mods!
<Soppy-TonelDeaf> roll 3d6
* Hatbot --> "Soppy-TonelDeaf rolls 3d6 and gets 12." [3d6=5, 1, 6]
<Soppy-TonelDeaf> Woohoo!
<Soppy-TonelDeaf> I draw a skill!

Stats:
Sanity 3/4
Stamina 5/6

Skills 
Speed  [2]  3  4  5 
Sneak  [3]  2 1  0 

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

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

Inventory
$6

0 Clue Tokens
2 Toughness Monster Trophies (2 Ghosts)
1 Gate Trophy (Yuggoth)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)

Nitori

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #139 on: June 24, 2009, 08:54:44 AM »
<Nitori> Anyone here~?
<Soppy-TonelDeaf> Yo
<Nitori> Totally gonna do this now
<Nitori> Lore (-1) check, 2 lore, 1 dice, 1 success needed
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 6." [1d6=6]
<Nitori> I credit Soppy for this
<Soppy-TonelDeaf> Why?
<Nitori> 20% more Soppy as opposed to any other person


Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 [2] 3 4
Luck  5 [4] 3 2

Stamina: 6/7
Sanity: 3/3

Inventory

$4
5 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Holy Water (1H, magical weapon, +6 to combat checks, discard after use)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)

<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #140 on: June 25, 2009, 01:28:40 AM »
I'll be gone from tomorrow to Tuesday. I'll be able to view the boards, but not IRC. I'm posting this here so I can still roll, unless you'd like me to designate someone as a diceroller for me.

ttp://invisiblecastle.com/roller/

Waiting on my skill

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #141 on: June 25, 2009, 02:46:57 AM »
Sopko acquires:

Shale/Vincent
Pass a Will (-1) check to convince Deputy Dingby to share some files with you that are very interesting. Gain 2 Clue tokens.

Shale

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #142 on: June 25, 2009, 02:48:31 AM »
[21:48] <Shale> d6
[21:48] * Hatbot --> "Shale rolls d6 and gets 3." [d6=3]
[21:48] <Shale> No 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.

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #143 on: June 25, 2009, 02:53:55 AM »
<AndrewRogue> Belated Blessing check
<AndrewRogue> roll 1d6
* Hatbot --> "AndrewRogue rolls 1d6 and gets 5."12 [1d6=5]
<AndrewRogue> Nun reaching appendage into crevice check.
<AndrewRogue> roll 2d6
* Hatbot --> "AndrewRogue rolls 2d6 and gets 8."12 [2d6=6, 2]
<AndrewRogue> !
<Nitori> So clearly you want us to win now
<Nitori> You're so nice~

Sister Mary acquires an:

Stats AFTER the encounter

Sanity: 4/7
Stamina: 3/3

Stats: 3/2, 3/1, 4/3

Clues: 1, Dollars: 0, Trophies: Star Spawn, Dimensional Shambler

Skills: Stealth
Spells: Voice of Ra, Wither
Items: Cross
Unique Items
Other: Blessing

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 6- UPDATING)
« Reply #144 on: June 25, 2009, 03:21:57 AM »
Screwed up Shale and Nitori's encounters. They have been repaired. Shale ends up going to the Police Station and getting an encounter anyway, Nitori heads to the Historical Society, acquires a clue and ends up in the street.

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 6- UPDATING)
« Reply #145 on: June 25, 2009, 03:40:22 AM »
I wonder if the old fella had any good furniture...

ESTATE SALE
Environment (Urban) [Egyptian Exhibit is discarded]

Investigators who end their movement in the Uptown streets may draw 2 Unique Items and purchase one, none or both of them at list price, discarding any that are not purchased.

A gate appears at the WiTcH hOuS...-...

MONSTER SURGE. A Fire Vampire, a Cultist and a Dhole appear at The Witch House. A Gug, a Cultist and a Shoggoth appear at the Woods! The terror track increases by 2. Square and Diamond move on white and Circle moves on Black.

A Clue token appears at the Black Cave (and goes to Dexter).

Carolyn and Jenny are freed from being Lost in Time and Space!


You all know the drill.

« Last Edit: June 25, 2009, 03:42:04 AM by The King in Yellow »

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 7- MOVEMENT/UPKEEP)
« Reply #146 on: June 25, 2009, 03:59:04 AM »
I await my next Otherworld Encounter!


Stats:
Sanity 3/4
Stamina 5/6

Skills 
Speed  [2]  3  4  5 
Sneak  [3]  2 1  0 

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

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

Inventory
$6

0 Clue Tokens
2 Toughness Monster Trophies (2 Ghosts)
1 Gate Trophy (Yuggoth)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Marksman skill (Exhaust to reroll any combat check)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)

Strago

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Re: There's Something Foul in Arkham... (TURN 7- MOVEMENT/UPKEEP)
« Reply #147 on: June 25, 2009, 06:12:34 AM »
Vainly attempted to deal with the Star Spawn chilling out in French Hill. IT DID NOT GO WELL. I believe I now reside at St. Mary's Hospital. Discarded Wither and Dread Curse of Azathoth upon my being knocked out. Blargh. And I assume that I round up when discarding half my money? So I lose two of my three dollars?

> Anyone around to witness BATTLE?
> Or is there a reason for me to wait?
<Soppy-TonelDeaf> Yo
> Might as well do it now.
> Moving to French Hill Streets, recklessly engaging the Star Spawn!
> It's got a -3 Horror modifier, my Will is 1.
> Spending a Clue!
> d6 to not be freaked out
* Hatbot --> "Strago|Dexter rolls d6 to not be freaked out and gets 6."12 [d6=6]
> YES
> I rule.
> Okay, let's see.
> Casting Shrivelling, -1 Mod and 1 Sanity cost. I have 5 Lore.
> 4d6 to be all shrivelly
* Hatbot --> "Strago|Dexter rolls 4d6 to be all shrivelly and gets 10."12 [4d6=3, 3, 3, 1]
> WELL
> uh
> clue token
> d6 to suck less terribly
* Hatbot --> "Strago|Dexter rolls d6 to suck less terribly and gets 3."12 [d6=3]
> Nope. Fuck fuck fuck.
> Okay, well. Casting Wither, at least.
> 5d6
* Hatbot --> "Strago|Dexter rolls 5d6 and gets 22."12 [5d6=6, 2, 3, 5, 6]
> Yargh. So, 3 Fight, +3 from Wither. Minus.... minus 3 from the... Star Spawn...
> ... I get to roll 3 dice and need 3 successes.
> Mother EFFER.
<Soppy-TonelDeaf> Yep
> 3d6 to not die horribly
* Hatbot --> "Strago|Dexter rolls 3d6 to not die horribly and gets 6."12 [3d6=3, 1, 2]
* Strago|Dexter sighs.
> Marksman re-roll.
> 3d6 to not die horribly, FOR REAL THIS TIME
* Hatbot --> "Strago|Dexter rolls 3d6 to not die horribly, FOR REAL THIS TIME and gets 11."12 [3d6=6, 1, 4]
> Th-th-th-th-th, that's all, folks.
> I take 3 Stamina damage and am knocked unconscious.
<Soppy-TonelDeaf> Shazam
> Man, that went horribly.
<Soppy-TonelDeaf> Yep


Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 4/5
Stamina 1/5

- Skills -

Speed  [2] 3 4 5
Sneak  [4] 3 2 1

Fight  1 2 [3] 4
Will   3 2 [1] zero

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$1
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
Marksman Skill (exhaust to reroll combat check)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dynamite (2 hands, +8 to combat checks, discard after use)
« Last Edit: June 25, 2009, 07:54:02 PM by Strago »

Nitori

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Re: There's Something Foul in Arkham... (TURN 7- MOVEMENT/UPKEEP)
« Reply #148 on: June 25, 2009, 09:57:43 PM »
Evade Dark Young and move to the Woods (1 speed + speed skill) , and engage in manly combat~

<Strago|Dexter> Let's do this! I want to see blood!
<Strago|Dexter> Unspeakable, eldritch BLOOD!
<Nitori> Sounds good
<Nitori> For the record I have three clue tokens
<Nitori> First off, shifting Speed/Sneak to 1/3
<Nitori> No other changes
<Tewi> Well, guess I'll pop in with Mary then, and may as well do book reading rolls.  I'll switch lore/luck to 5/2.  Mary will get the Sanity boost this turn.
<Nitori> Dark Young evasion, -2 modifier, 3 Sneak + 2 evade for a total of 3 dice, 1 success needed
<Nitori> 3d6
<Hatbot> ACTION --> "Nitori rolls 3d6 and gets 11." [3d6=5, 4, 2]
<Nitori> I evade the universe and head to the Woods
<Nitori> First, I'll down the Cultist
<Nitori> No horror check
<Nitori> -2 modifier from Hastur, Bullwhip + Gun gives me +4 on top of 2 Fight, for 4 dice, one success needed~
<Nitori> 4d6
<Hatbot> ACTION --> "Nitori rolls 4d6 and gets 18." [4d6=4, 5, 5, 4]
<Nitori> Second, I will down Mr. VSM- I mean the ghoul
<Nitori> +0 horror check, 3 Will, 3 dice
<Nitori> 3d6
<Hatbot> ACTION --> "Nitori rolls 3d6 and gets 12." [3d6=3, 3, 6]
<Nitori> VSM is not scary
<Nitori> -1 combat check, +4 and 2 fight give me 6 for 5 dice, 1 success needed
<Nitori> 5d6
<Hatbot> ACTION --> "Nitori rolls 5d6 and gets 16." [5d6=5, 1, 2, 6, 2]
<Nitori> Mr. VSM is dead
<Nitori> I turn to Gug
<Nitori> -1 horror check, 3 Will, 2 dice
<Nitori> 2d6
<Hatbot> ACTION --> "Nitori rolls 2d6 and gets 6." [2d6=4, 2]
<Nitori> I will spend one clue token here
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 2." [1d6=2]
<Strago|Dexter> D'oh.
<Nitori> Okay, screw it, 2 Sanity damage
<Nitori> I equip Holy Water and gun for +9 in total, three from gun, six from water, +2 from fight
<Nitori> -2 combat, so I have 9 dice and need 3 successes
<Nitori> 9d6
<Hatbot> ACTION --> "Nitori rolls 9d6 and gets 31." [9d6=4, 1, 1, 5, 3, 2, 5, 6, 4]
<Tewi> Cutting it close, aren't we? <_<
<Nitori> Mr. Gug is dead
<Nitori> I turn to Mr. Cthulhu, who is wearing a party hat
<Strago|Dexter> Heh.
<Ranmilia> Er, Holy Water is two handed...
<Nitori> Or that
<Strago|Dexter> ... yup. Good point.
<Nitori> I wrote 1H on my sheet because I am stupid and can't read
<Nitori> I'll just reroll that, minus the gun
<Nitori> 6 dice
<Nitori> 3 successes
<Nitori> 6d6
<Hatbot> ACTION --> "Nitori rolls 6d6 and gets 23." [6d6=1, 6, 1, 5, 4, 6]
<Strago|Dexter> ... wow. Nice.
<Tewi> ...I hate your luck.
<Strago|Dexter> As do I.
<Tewi> Well, I mean, it's good for us, but damn you anyway.
<Strago|Dexter> Heh.
<Nitori> As I was about to type, I will evade Mr. Cthulhu before I have to join his bachelor party
<Nitori> +1 awareness, 3 Sneak, +2 evade, six dice, 1 success needed
<Nitori> 6d6
<Hatbot> ACTION --> "Nitori rolls 6d6 and gets 22." [6d6=4, 3, 3, 5, 6, 1]
<Nitori> I successfully hide from whatever the hell he hired as strippers
<Tewi> I don't WANT to know what he hired as strippers. <_<
<Ranmilia> Huh.  Well.
<Nitori> And that should end the turn

Also Overwhelming 1 from Mr. Gug

Sliders/Stats

Speed  [1] 2 3 4
Sneak  [3] 2 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 [2] 3 4
Luck  5 [4] 3 2

Stamina: 5/7
Sanity: 1/3

Inventory

$4
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
1 Cultist trophy (1 toughness)
1 Ghoul trophy (1 toughness)
1 Gug trophy (3 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Ranmilia

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Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
« Reply #149 on: June 25, 2009, 10:13:11 PM »
Kate Winthrop

Stats

Stamina: 4/4 (after encounters)
Sanity: 3/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$4
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
Patrol Wagon (may move anywhere in Arkham instead of normal movement, roll die after combat or returning from otherworld, breaks on 1)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1+3+2 toughness worth of monster trophies (Fire Vampire, Dark Young, Nightgaunt)
2 gate trophies (+0, City of the Great Race, +0 Another Dimension)

Look at Mr. Bearstone for +1 Sanity, get paid, spend $2 to recover health. 


Results
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« Last Edit: June 28, 2009, 11:41:47 PM by Sir Alex »