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Author Topic: Another Peaceful Day in Arkham!  (Read 36923 times)

Yakumo

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Re: There's Something Foul in Arkham... (TURN 7- MOVEMENT/UPKEEP)
« Reply #150 on: June 25, 2009, 10:28:35 PM »
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(Hound of Tindalos, two toughness)
7 Clue Tokens
Luck - When spending a clue token for a luck check, add 1 die
Lamp of Alhazred (Magical Weapon) - +5 to Combat checks Traded to Sister Mary
Cabala of Saboth (Tome) - Movement: Exhaust & spend 2 movement points to make a Lore -2 check.  Pass= draw 1 skill & discard.  Fail= nothing. Used successfully!
Old Journal (Tom) - Movement: Exhaust & spend 1 movement points to make a Lore -1 check.  Pass= gain 3 clue tokens & discard.  Fail= nothing. Used successfully!
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.
===========================================

Popping back into being at The Unnameable, handing Sister Mary my fancy magic lamp so she can go spread the words of her God to the heathen monsters more effectively, and offering to take that foul black magic Wither off her hands in return.  Moving the lore/luck stats over and rolling for happy fun reading time.  Also restoring a point of Sister Mary's sanity.

<Tewi> Well, I'm going to make my book rolls since I'm doing that regardless of what happens
<Tewi> Cabala of Saboth (Tome) - Movement: Exhaust & spend 2 movement points to make a Lore -2 check.  Pass= draw 1 skill & discard.  Fail= nothing.
<Tewi> Old Journal (Tom) - Movement: Exhaust & spend 1 movement points to make a Lore -1 check.  Pass= gain 3 clue tokens & discard.  Fail= nothing.
<Tewi> I'll start with the Cabala.  Lore is 5, -2 gives me three dice, need one success for a skill.
<Tewi> 3d6
<Hatbot> ACTION --> "Tewi rolls 3d6 and gets 11." [3d6=4, 6, 1]
<Tewi> I am more skillful.
<Strago|Dexter> Hooray.
<Tewi> Exhaust the motorcycle to restock my movement points, try for the journal.  Only -1 this time, so four dice for three clues.
<Tewi> 4d6
<Hatbot> ACTION --> "Tewi rolls 4d6 and gets 19." [4d6=4, 6, 6, 3]
<Strago|Dexter> Alex: do we actually get to have an Encounter this turn? I'm not sure we do.
<Tewi> I now have seven clue tokens, and am sitting around the Unnameable waiting for stuff to happen to me.

Shale

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Re: There's Something Foul in Arkham... (TURN 7- MOVEMENT/UPKEEP)
« Reply #151 on: June 25, 2009, 11:03:36 PM »
Run like a scared little girl to the General Store.
"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 7- MOVEMENT/UPKEEP)
« Reply #152 on: June 26, 2009, 04:28:11 AM »
Strags: Decided to roll for Sister Mary, Andy, as long as you don't mind. Team game and we're pretty much acting by committe this whole turn anyway. And it's not like it went well for us, so you ought to approve. ;_; She joins Dexter and Kate in the hospital, folding origami. Discards her Cross and Voice of Ra, retaining her Elder Sign and the Magic Lamp. Here's the breakdown.

> So... Dexter reaches out telepathically from his hospital bed (where he is making orgigami frogs that jump when you press on them with Kate!) to control Sister Mary's actions.
> She moves to the French Hill Streets.
<Shale> Illusionist Extraordinaire indeed.
> (Should I bother spending her Clue Token to try and pass the Horror Check? With her Blessing she does have a 50/50 shot.)
<Shale> You can wait until after rolling the check.
<Shale> ...oh, right, minimum will.
> Ja.
> I don't get a check without the Clue.
<Shale> Wait, didn't you say you were using Voice of RA?
<Shale> That's Upkeep.
> ... ah, yes.
<Shale> Doesn't help here, but still.
> Okay, yes, good point. Voice of Ra, -1 mod and 1 San cost, she has 4 Lore so rolls 3 dice.
> 3d6 for Egypt Power
* Hatbot --> "Strago|Dexter rolls 3d6 for Egypt Power and gets 15."12 [3d6=6, 4, 5]
> ... well. Let's hope that hasn't used up all my luck. Success, obviously.
> I decide to forego an attempt at making the Horror check. Sister Mary takes 2 Sanity damage from the Star Spawn, is now at 1/7.
> Now, combat.
<Shale> 1/7?
> Mary's got 3 Fight, +1 Voice of Ra, +5 Lamp of Alhazred.
> Yeah, she started this round at 4.
<Shale> Her maxes are 7 Sanity, 3 Stamina.
> Correct.
<Shale> ...1 out of 7. Not 1 sanity, 7 stamina. Fuck, this week needs to be over before I try to think again.
<Tewi> Part of my upkeep was raising it to 5.
<Shale> It can only end in tears.
> Oh! Okay, 2 Sanity, then.
> Anyhow.
> Mary's got 3 Fight, +1 Voice of Ra, +5 Lamp of Alhazred.
> -3 is the Star Spawn's mod.
> 6 dice, I'm blessed and need 3 successes.
> 6d6 to be a Killer Battle Nun.
* Hatbot --> "Strago|Dexter rolls 6d6 to be a Killer Battle Nun. and gets 19."12 [6d6=6, 3, 1, 2, 3, 4]
> ... CLUE TOKEN
<Tewi> Why did we let Strago handle the dice again?
> d6
* Hatbot --> "Strago|Dexter rolls d6 and gets 1."12 [d6=1]
> ... fuck fuck fuck shit balls fuck.
> That's not how probability works, Yakko. ;_;


Sister Mary

Sanity: 2/7
Stamina: 1/3

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

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

Skills: Stealth
Spells: ----
Items: ----
Unique Items: Magic Lamp of Alhazred, Elder Sign
Other: Blessing

Excal

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Re: There's Something Foul in Arkham... (TURN 7- MOVEMENT/UPKEEP)
« Reply #153 on: June 27, 2009, 03:32:59 AM »
I will conveniently pop into being at the Uptown Streets, just in time for a sale!

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 7- MOVEMENT/UPKEEP)
« Reply #154 on: June 27, 2009, 05:28:45 AM »
ARKHAM ENCOUNTERS
Dexter/Kate/Mary
All sit back and lick their wounds at the hospital.

Monterey/Nitori
Into a Gate with thee!

Carolyn
The ceiling beam suddenly buckles. Make a Speed (-1) check. If you pass, move to the street. If you fail, lose 2 Stamina.

Vincent/Shale
Noticing a glint on the floor, you discover a silver dollar someone must have dropped. Gain $1.

Jenny/Excal
You may buy and/or

OTHER WORLD ENCOUNTERS

Darell/Sopko
You find a quiet spot to rest and recuperate. Gain 1 Stamina.

Monterey/Nitori
The rope seems to extend upwards forever, but its the only way out of the crevasse you find yourself in. Pass a Fight (-1) check to climb it and return to Arkham. If you fail, you fall, losing 2 Stamina and stay here next turn.

Nitori

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Re: There's Something Foul in Arkham... (TURN 7- ENCOUNTERS)
« Reply #155 on: June 27, 2009, 05:38:24 AM »

<Nitori> So, I'll just do this right now
<Nitori> 2 fight, (-1) check, 1 dice, 1 success
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 6." [1d6=6]
<Shale> Sweeet.

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]

Yakumo

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Re: There's Something Foul in Arkham... (TURN 7- ENCOUNTERS)
« Reply #156 on: June 27, 2009, 05:44:20 AM »
<Nitori> There, posted~
<Toric> I suppose I may as well do mine quick.  Only two speed, check at -1 to not get crushed by falling ceilings.
<Toric> d6
<Hatbot> ACTION --> "Toric rolls d6 and gets 6." [d6=6]
* Toric dives out the door and into the street, apparently.
<Nitori> Yay~

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(Hound of Tindalos, two toughness)
7 Clue Tokens
Spell: Wither - 0 casting modifier, 0 SAN cost, Cast/exhaust to get +3 to combat checks until the end of this combat
Luck skill - When spending a clue token for a luck check, add 1 die
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.

EDIT after talking with Andy, he signed off on the Wither trade, adding that in.
« Last Edit: June 28, 2009, 01:12:13 AM by Yakumo »

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 7- ENCOUNTERS)
« Reply #157 on: June 27, 2009, 06:46:41 PM »
I <3 the Plateau of Leng!

Stats:
Sanity 3/4
Stamina 6/6

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)


Excal

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Re: There's Something Foul in Arkham... (TURN 7- ENCOUNTERS)
« Reply #158 on: June 27, 2009, 11:52:53 PM »
No guts, no glory.  I'll spend all of my cash on that there powder.

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 7- ENCOUNTERS)
« Reply #159 on: June 28, 2009, 12:47:26 AM »
Bloody weather... making the missus feel sick, and I ain't feeling too hot either.

An Evil Fog
(Environment- Weather)

Will checks in Arkham are made at a -1 Penalty. Sneak checks in Arkham are made at a +1 bonus. Fliers do not move.

A clue appears at the Unvisited Isle. A Gate appears at the Graveyard (spawning a Hound of Tindalos and Ghoul). Cross moves on white, Moon moves on black.

Shale

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Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
« Reply #160 on: June 28, 2009, 02:41:02 AM »
Unless anybody else feels like doing it, I'm gonna kill the Ghoul, sneak by the Hound, and close that gate.
"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 8- UPKEEP/MOVEMENT)
« Reply #161 on: June 28, 2009, 06:45:20 AM »
I was told that the monsters ignore me until I close the gate (or at least until the turn after I come out of the gate), so I suppose I just sit tight and wait for the encounter phase to close the gate.

If I DO, I slide my Fight over to 5 for this round.

If that isn't the case, tell me so and I'll keep the Fight/Will where it is.

Strago

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Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
« Reply #162 on: June 28, 2009, 08:55:59 PM »
Spending $2 to restore my Stamina to full this turn. Sigh.

Yakumo

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Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
« Reply #163 on: June 29, 2009, 08:29:08 AM »
Shit like this makes me hate games.

<Yakumo> Alex, you here?
<Ranmilia> Yes
<Yakumo> Alright.  Well, Shale hasn't moved yet, so I'll just put in my post that if he goes past me he can have my money.  Going to try jumping into that new gate at the Graveyard.
<Yakumo> First, shifting to 0 move/3 sneak and using the motorcycle to get to the Graveyard at all.
<Yakumo> Then we're going to attack the Ghoul.  Horror check first, at 3 will, 0 modifier.
<Yakumo> 3d6
<Hatbot> ACTION --> "Yakumo rolls 3d6 and gets 12." [3d6=1, 5, 6]
<Yakumo> No problems there.  Now, casting Wither.  5 lore, no modifier here either.
<Yakumo> 5d6
<Hatbot> ACTION --> "Yakumo rolls 5d6 and gets 15." [5d6=5, 1, 1, 5, 3]
<Yakumo> That gives me +3 to combat, 2 fight, -1 modifier, four dice.
<Yakumo> 4d6
<Hatbot> ACTION --> "Yakumo rolls 4d6 and gets 15." [4d6=4, 5, 5, 1]
<Yakumo> So far so good.
<Yakumo> Now, the important one.  Dodging the Hound. <_<
<Yakumo> 3 sneak, -1 modifier, two dice.
<Yakumo> 2d6
<Hatbot> ACTION --> "Yakumo rolls 2d6 and gets 4." [2d6=3, 1]
<Yakumo> Can't afford to fight it, so clue tokens.
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 2." [d6=2]
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 2." [d6=2]
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 1." [d6=1]
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 2." [d6=2]
<Yakumo> ...I hate Hatbot.  Mrf.
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 2." [d6=2]
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 1." [d6=1]
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 1." [d6=1]
<Yakumo> ...seriously.
<Yakumo> God DAMN it.
<Yakumo> Well, guess I may as well roll it out. <_<
<Yakumo> One die to not just go insane!
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 3." [d6=3]
<Yakumo> And I'll end up at the Asylum. FUCK YOU HATBOT.

Shale

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Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
« Reply #164 on: June 29, 2009, 04:08:51 PM »
Oh that's just plain evil.

And Yakko's behind me in the turn order so I can't go into the gate without causing a time paradox. Aaaaargh. Move to the Black Cave for an encounter.

Vincent Lee

Stats

Stamina: 5/5
Sanity: 3/5

Speed    0    1    {2}  3
Sneak    5    4    {3}   2

Fight    0   1   {2}    3
Will      4   3   {2}    1

Lore    2    {3}    4   5
Luck    4    {3}    2   1

Focus 2

Inventory

$2
1 Clue Token

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore check)
Deputy's Revolver (+3 to combat checks, one hand, physical weapon)
Voice of Ra (Spell, -1 casting check, 1 sanity cost; Upkeep: cast and exhaust to get +1 to all skill checks for the remainder of the turn)
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughness by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)

2 Toughness worth of Monster Trophies
"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 8- UPKEEP/MOVEMENT)
« Reply #165 on: June 29, 2009, 04:10:03 PM »
... heh.

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
« Reply #166 on: June 29, 2009, 11:32:11 PM »
Yakko: You seem to have forgotten to account for the Environment Modifier on... both sets of rolls? Since you got two successes for the ghoul, we'll let that go. Roll one more die to try and sneak past the Hound. If you succeed, you get your clues back.

Yakumo

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Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
« Reply #167 on: June 30, 2009, 02:13:05 AM »
I... apparently did.  Well then. 

<Tewi> Mrf.  So apparently I can't read.  Or my memory sucks.  Or something.  I blame making rolls at two in the morning since I realized we'd hit two days in the phase. <_<
<Tewi> Anyone around to see my one die to try not to fail horribly?
<FrankenFran> Hi~
<Tewi> d6
<Hatbot> ACTION --> "Tewi rolls d6 and gets 5." [d6=5]
<Tewi> ...<_<
<Tewi> Well, I'm not entirely sure how to take this now.  But it's good!

Nitori

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Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
« Reply #168 on: June 30, 2009, 02:19:42 AM »
<FrankenFran> Yay~
<FrankenFran> I need confirmation on whether I need to sneak or not
<Tewi> I think you do but I'd ask Andy to be sure.  Or you could tempt fate and just roll it just in case, and if it works you don't have to worry about asking! <_<
<FrankenFran> Okay then, sure
<FrankenFran> The thing is +1, 3 Sneak, +2 to evade for six dice, 1 success needed
<FrankenFran> 6d6
<Hatbot> ACTION --> "FrankenFran rolls 6d6 and gets 24." [6d6=4, 4, 2, 6, 5, 3]
<Tewi> See?  No problems either way now. :P
<FrankenFran> And that takes care of that
<FrankenFran> " Sneak checks in Arkham are made at a +1 bonus." Does that include evade? I don't know
<FrankenFran> 7d6
<Hatbot> ACTION --> "FrankenFran rolls 7d6 and gets 26." [7d6=6, 4, 3, 5, 4, 2, 2]
<FrankenFran> There, now I'm covered for everything

Moving Luck/Lore to 4/2, preparing for gate closure~

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]

Shale

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Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
« Reply #169 on: June 30, 2009, 02:30:27 AM »
Change of move: Since I no longer need to stick around Rivertown, I will instead move to the Unvisited Isle, nicking $4 from Carolyn as I pass.

Vincent Lee

Stats

Stamina: 5/5
Sanity: 3/5

Speed    0    1    2  {3}
Sneak    5    4    3   {2}

Fight    0   1   {2}    3
Will      4   3   {2}    1

Lore    2    {3}    4   5
Luck    4    {3}    2   1

Focus 2

Inventory

$6
1 Clue Token

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore check)
Deputy's Revolver (+3 to combat checks, one hand, physical weapon)
Voice of Ra (Spell, -1 casting check, 1 sanity cost; Upkeep: cast and exhaust to get +1 to all skill checks for the remainder of the turn)
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughness by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)

2 Toughness worth of Monster Trophies (Ghoul & Witch)
« Last Edit: June 30, 2009, 07:09:06 AM 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.

Ranmilia

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Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
« Reply #170 on: June 30, 2009, 03:02:48 AM »
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 toughness worth of monster trophies (Fire Vampire)
1 gate trophies (+0, City of the Great Race,)

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


Results
Blarg I accidentally edited this over the combat post instead of quoting.  Sorry.
« Last Edit: June 30, 2009, 03:41:05 AM by Sir Alex »

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
« Reply #171 on: June 30, 2009, 06:35:10 AM »
Due to being very tired, I am pushing the deadline back one day. Topic will be updated tomorrow at around 6pm PST.

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
« Reply #172 on: July 01, 2009, 03:28:31 AM »
Both Jenny and Mary hit up the hospital for some R&R

ARKHAM ENCOUNTERS

Alex/Kate
They've got some good band-aids, here.

Sopko/Darell
Your gate awaits.

Djinn/Mary
Rest up!

Shale/Vincent
You come across a man examining some old bones. Pass a Sneak (-1) check to get close enough to see what he's doing. He finally notices you and is impresssed with your skills, introducing himself as john Legrasse. Take his ally card if it's available, otherwise he shares a meal with you. Restore your Sanity and Stamina to their maximum values.

Excal/Jenny
Rest up!

Yakko/Carolyn
Into a gate.

Nitori/Monterey
Your gate awaits.

Strago/Dexter
Electroshock ahoy!

OTHER WORLD ENCOUNTERS

Yakko/Carolyn
You push yourself to the limit. Roll 1 die for each point of Stamina you have. Lose 1 Stamina for each die that does not roll a success. If you do not fall unconscious, gain 1 Clue token for each die that rolled a success.

Nitori

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Re: There's Something Foul in Arkham... (TURN 8- ENCOUNTERS)
« Reply #173 on: July 01, 2009, 03:42:56 AM »
<FrankenFran> I'm gonna go ahead and close my gate now
<FrankenFran> Using LORE
<Tewi> Eh, I'm kidding anyway, she's not like permanently gone or anything.
<FrankenFran> 4 Lore, +1 gate, 5 dice, 1 success needed
<FrankenFran> 5d6
<Hatbot> ACTION --> "FrankenFran rolls 5d6 and gets 11." [5d6=1, 5, 1, 2, 2]
<AndrewCrossingEdges> I wasn't.
<AndrewCrossingEdges> >_>
<AndrewCrossingEdges> ...man. Is that everyone's turn already?
<FrankenFran> Also I killed absolutely nothing


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)
1 gate trophy (Dreamlands)
<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 8- ENCOUNTERS)
« Reply #174 on: July 01, 2009, 03:43:11 AM »
The gate is closed so hard, it's parents feel it.

<Soppy-TonelDeaf> Rolling my gate!
<Soppy-TonelDeaf> 5 fight!
<Strago|Dexter> Alright, let's knock these out!
* Strago|Dexter roots.
<tainsanity> Don't die!
<Soppy-TonelDeaf> -1 mod I think?
<Soppy-TonelDeaf> Kinda obscured by the monsters
<Soppy-TonelDeaf> Yeah. -1
<Tewi> Look below the board, he has the tokens separate.  You're Witch House?
<Strago|Dexter> Leng is -1.
<Soppy-TonelDeaf> roll 4d6
* Hatbot --> "Soppy-TonelDeaf rolls 4d6 and gets 24." [4d6=6, 6, 6, 6]
<Strago|Dexter> ...
<Strago|Dexter> What the fuck, dude.


Stats:
Sanity 3/4
Stamina 6/6

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)
2 Gate Trophies (Yuggoth, Plateau of Leng)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Marksman skill (Exhaust and 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)