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Author Topic: The Sun Rises Over Arkham and Dunwich  (Read 24169 times)

Smashy

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 8- Encounters)
« Reply #125 on: September 16, 2009, 04:30:53 AM »
Daisy, while going nuts and bleeding all over the places, mutters the following...

[21:15:40] <RandomlyAwkward> So I can just do that now?
[21:16:03] <AndyBG2> Yeah.
[21:16:26] <Puniyo> Punii.
[21:16:31] <RandomlyAwkward> Okay, Lore is presently at 5, R'lyeh has a -3 modifier, two dice, one success
[21:16:35] <RandomlyAwkward> 2d6
[21:16:35] * Hatbot --> "RandomlyAwkward rolls 2d6 and gets 5." [2d6=1, 4]
[21:16:43] <RandomlyAwkward> And I gj it up


Do not ask how you pronounce any of that, by the way.

Talaysen

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 8- Encounters)
« Reply #126 on: September 17, 2009, 05:01:21 AM »
Tony Morgan
Location: General Store

Stats
Sanity: 3 / 3
Stamina: 6 / 7

Focus: 2

Speed: 1 2 [3] 4
Sneak: 3 2 [1] 0

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

Lore: 0 [1] 2 3
Luck: 6 [5] 4 3

Unique Abilities
Clean Takedown - Any Phase: Tony's monster trophies are worth one extra toughness each when spent.

Blood Money - Upkeep: Once per turn, while in a street area, Tony may spend one monster trophy to gain money equal to that monster's toughness.

Possessions
$5
3 Clue Tokens
1 Gate Trophy (Lost Carcosa)

Handcuffs [ Any: Exhaust before making a Combat check against a Cultist, Tcho-tcho, Ghoul, or Maniac to automatically pass that check and gain 1 Sanity.]
Molotov Cocktail [ Type: Physical weapon / Bonus: +6 Combat check (Discard after use) / Hands: 1]
Powder of Ibn-Ghazi [ Type: Magical weapon / Bonus: +9 Combat check (Lose 1 Sanity and discard after use) / Hands: 2 ]
Bullwhip [ Type: Physical weapon / Bonus: +1 Combat check / Hands: 1 / Any: Exhaust to re-roll 1 die after making a Combat check. ]
Brass Knuckles [ Type: Physical weapon / Bonus: +1 Combat check / Hands: Handless ]

Dodge [ When you make any Speed check, add +1 to each die you roll for purposes of checking for successes (i.e., a roll of 3 becomes a 4, etc.) ]

Necrophobia [ Undead monsters have Nightmarish 1 against you. / Upkeep: Lose 1 Sanity if you are in the Graveyard. / If you ever gain another Necrophobia card, you are devoured. ]

Personal Story - Failed
Deal's Off - Discard all of Tony's monster trophies.  From now on, when Tony claims a monster trophy, he also gains 1 Clue token.

Buying Brass Knuckles for $3.

Random Consonant

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 8- Encounters)
« Reply #127 on: September 18, 2009, 06:23:53 AM »
Yoshi/Joe's close gate roll, as performed by our friendly neighbourhood GM.

AndrewRogue:What is Yoshi's good stat for gate closing?
RandomlyAwkward: Faito
AndrewRogue: What's the number at currently?
RandomlyAwkward: 3
AndrewRogue: So 4 total?
RandomlyAwkward: Yep
AndrewRogue: roll 4d6
Hatbot: %01ACTION --> "AndrewRogue rolls 4d6 and gets 22." [4d6=5, 6, 5, 6]
RandomlyAwkward: ...

AndrewRogue

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 8- Encounters)
« Reply #128 on: September 18, 2009, 06:42:49 AM »
Full update is officially delayed until tomorrow after work. I am not feeling well at all.

AndrewRogue

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 8- Encounters)
« Reply #129 on: September 19, 2009, 02:15:35 AM »
In a hurry tonight, so an abridged update for ya'll.

Sheldon Gang unearths two monsters in the Uptown Streets.
Monster surge occurs. Clue appears at the Unvisited Isle

Monster locations are as follows:
Dark Young and Vampire: Black Cave
Rat Thing: Rivertown Streets
Cultist: Uptown Streets
Shoggoth: French Hill

Smashy

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 9- Abridged Update)
« Reply #130 on: September 19, 2009, 03:06:12 AM »
Daisy prefers the warmth of an indoors area and bandaids to the icy-cold weather and ramblings of a Cultist.  Speed/Sneak to the right, Lore/Luck to the left, and free bandaids.

Daisy Walker

Stats

Stamina: 1/5
Sanity: 1/5
Focus: 2

Speed  1 2 [3] 4
Sneak  4 3 [2] 1

Fight  O 1 2 [3]
Will   5 4 3 [2]

Lore  2 3 [4] 5
Luck  4 3 [2] 1

Inventory

*4 Toughness worth of Monster Trophies (Rat-Thing, Cultist)
*1 Gate Trophy (City of the Great Race)
*Bravery (Skill: Exhaust to reroll a Horror check)
*Shrivelling (Spell: -1 Lore modifier, 1 what Sanity cost, Cast and exhaust to gain +6 Combat checks until the end of this combat. 1-handed)
*Ritual Blade (Unique: 1-Handed, Magical Weapon, +2 to Combat checks, +1 to Spell checks)

Personal Story Status
Passed


Random Consonant

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 9- Abridged Update)
« Reply #131 on: September 19, 2009, 05:55:37 AM »
Kate Winthrop

Sanity - 3/6
Stamina - 4/4

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]

Possessions:
$2
6 Clue Tokens
Motorcycle (Exhaust to gain 2 movement)
Dynamite (2H, +8 Physical Combat, discard on use)
Ancient Spear (2H +4 Physical Combat, exhaust to make magical for one combat)
Flesh Ward (-2 casting penalty, 1 Sanity, ignore Stamina damage from one source, discard if Ancient One wakes up)
Mists of Releh (0 Sanity, Cast to pass an evade check, modifier = monster's awareness)
Sneak Skill (+1 Sneak, clue tokens count for double when making sneak checks)
1 Monster Trophy (Fire Vampire, Total toughness: 1)
1 Gate Trophy (Another Dimension)

Personal Story - Failed:
This Is No Good - Kate can no longer spend clue tokens when making Fight/Lore checks to close gates

Sticking around the Graveyard for Kate vs. gate to R'lyeh round 2.

Jo'ou Ranbu

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 9- Abridged Update)
« Reply #132 on: September 19, 2009, 08:56:45 PM »
Stats

* Sanity: 1/5
* Stamina: 3/5
* Focus: 2

Inventory

* $1
* 4 Clue tokens
* Flamethrower (Exhaust before a Combat check to gain +7 to that check. Two-handed. Exhausted for the round. $6)
* .38 Revolver (+3 Combat Check. One-handed. $4)
* Motorcycle (Exhaust to get 2 extra movement points. $4)
* Richard Upton Pickman (Ally. +1 Luck, +1 Speed, Physical Resistance has no effect.)
* Bravery (Skill. Exhaust to re-roll a Horror check.)
* 4 Monster Trophies (Zombie, Goatspawn, Star Vampire. Total Toughness: 7)
* Dhol Chants (Tome.  Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, gain 1 Ally, lose 2 Sanity, and discard Dhol Chants)
* Shrivelling (Spell. -1 Casting Modifier, -1 Sanity cost. Cast and exhaust to gain +6 to Combat checks until the end of this combat)

Skills

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

* Fight: 1 2 [3] 4
* Will:   4 3 [2] 1
 
* Lore: 1 2 3 [4]
* Luck: 4 3 2 [1]   

Personal Story

* Pass: 1/3 Allies
* Fail: No investigators devoured yet. Terror level is below 4.

=========================================

Made barbecue of the goddamned rat thing. It's like I can't stay out of the streets these days because I took up on cleanup duty. >_>


[16:36] <Hello-DojimathedralWaddleDee> Then, should I stir-fry the ratman?
[16:37] <Smashy> Uh
[16:37] <Smashy> You don't exactly have much of a choice
[16:38] <Smashy> Yeah, you have to fight it.  There's no way you can get dice to sneak him
[16:38] <Hello-DojimathedralWaddleDee> I wasn't planning on doing anything else. Inconvenient due to lost item+I'm about to suffer yet another point of Sanity/Stamina damage, but.
[16:39] <Smashy> Yeah, the real problem is next turn
[16:41] <Smashy> But now that we are done talking about killing the rat-thing, let's kill the rat-thing
[16:42] <Smashy> At least you can bump Fight/Will to whatever and still have a good chance of VICTOLY
[16:48] <Hello-DojimathedralWaddleDee> Okay. Moving Fight to 3, so 2 Will. No penalty to horror check.
[16:49] <Hello-DojimathedralWaddleDee> I also have Bravery, so if I gj it up I can try one more dice.
[16:49] <Hello-DojimathedralWaddleDee> roll 2d6 to not shriek like a little girl
[16:49] * Hatbot --> "Hello-DojimathedralWaddleDee rolls 2d6 to not shriek like a little girl and gets 8." [2d6=4, 4]
[16:49] <Smashy> Bravery would let you reroll both dice, wouldn't it?
[16:50] * Hello-DojimathedralWaddleDee checks wording.
[16:50] <Smashy> Yeah, Bravery rerolls the horror check in its entirety
[16:50] <Smashy> (iirc, including any clues)
[16:51] * Hello-DojimathedralWaddleDee checks. It says the whole check, so.
[16:51] <Hello-DojimathedralWaddleDee> roll 2d6, now with HOT BLOOD
[16:51] * Hatbot --> "Hello-DojimathedralWaddleDee rolls 2d6, now with HOT BLOOD and gets Error: Numeric values only." [2d6=3, 1]
[16:51] <Smashy> derp
[16:51] <Hello-DojimathedralWaddleDee> Yeah screw you too bot.
[16:51] <Smashy> Hot blood is not the answer
[16:51] <Hello-DojimathedralWaddleDee> So, lose 1 Sanity, I'm about to go cloudcuckoolander.
[16:52] <Hello-DojimathedralWaddleDee> Exhaust flamethrower, discard bullwhip. 3+7 = 10, 10-1 = 9 dice. Let's try to not gj this up.
[16:52] <Hello-DojimathedralWaddleDee> I need one success.
[16:52] <Smashy> Just one
[16:52] <Hello-DojimathedralWaddleDee> roll 9d6 for FWEEM
[16:52] * Hatbot --> "Hello-DojimathedralWaddleDee rolls 9d6 for FWEEM and gets 24." [9d6=3, 2, 1, 5, 2, 1, 3, 2, 5]
[16:53] <Hello-DojimathedralWaddleDee> That's enough FWEEM.
[16:53] <Smashy> And now Tal can FINALLY ESCAPE YEAAAAAAAAAAAAAH
« Last Edit: September 19, 2009, 09:22:58 PM by Jo'ou Ranbu »
[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> .....

Talaysen

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 9- Abridged Update)
« Reply #133 on: September 19, 2009, 09:12:19 PM »
Tony Morgan
Location: General Store

Stats
Sanity: 3 / 3
Stamina: 6 / 7

Focus: 2

Speed: 1 2 3 [4]
Sneak: 3 2 1 [0]

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

Lore: 0 [1] 2 3
Luck: 6 [5] 4 3

Unique Abilities
Clean Takedown - Any Phase: Tony's monster trophies are worth one extra toughness each when spent.

Blood Money - Upkeep: Once per turn, while in a street area, Tony may spend one monster trophy to gain money equal to that monster's toughness.

Possessions
$3
4 Clue Tokens
1 Gate Trophy (Lost Carcosa)
1 Monster Trophy (Cultist, 3 toughness)

Handcuffs [ Any: Exhaust before making a Combat check against a Cultist, Tcho-tcho, Ghoul, or Maniac to automatically pass that check and gain 1 Sanity.]  {Exhausted}
Molotov Cocktail [ Type: Physical weapon / Bonus: +6 Combat check (Discard after use) / Hands: 1]
Powder of Ibn-Ghazi [ Type: Magical weapon / Bonus: +9 Combat check (Lose 1 Sanity and discard after use) / Hands: 2 ]
Bullwhip [ Type: Physical weapon / Bonus: +1 Combat check / Hands: 1 / Any: Exhaust to re-roll 1 die after making a Combat check. ]
Brass Knuckles [ Type: Physical weapon / Bonus: +1 Combat check / Hands: Handless ]
.38 Revolver [ Type: Physical weapon / Bonus: +3 Combat check / Hands: 1 ]

Dodge [ When you make any Speed check, add +1 to each die you roll for purposes of checking for successes (i.e., a roll of 3 becomes a 4, etc.) ]

Necrophobia [ Undead monsters have Nightmarish 1 against you. / Upkeep: Lose 1 Sanity if you are in the Graveyard. / If you ever gain another Necrophobia card, you are devoured. ]

Personal Story - Failed
Deal's Off - Discard all of Tony's monster trophies.  From now on, when Tony claims a monster trophy, he also gains 1 Clue token.

Going by Leo and grabbing his .38 Revolver and trading him $2, then heading to Uptown Streets, exhausting Handcuffs and killing the Cultist, gaining a 3 Toughness trophy and 1 Clue Token (from Deal's Off). EDIT: Speed/Sneak goes to 4/0 so I can get there.
« Last Edit: September 19, 2009, 09:39:05 PM by Talaysen »

Yoshiken

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Upkeep/Movement)
« Reply #134 on: September 19, 2009, 10:56:41 PM »
Joe Diamond
Unique Ability: Hunches - Any Phase: Joe rolls one extra bonus die when he spends a Clue token to add to a roll.

Stats
Stamina: 4/6
Sanity: 4/4

Speed  3 4 [5] 6
Sneak  4 3 [2] 1

Fight  2 [3] 4 5
Will   3 [2] 1 0

Lore  0 [1] 2 3
Luck  3 [2] 1 0

Inventory
$3
7 Clue Tokens
.45 Automatic (1-hand, Physical Weapon, +4 to combat check)
.45 Automatic (1-hand, Physical Weapon, +4 to combat check)
.357 Magnum (1-hand, Physical Weapon, exhaust to gain +5 to Combat checks until the end of this combat. Doesn't refresh unless $1 is spent in Upkeep.)
Map of Arkham (Exhaust to get one extra movement point.)
Grapple (+1 to each die during Fight checks.)
Ruby Standish (Ally: +2 Sneak, draw a Unique Item when she joins.)
5 Toughness of Monster Trophies (Ghoul-1; Hunting Horror-2; Witch-1 (x2))
1 Gate Trophy (The Dreamlands)

Personal Story Status
Pass: 5/5 Monster Trophy Toughness; 0/1 Unique Items, at Silver Twilight Lodge.
Fail: Unique Items not discarded

Off to Devil's Hopyard, grab the clues there, and then wait around for an encounter.

Ithaqua

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 9- Abridged Update)
« Reply #135 on: September 20, 2009, 09:20:09 AM »
ARKHAM ENCOUNTERS

Smashy/Daisy
A little patching is good for the soul.

RC/Kate
The gate continues to loom.

Snow/Leo
It is pretty cold in the streets...

Tal/Tony
The streets are indeed cold...

Yoshi/Joe
Pass a Luck -1 check or you have been here too long and strange hungers have awakened in you. Draw 1 Madness card.

OTHER WORLD ENCOUNTERS

Bard/Wilson
Placing your hand on the ancient cave painting, you have a vision. Gain 1 Clue token.
To see Ithaqua spells certain doom, for all those that see him will be taken by him...

Yoshiken

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 9- Abridged Encounters)
« Reply #136 on: September 20, 2009, 01:34:48 PM »
1 Clue Token spent in order to avoid BLASPHEMY AND MADNESS.

[13:20] <Smashy> Beep
[13:21] <Smashy> So for this encounter phase, RC vs R'lyeh Round 2 and Luck -1 for Yoshi or MADNESS
[13:26] <Smashy> (You around, Yoshi?)
[13:27] <Yoshiken> Just got back. =P
[13:27] <Smashy> Oh :P
[13:27] <Smashy> So yeah, thingy about the Luck -1 check isn't going away unless you make it
[13:28] <Yoshiken> Yeah, I figure I'm gonna be using up some Clue Tokens here...
[13:31] <Yoshiken> How bad is this gonna be if I do fail...? >.>
[13:32] <Smashy> MADNESS
[13:32] <Yoshiken> So... Yeah. Clue Tokens are gonna be my saving grace here. Yay for Joe's ability. >.<
[13:33] <Yoshiken> Alrighty then.
[13:33] <Yoshiken> 1d6 to not go crazay
[13:33] * Hatbot --> "Yoshiken rolls 1d6 to not go crazay and gets 3." [1d6=3]
[13:33] <Yoshiken> ...Clue Token the 1st.
[13:33] <Yoshiken> 2d6 to stay sane please?
[13:33] * Hatbot --> "Yoshiken rolls 2d6 to stay sane please? and gets 10." [2d6=4, 6]
[13:33] <Yoshiken> Yay. <3

Random Consonant

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 9- Abridged Encounters)
« Reply #137 on: September 20, 2009, 07:07:28 PM »
*sad trombone noise*

RandomlyAwkward: Anyone around?
Puniyo: Punii.
RandomlyAwkward: Okay, time for Kate vs. R'lyeh, round 2
RandomlyAwkward: Nothing's changed, so...
RandomlyAwkward: 2d6 once more with feeling
Hatbot: %01ACTION --> "RandomlyAwkward rolls 2d6 once more with feeling and gets 4." [2d6=3, 1]
Puniyo: :(
RandomlyAwkward: That is a lot of feeling

AndrewRogue

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 9- Abridged Encounters)
« Reply #138 on: September 21, 2009, 08:25:03 AM »
Update tomorrow night, likely around 10pm PST. Sorry, thought we were waiting on one more encounter for some reason >_>

Ithaqua

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 9- Abridged Encounters)
« Reply #139 on: September 22, 2009, 07:44:39 AM »
Cold... cold... cold... cold... cold... cold... cold... cold.. cold.. cold.. cold. cold. cold. cold. cold cold cold coldcoldcoldcoldcoldcoldcold

Deathly Still
Environment (Weather)
Due to Ithaqua's effect, the weather fails to take effect.

A gate opens at the Gardener's Place, spawning two monsters. A Clue Token appears at Cold Spring Glen. Dash, Triangle and Star move on White, Circle moves on Black.
To see Ithaqua spells certain doom, for all those that see him will be taken by him...

Random Consonant

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 10- Upkeep/Movement)
« Reply #140 on: September 22, 2009, 07:53:28 AM »
Kate Winthrop

Sanity - 3/6
Stamina - 4/4

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]

Possessions:
$2
6 Clue Tokens
Motorcycle (Exhaust to gain 2 movement)
Dynamite (2H, +8 Physical Combat, discard on use)
Ancient Spear (2H +4 Physical Combat, exhaust to make magical for one combat)
Flesh Ward (-2 casting penalty, 1 Sanity, ignore Stamina damage from one source, discard if Ancient One wakes up)
Mists of Releh (0 Sanity, Cast to pass an evade check, modifier = monster's awareness)
Sneak Skill (+1 Sneak, clue tokens count for double when making sneak checks)
1 Monster Trophy (Fire Vampire, Total toughness: 1)
1 Gate Trophy (Another Dimension)

Personal Story - Failed:
This Is No Good - Kate can no longer spend clue tokens when making Fight/Lore checks to close gates

Still staying in the Graveyard, still trying to get that damn gate closed.

Bardiche

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 10- Upkeep/Movement)
« Reply #141 on: September 22, 2009, 10:55:11 AM »
Wilson Richards

Stats

Stamina: 4/5
Sanity: 4/5

Speed  [1] 2 3 4
Sneak  [5] 4 3 2

Fight  1 2 3 [4]
Will   3 2 1 [zero]

Lore  1 2 [3] 4
Luck  4 3 [2+1] 1

Inventory

$0
6 Clue Tokens
Luck (Skill: Add 1 die to Luck checks if you spend a Clue token)
Psychology (Skill: Add +1 to each roll on Will checks)
Shotgun (Common: 2-Handed, Physical Weapon, +4 to combat checks, 6s count as 2 successes)
Mists of Releh (Spell: Exhaust and cast to pass an Evade check. Modifier equals monster awareness)
Cultes de Goules (Unique: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes de Goules. On fail, nothing happens)
1 Toughness worth of Monster (Dimensional Shambler)

Personal Story Status
Passed: $15/$15
0 Terror Tracks stopped.

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

Doot dee doo... I await getting out of the gate and being screwed over massively by the welcome committee... someone save me pls~

Jo'ou Ranbu

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 10- Upkeep/Movement)
« Reply #142 on: September 22, 2009, 05:55:05 PM »
Stats

* Sanity: 1/5
* Stamina: 2/5
* Focus: 2

Inventory

* $3
* 4 Clue tokens
* Flamethrower (Exhaust before a Combat check to gain +7 to that check. Two-handed. Exhausted for the round. $6)
* Motorcycle (Exhaust to get 2 extra movement points. $4)
* Richard Upton Pickman (Ally. +1 Luck, +1 Speed, Physical Resistance has no effect.)
* Bravery (Skill. Exhaust to re-roll a Horror check.)
* 4 Monster Trophies (Zombie, Goatspawn, Star Vampire, Rat Thing. Total Toughness: 7)
* Dhol Chants (Tome.  Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, gain 1 Ally, lose 2 Sanity, and discard Dhol Chants)
* Shrivelling (Spell. -1 Casting Modifier, -1 Sanity cost. Cast and exhaust to gain +6 to Combat checks until the end of this combat)

Skills

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

* Fight: 1 2 [3] 4
* Will:   4 3 [2] 1
 
* Lore: 1 2 3 [4]
* Luck: 4 3 2 [1]  

Personal Story

* Pass: 1/3 Allies
* Fail: No investigators devoured yet. Terror level is below 4.

=========================================

Going to Arkham Asylum and paying two monopoly dollars for braindaids.
« Last Edit: September 23, 2009, 12:41:46 AM by Jo'ou Ranbu »
[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> .....

Yoshiken

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Upkeep/Movement)
« Reply #143 on: September 22, 2009, 06:39:27 PM »
Joe Diamond
Unique Ability: Hunches - Any Phase: Joe rolls one extra bonus die when he spends a Clue token to add to a roll.

Stats
Stamina: 4/6
Sanity: 4/4

Speed  3 [4] 5 6
Sneak  4 [3] 2 1

Fight  2 [3] 4 5
Will   3 [2] 1 0

Lore  0 [1] 2 3
Luck  3 [2] 1 0

Inventory
$3
6 Clue Tokens
.45 Automatic (1-hand, Physical Weapon, +4 to combat check)
.45 Automatic (1-hand, Physical Weapon, +4 to combat check)
.357 Magnum (1-hand, Physical Weapon, exhaust to gain +5 to Combat checks until the end of this combat. Doesn't refresh unless $1 is spent in Upkeep.)
Map of Arkham (Exhaust to get one extra movement point.)
Grapple (+1 to each die during Fight checks.)
Ruby Standish (Ally: +2 Sneak, draw a Unique Item when she joins.)
5 Toughness of Monster Trophies (Ghoul-1; Hunting Horror-2; Witch-1 (x2))
1 Gate Trophy (The Dreamlands)

Personal Story Status
Pass: 5/5 Monster Trophy Toughness; 0/1 Unique Items, at Silver Twilight Lodge.
Fail: Unique Items not discarded

Shifting Speed/Sneak one left. lolManiac. Into the Gardner's gate I go~

[18:34] <Yoshiken> Welp, guess I'm gonna be fighting that Maniac then. Because, uhh, that'll be challenging. Honest.
[18:36] <Yoshiken> No Horror check is <3
[18:37] <Yoshiken> ...Wow. This is gonna be overkill.
[18:37] <Yoshiken> 12 dice, and I need one success. And anything 4-6 is a success. >_>
[18:38] <Bardiche> Watch out Ken.
[18:38] <Bardiche> If you fail even one check, you know I'm going to brand you a complete failure, right?
[18:39] <Yoshiken> 12d6 to not humiliate myself completely by failing this check
[18:39] * Hatbot --> "Yoshiken rolls 12d6 to not humiliate myself completely by failing this check and gets 46." [12d6=5, 1, 3, 2, 4, 1, 6, 6, 6, 4, 5, 3]
[18:39] <Yoshiken> 7 successes. Niiiice.
[18:39] <Bardiche> ... Wow.

Bardiche

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 10- Upkeep/Movement)
« Reply #144 on: September 23, 2009, 12:35:30 AM »
 <Smashy> Anyone here?
 <Bardiche> Aye
 <Smashy> Post that I'm getting more bandaids in the topic.  Got to go soon and won't be back until tomorrow

Talaysen

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 10- Upkeep/Movement)
« Reply #145 on: September 23, 2009, 05:15:41 AM »
Tony Morgan
Location: General Store

Stats
Sanity: 3 / 3
Stamina: 5 / 7

Focus: 2

Speed: 1 [2] 3 4
Sneak: 3 [2] 1 0

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

Lore: 0 [1] 2 3
Luck: 6 [5] 4 3

Unique Abilities
Clean Takedown - Any Phase: Tony's monster trophies are worth one extra toughness each when spent.

Blood Money - Upkeep: Once per turn, while in a street area, Tony may spend one monster trophy to gain money equal to that monster's toughness.

Possessions
$3
5 Clue Tokens
1 Gate Trophy (Lost Carcosa)
1 Monster Trophy (Cultist, 3 toughness)

Handcuffs [ Any: Exhaust before making a Combat check against a Cultist, Tcho-tcho, Ghoul, or Maniac to automatically pass that check and gain 1 Sanity.]  {Exhausted}
Molotov Cocktail [ Type: Physical weapon / Bonus: +6 Combat check (Discard after use) / Hands: 1]
Powder of Ibn-Ghazi [ Type: Magical weapon / Bonus: +9 Combat check (Lose 1 Sanity and discard after use) / Hands: 2 ]
Bullwhip [ Type: Physical weapon / Bonus: +1 Combat check / Hands: 1 / Any: Exhaust to re-roll 1 die after making a Combat check. ]
Brass Knuckles [ Type: Physical weapon / Bonus: +1 Combat check / Hands: Handless ]
.38 Revolver [ Type: Physical weapon / Bonus: +3 Combat check / Hands: 1 ]

Dodge [ When you make any Speed check, add +1 to each die you roll for purposes of checking for successes (i.e., a roll of 3 becomes a 4, etc.) ]

Necrophobia [ Undead monsters have Nightmarish 1 against you. / Upkeep: Lose 1 Sanity if you are in the Graveyard. / If you ever gain another Necrophobia card, you are devoured. ]

Personal Story - Failed
Deal's Off - Discard all of Tony's monster trophies.  From now on, when Tony claims a monster trophy, he also gains 1 Clue token.

Putting Speed/Sneak to 2/2 and moving to the Woods and grabbing the clue token there.

AndrewRogue

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 10- Upkeep/Movement)
« Reply #146 on: September 24, 2009, 02:34:57 AM »
ARKHAM ENCOUNTERS

RC/Kate
The gate -still- looms.

Bard/Wilson
The gate hovers, awaiting you...

Snow/Leo
The screaming will stop... eventually.

Yoshi/Joe
Unto the breach!

Smashy
Healing, healing, all day long...

Tal/Tony
You've stumbled upon the Cult of the Black Goat! You may join them if you wish. To do so, you must discard at least 2 toughness worth of monster trophies, lose 3 Stamina or an ally. Take a "One of the Thousand" Cult Membership card. If you cannot or choose not to, pass a Speed (-2) check or lose 2 Stamina.

OTHER WORLD ENCOUNTERS

Yoshi/Joe
It is recommended to you to open a book at random to find the answers you seek. If you would to give it a try, make a Luck (-2) check. If you pass, gain 2 Clue tokens. If not, you still gain 2 Clue tokens, but you are delayed.

Random Consonant

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 10- Upkeep/Movement)
« Reply #147 on: September 24, 2009, 02:45:04 AM »
Hatbot is mocking me now.

RandomConsonant: Okay! Time for Round 3!
Nitori: Cultchu eh
Nitori: I think I could be in on this
RandomConsonant: Excellent
RandomConsonant: 2d6
Hatbot: %01ACTION --> "RandomConsonant rolls 2d6 and gets 3." [2d6=1, 2]
Puniyo: what
RandomConsonant: Good to see that this trend continues >_>
RandomConsonant plays Yakety Sax

Yoshiken

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 10- Encounters)
« Reply #148 on: September 24, 2009, 08:05:25 PM »
Roll 0d6! Oh, look, I failed the check! 2 Clue Tokens, delayed~

Shale

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 10- Encounters)
« Reply #149 on: September 24, 2009, 08:19:36 PM »
You don't have to take the offer, you know.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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