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Author Topic: The Sun Rises Over Arkham and Dunwich  (Read 24114 times)

AndrewRogue

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I hear there might be a way to end the storm... but I ain't heard nothing good about it.

http://www.arkhamhorrorwiki.com/The_Man_in_Black

A monster surge occurs, spawning six monsters! A clue appears at the Black Cave (bringing the total to 2)! Cross moves on White, Moon moves on Black!

Snow opted to grab Tom "Mountain" Murphy during the Encounters.

Yoshiken

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Upkeep/Movement)
« Reply #176 on: October 02, 2009, 02:40:21 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
8 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.) (x2)
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

I fall out of the gate to find myself in front of 4 monsters, two of which are Physical Immune. Welp, at least I get a chance to seal this gate before being torn limb from limb! Also, shifting Fight/Will two right for the gate closure.
« Last Edit: October 04, 2009, 04:36:20 PM by Yoshiken »

Smashy

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 13- Upkeep/Movement)
« Reply #177 on: October 02, 2009, 05:05:57 PM »
Daisy Walker

Stats

Stamina: 2/5
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

*$5
*6 Toughness worth of Monster Trophies (Rat-Thing, Cultist, Vampire)
*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


Stat shifting, heading to the Hospital for full bandagings.

Talaysen

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 13- Upkeep/Movement)
« Reply #178 on: October 02, 2009, 09:35:10 PM »
Tony Morgan
Location: General Store

Stats
Sanity: 2 / 3
Stamina: 7 / 7

Focus: 2

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

Fight: 1 2 [3] 4
Will: 5 4 [3-1] 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
1 Clue Token
1 Gate Trophy (Lost Carcosa)
3 Monster Trophies, 7 (10) toughness total (Cultist: 3 toughness, Maniac: 1 toughness, 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]
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 ]

Mists of Releh [ Sanity Cost: 0 / Any Phase: Cast and exhaust to pass an Evade check. The casting modifier is equal to the monster's Awareness. ]

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. ]
Curse [ Upkeep: Roll a die and discard this card on a 1. / Any Phase: When rolling dice, you only score successes on a 6. If you are Blessed, discard this card instead of gaining a Blessing card. ]
Tainted [ -1 Will / You cannot spend more than 2 Clue tokens to add to any Will check. / If you ever gain another Tainted 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.

Sliding Speed/Sneak to 3/1, Lore/Luck to 2/4, heading over to French Hill and exhausting Handcuffs to kill the Cultist there.  Gain 1 Sanity, a monster trophy (3 toughness), and 1 Clue Token.  EDIT: Roll to remove Curse failed.  Also, not dealing with Man in Black because it's a trap.

[15:22] <Puniyo> d6 to not be cursed
[15:22] * Hatbot --> "Puniyo rolls d6 to not be cursed and gets 2." [d6=2]
« Last Edit: October 02, 2009, 09:36:42 PM by Talaysen »

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 13- Upkeep/Movement)
« Reply #179 on: October 02, 2009, 09:39:46 PM »
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)
2 Gate Trophies (Another Dimension, R'lyeh)

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

Shifting Lore/Luck to 4/2, heading to Ma's Boarding House where I shall trade my two gate trophies for an ally.

Jo'ou Ranbu

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 13- Upkeep/Movement)
« Reply #180 on: October 03, 2009, 03:00:40 AM »
Stats

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

Inventory

* $1
* 6 Clue tokens
* Flamethrower (Exhaust before a Combat check to gain +7 to that check. Two-handed. Exhausted for the turn. $6)
* Motorcycle (Exhaust to get 2 extra movement points. Exhausted for the turn. $4)
* Richard Upton Pickman (Ally. +1 Luck, +1 Speed, Physical Resistance has no effect.)
* Tom "Mountain" Murphy (Ally. +2 Fight, Overwhelming effect produces no Stamina loss)
* Ryan Dean (Ally. +1 Will, +1 Sneak, draw a Common Item when Ryan joins).
* Bravery (Skill. Exhaust to re-roll a Horror check.)
* 1 Monster Trophy (Dark Young. Toughness total: 3)
* 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: 3/3 Allies.
* Personal Story Ability: Get To Work. Once per turn, Leo can exhaust one of his allies instead of spending a Clue Token.

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

I slide Fight/Will to 2/3, successfully read a magical tome that grants me magical friendship, then pick up my bike and head to the Black Cave in order to barbecue a Dark Young. Roasting is successful and I manage to even score two clues. Productive turn all in all.

[22:51] <Hello-DojimathedralWaddleDee> Rolling Dhol Chants, 4 Lore, -2 mod, so two dice.
[22:51] <Hello-DojimathedralWaddleDee> roll 2d6 for magical friendship
[22:51] * Hatbot --> "Hello-DojimathedralWaddleDee rolls 2d6 for magical friendship and gets 9." [2d6=4, 5]
[22:51] <Hello-DojimathedralWaddleDee> Welp!
[22:51] <RandomConsonant> Friends~
[22:51] <MishaArsellecLune> Friendship~
[22:52] <Hello-DojimathedralWaddleDee> I've gots a magical friend and lose two Sanity!
[22:52] <Smashy> FRIENDSHIP? AGAIN?
[22:52] <Hello-DojimathedralWaddleDee> And this leads me to pass my Personal Story~
[22:52] <MishaArsellecLune> What's the benefit of that?
[22:52] <Hello-DojimathedralWaddleDee> I can exhaust my allies for a Clue Token effect.
[22:52] <Smashy> Wait where did you move to, Snow?
[22:52] <RandomConsonant> He gets to exhaust an ally for a free clue
[22:53] <Hello-DojimathedralWaddleDee> I haven't moved yet, going to move to the Black Cave.
[22:53] <MishaArsellecLune> I see.
[22:53] <Hello-DojimathedralWaddleDee> To roast a Dark Young.
[22:53] <MishaArsellecLune> That sounds... really good.
[22:53] <Hello-DojimathedralWaddleDee> That's more or less the gist of Leo Anderson.
[22:53] <Hello-DojimathedralWaddleDee> Goddamned good investigator.
[22:54] <Hello-DojimathedralWaddleDee> Anyhow, with 2+2+1 move, I can make it to the Black Cave no problem.
[22:54] <Hello-DojimathedralWaddleDee> So, head there and prepare my FWEEMinator to roast that Dark Young.
[22:54] <Hello-DojimathedralWaddleDee> Three will, no mod on Horror, so three dice to survive the horror check.
[22:55] <Hello-DojimathedralWaddleDee> roll 3d6 for no crazies
[22:55] * Hatbot --> "Hello-DojimathedralWaddleDee rolls 3d6 for no crazies and gets 8." [3d6=3, 1, 4]
[22:55] <RandomConsonant> That... is not so good.
[22:55] <Hello-DojimathedralWaddleDee> ... good thing I've got Bravery.
[22:55] <Smashy> Crazies
[22:55] <MishaArsellecLune> Crazies.
[22:55] <Hello-DojimathedralWaddleDee> And I'm going to spend Clue Tokens if I need to here.
[22:55] <Hello-DojimathedralWaddleDee> roll 3d6 for no crazies?
[22:55] * Hatbot --> "Hello-DojimathedralWaddleDee rolls 3d6 for no crazies? and gets 13." [3d6=1, 6, 6]
[22:55] <Hello-DojimathedralWaddleDee> ...
[22:56] <MishaArsellecLune> No crazies.
[22:56] <Hello-DojimathedralWaddleDee> <_<
[22:56] <RandomConsonant> That's better!
[22:56] <Smashy> Except you still take 1 point in crazy anyways
[22:56] <Hello-DojimathedralWaddleDee> Yeah, but I'd go insane otherwise.
[22:56] <Hello-DojimathedralWaddleDee> 3 Sanity damage.
[22:57] <Hello-DojimathedralWaddleDee> Okay. 2 Fight, +2 from Tom Murphy. +7 from exhausting the FWEEMinator. 11 dice, -2 mod from the Dark Young, and it hates the fact I have Richard Pickam.
[22:57] <Smashy> And now for fweem
[22:57] <Hello-DojimathedralWaddleDee> 9 dice total.
[22:57] <Hello-DojimathedralWaddleDee> roll 9d6 for FWEEM
[22:57] <Smashy> And you need 3 fweems to sufficiently fweem it
[22:57] * Hatbot --> "Hello-DojimathedralWaddleDee rolls 9d6 for FWEEM and gets 32." [9d6=5, 3, 5, 4, 2, 1, 3, 3, 6]
[22:58] <RandomConsonant> Gotta love fire
[22:58] <Smashy> Barely, but it is FWEEM'd
[22:58] <Hello-DojimathedralWaddleDee> I -always- eke exactly three successes, have you people noticed?
[22:58] <Hello-DojimathedralWaddleDee> FWEEM it is.
[22:58] <RandomConsonant> Oh, and Dark Young has -1 combat mod
[22:58] <RandomConsonant> Not that it matters
[22:58] <Hello-DojimathedralWaddleDee> roll 1d6 for satisfaction?
[22:58] <Smashy> d6
[22:58] * Hatbot --> "Smashy rolls d6 and gets 6." [d6=6]
[22:58] <Smashy> :V
[22:58] * Hatbot --> "Hello-DojimathedralWaddleDee rolls 1d6 for satisfaction? and gets 1." [1d6=1]
[22:58] <Hello-DojimathedralWaddleDee> Bah.
[22:58] <Hello-DojimathedralWaddleDee> A win is a win.
[22:59] <RandomConsonant> Let's just say the flamethrower was a little low on fuel
« Last Edit: October 03, 2009, 03:53:15 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> .....

Random Consonant

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 13- Upkeep/Movement)
« Reply #181 on: October 03, 2009, 11:53:19 PM »
Since the deadline's approaching and Bard hasn't done it yet, we all agreed that Wilson heads to the South Church where he will spend his Dreamlands gate trophy to bless Yoshi/Joe.

AndrewRogue

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 13- Upkeep/Movement)
« Reply #182 on: October 04, 2009, 06:05:43 AM »
For convenience, only listing mod relevant activity.

Snow/Leo
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.

Yoshiken

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 13- ENCOUNTERS)
« Reply #183 on: October 04, 2009, 04:34:16 PM »
Gate is closed, Great Hall gate trophy get. <3

[16:13] <Yoshi-CieloHype> Hmm, I should probably do my gate close at some point.
[16:18] <Smashy> Yes
[16:20] <Smashy> -1 gate mod
[16:21] <Smashy> And you have 5 fight+grapple
[16:22] <Smashy> And blessed
[16:24] <Nitori> You do know the anti-sealing effect is gone right although you'll probably end up fighting Ithy anyway
[16:25] <Smashy> Yeah, just save clues
[16:25] <Yoshi-CieloHype> Mm, figured as much.
[16:25] <Yoshi-CieloHype> I.. can't use weapons on a gate close, can I?
[16:27] <Yoshi-CieloHype> So, uhh.. 4d6, anything 3+ is a success. (oh wow this is gonna be challenging. Really. >_>)
[16:29] <Yoshi-CieloHype> 4d6 to not gj it up
[16:29] * Hatbot --> "Yoshi-CieloHype rolls 4d6 to not gj it up and gets 11." [4d6=2, 3, 5, 1]
[16:30] <Yoshi-CieloHype> Aww, only two successes~
[16:30] <Yoshi-CieloHype> And.. I don't want to bother sealing it.

Jo'ou Ranbu

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 13- ENCOUNTERS)
« Reply #184 on: October 04, 2009, 08:37:57 PM »
Stats

* Sanity: 1/5
* Stamina: 0/5
* Focus: 2

Inventory

* $1
* 6 Clue tokens
* Flamethrower (Exhaust before a Combat check to gain +7 to that check. Two-handed. Exhausted for the turn. $6)
* Motorcycle (Exhaust to get 2 extra movement points. Exhausted for the turn. $4)
* Old Journal (Exhaust and spend 1 movement point to make a Lore (-1) check. If you pass, gain 3 Clue tokens and discard Old Journal. If you fail, nothing happens. $1)
* Richard Upton Pickman (Ally. +1 Luck, +1 Speed, Physical Resistance has no effect.)
* Tom "Mountain" Murphy (Ally. +2 Fight, Overwhelming effect produces no Stamina loss)
* Ryan Dean (Ally. +1 Will, +1 Sneak, draw a Common Item when Ryan joins).
* Bravery (Skill. Exhaust to re-roll a Horror check.)
* 1 Monster Trophy (Dark Young. Toughness total: 3)
* 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

* Passed.
* Personal Story Ability: Get To Work. Once per turn, Leo can exhaust one of his allies instead of spending a Clue Token.

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

I fail the escape antics against the Cult and get sent to the hospital. Picking an injury here. I still need to draw a Common Item from picking Ryan Dean, by the way.

[16:32] * Hello-DojimathedralWaddleDee gnaws on people. Anyone around?
[16:33] <ErikoKirishima> Maybe.
[16:34] <Hello-DojimathedralWaddleDee> Okay. I need to roll for cultist escape rush kekekekeke.
[16:34] <Hello-DojimathedralWaddleDee> Since I don't want to join the cult.
[16:35] <Hello-DojimathedralWaddleDee> The check is -2, so three dice+the possibility of Clue Tokens.
[16:36] <Hello-DojimathedralWaddleDee> roll 3d6 for Scooby-Doo chase scene
[16:36] * Hatbot --> "Hello-DojimathedralWaddleDee rolls 3d6 for Scooby-Doo chase scene and gets 7." [3d6=4, 1, 2]
[16:36] <Hello-DojimathedralWaddleDee> Welp.
[16:36] <ErikoKirishima> gj
[16:36] <Hello-DojimathedralWaddleDee> I can expend Clue Tokens and that free exhaustion roll from the PS pass!
[16:36] <Hello-DojimathedralWaddleDee> roll 1d6 for free ally escape?
[16:36] * Hatbot --> "Hello-DojimathedralWaddleDee rolls 1d6 for free ally escape? and gets 1." [1d6=1]
[16:36] <Hello-DojimathedralWaddleDee> ...
[16:37] <ErikoKirishima> gj mk2
[16:37] <ErikoKirishima> You need to take escape lessons from Misha.
[16:37] <Hello-DojimathedralWaddleDee> I'm not sure whether I pick up an injury for free healing or whether I run around with 1 Stamina and Sanity.
[16:38] <Hello-DojimathedralWaddleDee> ... actually, I'm gonna pick up an injury, running around at 1/1 with Cthonians and Colors Out Of Space around is asking for pain.
[16:38] <Hello-DojimathedralWaddleDee> Fuck you too, Hatbot.
[16:38] <ErikoKirishima> Don't you still have clues?
[16:38] * Nitori (~TechU@NCheu9399.ResNet.Dal.Ca) Quit (Ping timeout)
[16:38] <Hello-DojimathedralWaddleDee> Why spend them when I need healing more, though?
[16:38] <ErikoKirishima> Hm, true, I guess.
« Last Edit: October 05, 2009, 05:29:43 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> .....

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 13- ENCOUNTERS)
« Reply #185 on: October 05, 2009, 05:18:55 PM »
I'll take Sir William Brinton as an ally.

Kate Winthrop

Sanity - 3/6
Stamina - 4/5

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)
Sir William Brinton (+1 Maximum Stamina, discard to restore Stamina to its maximum value)
1 Monster Trophy (Fire Vampire, Total toughness: 1)

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

Ithaqua

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 13- ENCOUNTERS)
« Reply #186 on: October 06, 2009, 06:20:10 AM »
I heard that some crazies have been out in the graveyard, digging up things that weren't meant to be uncovered.

http://www.arkhamhorrorwiki.com/Disturbing_the_Dead

A gate opens at the Black Cave, spawning two monsters. Dash, Triangle and Star move on White. Hexagon moves on Black.
To see Ithaqua spells certain doom, for all those that see him will be taken by him...

Smashy

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 14- UPKEEP/MOVEMENT)
« Reply #187 on: October 07, 2009, 05:58:55 AM »
Daisy Walker

Stats

Stamina: 5/5
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

*$2
*3 Clue Tokens
*6 Toughness worth of Monster Trophies (Rat-Thing, Cultist, Vampire)
*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)
*Shrivelling (Spell: -1 Lore modifier, 1 gj 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

Daisy gives Snow a monopoly dollar in exchange for Shrivelling and the Old Journal, reads the Old Journal for 3 clues, and moves to the South Church.  Will add the people that are getting blessed in the future.

(Fight/Will left one, Lore/Luck right one)


[00:48:38] <Smashy> WE NOW INTERRUPT THIS TUTORIAL (Monsters in Innsmouth don't count either iirc) FOR BOOC READING
[00:49:11] <Yakumo> Could be, I haven't read Innsmouth rules yet.
[00:50:21] <Smashy> Lore/Luck to 5/1, so I get 4 dice towards booc reading
[00:50:39] <Smashy> 4d6 for reading
[00:50:41] * Hatbot --> "Smashy rolls 4d6 for reading and gets 19." [4d6=3, 5, 5, 6]
[00:51:25] <Smashy> For every success a clue.  That's not what the Old Journal does, but it might as well.
[00:51:27] <Magetastic> That's quite a bit of reading.



Jo'ou Ranbu

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 14- UPKEEP/MOVEMENT)
« Reply #188 on: October 07, 2009, 07:01:07 AM »
Stats

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

Inventory

* $2 (soon to be 0)
* 6 Clue tokens
* Flamethrower (Exhaust before a Combat check to gain +7 to that check. Two-handed. $6)
* Motorcycle (Exhaust to get 2 extra movement points. Exhausted for the turn. $4)
* Richard Upton Pickman (Ally. +1 Luck, +1 Speed, Physical Resistance has no effect.)
* Tom "Mountain" Murphy (Ally. +2 Fight, Overwhelming effect produces no Stamina loss)
* Ryan Dean (Ally. +1 Will, +1 Sneak, draw a Common Item when Ryan joins).
* Bravery (Skill. Exhaust to re-roll a Horror check.)
* 1 Monster Trophy (Dark Young. Toughness total: 3)
* Memory Loss (Injury. Cannot have a total of more than 3 Skills and Spells (added together). If you ever have more than that, you must discard any extras.)

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

* Passed.
* Personal Story Ability: Get To Work. Once per turn, Leo can exhaust one of his allies instead of spending a Clue Token.

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

I exhaust my motorcycle and head to the Asylum for full healing braindaids for the measly price of two monopoly dollars.
« Last Edit: October 07, 2009, 07:21:07 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> .....

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 14- UPKEEP/MOVEMENT)
« Reply #189 on: October 07, 2009, 07:16:45 PM »
Kate Winthrop

Sanity - 3/6
Stamina - 4/5

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, currently exhausted)
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)
Sir William Brinton (+1 Maximum Stamina, discard to restore Stamina to its maximum value)
1 Monster Trophy (Fire Vampire, Total toughness: 1)

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

Shifting Lore/Luck to 3/3, hopping on the motorcycle, and heading to the Train Station where I will take a normal encounter.

Yoshiken

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Upkeep/Movement)
« Reply #190 on: October 07, 2009, 08:55:20 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
$2
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.)
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))
2 Gate Trophies (The Dreamlands; Great Hall)
Blessing (Upkeep: Roll a die and discard this card on a 1; When rolling dice, you score successes on a 4, 5, or 6. If you are Cursed, discard this card instead of gaining a Curse card.)

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

Never underestimate Hatbot's ability to screw you over. 2 Clue Tokens spent (on the easy monsters) and $1 spent and 1 Map exhausted to return to Arkham. Waiting around at the Train Station.

[20:46] <Yoshiken> Alrighty. I'm rolling stuff now then. I choose the order I tackle the monsters in, right? >_>
[20:46] <RandomlyAwkward> Either go encounter hunting or go for sanity healings
[20:46] <RandomlyAwkward> Yes
[20:47] <Yoshiken> Is it always 1 success to evade?
[20:47] <RandomlyAwkward> Yes
[20:47] <Yoshiken> Sexy.
[20:47] <Yoshiken> Right then.
[20:47] <Yoshiken> Colour first.
[20:47] <Yoshiken> 6 Sneak, +1.
[20:47] <Yoshiken> 7d6 for monochrome~
[20:47] * Hatbot --> "Yoshiken rolls 7d6 for monochrome~ and gets 12." [7d6=1, 1, 1, 2, 3, 3, 1]
[20:48] <RandomlyAwkward> What.
[20:48] <Yoshiken> ...
[20:48] <Yoshiken> Clue Token the First!
[20:48] <Yoshiken> 2d6 for not killing me ;_;
[20:48] * Hatbot --> "Yoshiken rolls 2d6 for not killing me ;_; and gets 3." [2d6=1, 2]
[20:48] <Yoshiken> SCREW YOU HATBOT
[20:48] <RandomlyAwkward> Double What.
[20:48] <Yoshiken> 2d6 to not die
[20:48] * Hatbot --> "Yoshiken rolls 2d6 to not die and gets 7." [2d6=5, 2]
[20:48] <Yoshiken> FINALLY
[20:48] <Nitori> Hatbot is awesome
[20:48] <RandomlyAwkward> Better.
[20:48] <Yoshiken> 2 clue tokens down. ;(
[20:49] <Yoshiken> Next up: Formless Spawn.
[20:49] <Yoshiken> 6d6 to conquer fear of the dark
[20:49] * Hatbot --> "Yoshiken rolls 6d6 to conquer fear of the dark and gets 13." [6d6=1, 2, 1, 2, 1, 6]
[20:49] <Yoshiken> ...Close one.
[20:49] <Yoshiken> Chthonian...
[20:49] <RandomlyAwkward> Man, what is with all these 1s and 2s?
[20:50] <Yoshiken> 7d6 for NO MORE 1s and 2s PLEASE~
[20:50] * Hatbot --> "Yoshiken rolls 7d6 for NO MORE 1s and 2s PLEASE~ and gets 23." [7d6=1, 1, 6, 4, 3, 3, 5]
[20:50] <Yoshiken> Better. <3
[20:50] <Yoshiken> And.. ah. The difficult one.
[20:50] <RandomlyAwkward> And now for the relatively difficult ones
[20:50] <Yoshiken> 4d6 for Byakheeeeee~
[20:50] * Hatbot --> "Yoshiken rolls 4d6 for Byakheeeeee~ and gets 11." [4d6=3, 1, 4, 3]
[20:50] <Yoshiken> Yay for Blessing. <3
[20:50] <RandomlyAwkward> Huzzah for Blessing
[20:51] * Bardiche swoons over Yoshiken-senpai.
[20:51] <Yoshiken> Okay. Do I still use Clue Tokens for the Cultist, or am I just gonna punch it if I fail the evade check?
[20:51] <RandomlyAwkward> And now for the Cultist, since he's still hanging around
[20:51] <RandomlyAwkward> Go with the clues
[20:51] <Yoshiken> Right.
[20:51] <Yoshiken> 3d6 to avoid Scientology
[20:51] * Hatbot --> "Yoshiken rolls 3d6 to avoid Scientology and gets 11." [3d6=4, 6, 1]
[20:51] <Yoshiken> Score. <3
[20:51] <RandomlyAwkward> Scientology avoided.
[20:51] <Yoshiken> How much is it to get a train ticket again?
[20:52] <RandomlyAwkward> $1
[20:52] <Yoshiken> Right. So I'm... exhausting one Map of Arkham and lurking in the Train Station this turn.
« Last Edit: October 07, 2009, 09:00:09 PM by Yoshiken »

Talaysen

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 14- UPKEEP/MOVEMENT)
« Reply #191 on: October 08, 2009, 04:57:56 AM »
Tony Morgan
Location: General Store

Stats
Sanity: 2 / 3
Stamina: 4 / 7

Focus: 2

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

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

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
2 Clue Token
1 Gate Trophy (Lost Carcosa)
4 Monster Trophies, 9 (13) toughness total (Cultist: 3 toughness, Maniac: 1 toughness, Cultist: 3 toughness, Goatspawn: 2 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]
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 ]

Mists of Releh [ Sanity Cost: 0 / Any Phase: Cast and exhaust to pass an Evade check. The casting modifier is equal to the monster's Awareness. ]

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. ]
Curse [ Upkeep: Roll a die and discard this card on a 1. / Any Phase: When rolling dice, you only score successes on a 6. If you are Blessed, discard this card instead of gaining a Blessing card. ]
Tainted [ -1 Will / You cannot spend more than 2 Clue tokens to add to any Will check. / If you ever gain another Tainted 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.

Shift Fight/Will to 4/2, Lore/Luck to 3/3, attempt to evade the Goatspawn (fail), attempt to blow it up, fail twice and then succeed.  Gain a trophy with 2 toughness and a clue token.  (Note: Snow used his ability last turn to prevent my stamina loss from standing in the streets, and this turn to take care of the sanity damage from the failed horror check.)

[22:36] <ErikoKirishima> Think what I'm going to do is shift my Lore up one and use the Mist to try and evade, and put my Fight over one to just slug it if that fails.
[22:37] <Hello-DojimathedralWaddleDee> Your fight is at 1?
[22:37] <Hello-DojimathedralWaddleDee> Owowowowowow, that would make fighting the Goatspawn so ugly.
[22:37] <ErikoKirishima> Uh, 3, moving to 4.
[22:37] <Hello-DojimathedralWaddleDee> Ah.
[22:37] <Hello-DojimathedralWaddleDee> >_>
[22:38] <ErikoKirishima> Okay, 3-1=2 for Mist.
[22:38] <ErikoKirishima> 2d6
[22:38] <ErikoKirishima> HATBOT
[22:39] [Invite] You invited Hatbot to channel #rpgdlarkhamhorror.
[22:39] --> Hatbot has joined this channel (~Hatbot@24.174.51.230).
[22:39] <ErikoKirishima> 2d6
[22:39] * Hatbot --> "ErikoKirishima rolls 2d6 and gets 5." [2d6=2, 3]
[22:39] <ErikoKirishima> Yeah figures.
[22:39] <Hello-DojimathedralWaddleDee> And then came the darkness.
[22:39] <ErikoKirishima> 2-1 for horror check...
[22:39] <ErikoKirishima> 1d6
[22:39] * Hatbot --> "ErikoKirishima rolls 1d6 and gets 5." [1d6=5]
[22:40] <ErikoKirishima> Of course not.
[22:40] * Hello-DojimathedralWaddleDee applauds.
[22:40] <ErikoKirishima> I'm cursed so that's a fail.  >.>
[22:40] <Hello-DojimathedralWaddleDee> I know.
[22:40] <Hello-DojimathedralWaddleDee> I'm applauding because this is so sad.
[22:41] <Hello-DojimathedralWaddleDee> You probably need a hug after this game.
[22:41] <ErikoKirishima> Anyway... 4+1+1+2-2=6 dice for MORTAL KOMBAT
[22:41] <Hello-DojimathedralWaddleDee> What about the physical resistance? Or Goatspawn lacks it?
[22:41] <ErikoKirishima> If I blow the molotov I could get... 4+1+3+2-2=8...
[22:41] <ErikoKirishima> That's factoring it in.
[22:41] <Hello-DojimathedralWaddleDee> Ah.
[22:42] <ErikoKirishima> Hm, worth it to blow the molotov or just save it?
[22:42] <ErikoKirishima> I only get two dice, so... probably not worth it.
[22:42] <Hello-DojimathedralWaddleDee> You could try a turn with the molotov if you're desperate. You're probably not having much use for it now that we're two turns from getting to fail against Ithaqua.
[22:42] <Hello-DojimathedralWaddleDee> It's not going to be awesomely awesome for him either.
[22:42] <Hello-DojimathedralWaddleDee> Your call, you may need those two dice here and now.
[22:43] <ErikoKirishima> Hm.
[22:43] <ErikoKirishima> I'll try without it, can use it in a later round if needed.
[22:43] <ErikoKirishima> I've got like six tries at this.
[22:43] * Hello-DojimathedralWaddleDee nods.
[22:43] <ErikoKirishima> 6d6 for RATTATATAT
[22:43] * Hatbot --> "ErikoKirishima rolls 6d6 for RATTATATAT and gets 22." [6d6=2, 2, 2, 5, 6, 5]
[22:44] * ErikoKirishima mutters.
[22:44] <Hello-DojimathedralWaddleDee> One success.
[22:44] <ErikoKirishima> I guess I should just exhaust the Bullwhip now for an extra die.
[22:44] <ErikoKirishima> Unless that means I can't equip it?
[22:44] <Hello-DojimathedralWaddleDee> I have no idea.
[22:44] <Hello-DojimathedralWaddleDee> We need a Wild Andy Call.
[22:45] <Yakumo> If it's exhausted you can't use it.
[22:46] <ErikoKirishima> Not even to equip?
[22:46] <Yakumo> Right.
[22:46] <ErikoKirishima> Okay.
[22:46] <ErikoKirishima> No sense in exhausting it now then.
[22:46] <-- AndrewRogue has left this server (Ping timeout).
[22:46] <ErikoKirishima> Attempt #2.
[22:46] <ErikoKirishima> I think that was a reverse Andy Call, Snow.
[22:47] <ErikoKirishima> 6d6 for Rattatas.
[22:47] * Hatbot --> "ErikoKirishima rolls 6d6 for Rattatas. and gets 21." [6d6=4, 2, 2, 4, 3, 6]
[22:47] * Hello-DojimathedralWaddleDee scribbles. Summoning Yakko kills Andy - the bot is mocking you.
[22:47] * ErikoKirishima sighs.
[22:47] <ErikoKirishima> #3
[22:47] <ErikoKirishima> 6d6
[22:47] * Hatbot --> "ErikoKirishima rolls 6d6 and gets 23." [6d6=6, 3, 2, 6, 3, 3]
[22:47] <ErikoKirishima> YAY
[22:47] <Hello-DojimathedralWaddleDee> HOORAY.

Random Consonant

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 14- UPKEEP/MOVEMENT)
« Reply #192 on: October 09, 2009, 04:00:12 AM »
Deadline's here and Bard forgot to post his action, so Wilson heads off to the Asylum for free brain bandaids.

AndrewRogue

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 14- UPKEEP/MOVEMENT)
« Reply #193 on: October 09, 2009, 06:34:14 AM »
ARKHAM ENCOUNTERS

RC/Kate
Bill Washington comes up to you and offersr to sell you a rail pass. "Just $3 and you can ride the train all you want for a month." If you accept, pay $3 and take a Rail Pass card.

Yoshi/Joe
There's been a rash of pickpocketing in the train station. Pass a Luck (-1) check or lose all your money.

Snow/Leo and Bard/Wilson
Brain band-aid it up, yo.

Tal/Tony
It is getting cold in the streets.

Smashy/Daisy
Noticing you eying the holy water, Father Michael tells you, "Stop wasting time staring at holy water and tell me who you want blessed... my son."
« Last Edit: October 09, 2009, 06:38:56 AM by AndrewRogue »

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 14- Encounters)
« Reply #194 on: October 09, 2009, 06:39:01 AM »
Well, seeing as how Kate only has $2, she can't very well afford a Rail Pass now, can she?

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 14- Encounters)
« Reply #195 on: October 09, 2009, 06:41:37 AM »
Daisy removes that pesky curse from Tony, spending the Cultist and Vampire trophies to do so.

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 14- Encounters)
« Reply #196 on: October 09, 2009, 06:51:58 AM »
Sorry, Yoshi.  I lost your $2 ;_;.

RandomConsonant: So... since short encounter phase is short
RandomConsonant: Any objection if we just roll for Yoshi's anti-pickpocketing roll and move on after Smashy gets someone blessed?
Smashy: I uncursed Tal this turn <_<
RandomConsonant: Or that.
Smashy: All that's left not is BROWN JENKINNNNNNNNNNNNNNNN(S)
Smashy: now*
Andy4thEdStatting: Uh... yeah. Go ahead.
Andy4thEdStatting: I'm gonna be gone tomorrow/Saturday evening
RandomConsonant: Okay, Joe has 2 Luck, it's a -1 check, but Joe is Blessed
Andy4thEdStatting: So should probably get the update done now
RandomConsonant: d6 to avoid losing monopoly monies
Hatbot: %01ACTION --> "RandomConsonant rolls d6 to avoid losing monopoly monies and gets 3." [d6=3]
RandomConsonant: Nuts.
RandomConsonant: Not worth spending clues over.

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 14- Encounters)
« Reply #197 on: October 09, 2009, 07:02:29 AM »
Abridged Update due to being tired, but needing to update because I won't be able to again until Sunday, prolly.


An Evil Fog
...is discarded due to Ithaqua's effect.

A gate to Yuggoth opens at the Graveyard, spawning a Dimensional shambler and a Shoggoth. A clue appears at the Unvisited Isle. Cross moves on White. Moon moves on Black. This causes the Wraith to descend into the steets, right onto Tal. The Cultist moves to the Village Commons.

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 15- Abridged Update)
« Reply #198 on: October 09, 2009, 07:24:29 AM »
Kate Winthrop

Sanity - 2/6
Stamina - 3/5

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, currently exhausted)
Dynamite (2H, +8 Physical Combat, discard on use)
Ancient Spear (2H +4 Physical Combat, exhaust to make magical for one combat, currently exhausted)
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)
Sir William Brinton (+1 Maximum Stamina, discard to restore Stamina to its maximum value)
2 Monster Trophies (Fire Vampire, Wraith, Total toughness: 4)

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

Shifting Lore/Luck to 4/2, hopping on the motorcycle, and heading to the French Hill Streets where Kate gets a little revenge on that damn Wraith in the name of science and frees the way for Tal/Tony.

RandomConsonant: Witness?
ErikoKirishima: Witness.
RandomConsonant: Okay, Kate automatically fails horror and doesn't care
RandomConsonant: 4 Fight, exhausting Ancient Spear for eldritch stabbings and +4 Fight, Wraith has a -2 Mod and I need 3 successes
RandomConsonant: 6d6 for stabbity
Hatbot: %01ACTION --> "RandomConsonant rolls 6d6 for stabbity and gets 31." [6d6=6, 6, 4, 5, 5, 5]
ErikoKirishima: ...
Smashy: ...
RandomConsonant: Bullseye
ErikoKirishima: Wow.
Smashy: So that's where all those success that weren't at the R'lyeh gate went to
RandomConsonant: And I take one stamina damage from Overwhelming, collect three toughness worth of Wraith, and freeze in the streets
« Last Edit: October 09, 2009, 07:26:30 AM by Random Consonant »

Talaysen

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 15- Abridged Update)
« Reply #199 on: October 09, 2009, 07:43:08 AM »
Tony Morgan
Location: South Church

Stats
Sanity: 2 / 3
Stamina: 3 / 7

Focus: 2

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

Fight: 1 2 [3] 4
Will: 5 4 [3-1] 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
2 Clue Token
1 Gate Trophy (Lost Carcosa)
4 Monster Trophies, 9 (13) toughness total (Cultist: 3 toughness, Maniac: 1 toughness, Cultist: 3 toughness, Goatspawn: 2 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]
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 ]

Mists of Releh [ Sanity Cost: 0 / Any Phase: Cast and exhaust to pass an Evade check. The casting modifier is equal to the monster's Awareness. ]

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. ]
Curse [ Upkeep: Roll a die and discard this card on a 1. / Any Phase: When rolling dice, you only score successes on a 6. If you are Blessed, discard this card instead of gaining a Blessing card. ]
Tainted [ -1 Will / You cannot spend more than 2 Clue tokens to add to any Will check. / If you ever gain another Tainted 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.

Shift some stats, head over to South Church to bless Leo/Snow.