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Author Topic: The Sun Rises Over Arkham and Dunwich  (Read 24283 times)

AndrewRogue

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Combat Check = Subset of Fight Check (as Horror Check = Subset of Will Check), ergo, yes, Grapple does apply.

Ranmilia

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Yes, Grapple works on combat checks.  Not all Fight checks are combat checks, but all combat checks are Fight checks (by default, at least.)  While we're at it, Horror checks are Will checks, Evade checks are Sneak checks and Spell checks are Lore checks.  Anything that gives a bonus to checks of X base stat also works on checks that call that base stat.

Ninja'd by Andrew but yeah.

Taishyr

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So, if Yoshiken gets blessed, he becomes a martial arts ninja gun master of God?

The only way that could rule harder is if he was Sister Mary.

(apologies for derailing topic, I was one of the two suspecting that Grapple didn't cover the Combat checks from what the Wiki said.)
« Last Edit: August 31, 2009, 08:27:31 PM by Taitoro »

Shale

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Yes. Grapple+Blessing = destroyer of worlds. For best results, also combine with the skill that lets you reroll all dice that show 1 on a fight check, so when you roll out a combat, you only fail on a roll of 2.
"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: A Cold Wind Blows Through Arkham and Dunwich... (Turn 3- Upkeep/Movement)
« Reply #54 on: September 01, 2009, 07:08:10 AM »
ARKHAM ENCOUNTERS
Daisy/Smashy
You notice some of the locals have an odd, fish-like quality to them that sets your teeth on edge. The shopkeeper notices your gaze and nods, "Marsh stock, from over in Innsmouth. Watch yourself around them." Shivering, you lose 1 Sanity.

Kate/RC
The gate awaits...

Leo/Snow
Better hope the police don't come by...

Joe/Yoshi
Wipe yourself off, that ghoul is dead...

Wilson/Bard
They can find some work for you to do.

OTHER WORLD ENCOUNTERS
Tony/Tal
Looking up at the shrouded sky, you are startled to see two moons. Lose 1 Sanity.

Jo'ou Ranbu

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 3- Encounters)
« Reply #55 on: September 01, 2009, 07:24:12 AM »
I'll use my ability to prevent Tony-chu's Sanity loss. I can live with 3 Stamina.
[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 3- Encounters)
« Reply #56 on: September 01, 2009, 07:41:54 AM »
Gate closed, location sealed.

Hello-DojimathedralWaddleDee: And I thought you were dead.
Hello-DojimathedralWaddleDee: Hi.
RandomlyAwkward: Yo
RandomlyAwkward: Care to witness my attemt at gate closure?
RandomlyAwkward: *attempt, rather
Hello-DojimathedralWaddleDee: Sure.
Hello-DojimathedralWaddleDee: Andy's here too, so the more the merrier.
RandomlyAwkward: Cool beans
RandomlyAwkward: So 5 Lore, Another Dimension has a +0 mod, 5 dice
RandomlyAwkward: 5d6 to magick the gate shut
Hatbot: %01ACTION --> "RandomlyAwkward rolls 5d6 to magick the gate shut and gets 20." [5d6=2, 5, 5, 5, 3]
RandomlyAwkward: And that is a closed gate
Hello-DojimathedralWaddleDee: How many successes do you need?
RandomlyAwkward: One
Hello-DojimathedralWaddleDee: That's a closed gate indeed.
RandomlyAwkward: And I pay five clue tokens to seal that sucker
Hello-DojimathedralWaddleDee: Nice start.

Smashy

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 3- Encounters)
« Reply #57 on: September 01, 2009, 02:15:43 PM »
Smashy suddenly gets the urge to punch a certain kappa in the face.  As for Daisy... uh... argh creepy fish things or something.

Daisy Walker

Stats

Stamina: 5/5
Sanity: 3/5
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

*6 Clue Tokens
*1 Toughness worth of Monster Trophies (Rat-Thing)
*Bravery (Skill: Exhaust to reroll a Horror check)
*Alien Statue (Unique: Exhaust and spend 2 movement points and 1 Sanity to roll a die. If the die is a success, draw 1 Spell or gain 3 Clue tokens. If it is a failure, lose 2 Stamina.)
*Red Sign of Shudde M'ell (Spell: -1 Lore modifier, 1 lol Sanity cost, Cast and exhaust to lower a monster's toughness by 1 (to a minimum of 1) and ignore one of its special abilities other than Magical Immunity until the end of this combat. 1-handed)
*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

Talaysen

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 3- Encounters)
« Reply #58 on: September 01, 2009, 06:39:35 PM »
Just posting an updated sheet.

Tony Morgan
Stats
Sanity: 3 / 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 [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
$6
8 Clue Tokens
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 ]
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.

Meh, I'm used to dual moons.

Ithaqua

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 4- Upkeep//Movement)
« Reply #59 on: September 03, 2009, 04:17:41 AM »
The police could make no headway against the weather, but their strike against the horrors of the night inspired others...

Vigilante Guards the Night!
All monsters in the Downtown streets or locations are returned to the cup.

A gate opens at the Unnamable, spawning two monsters. A clue appears at the Woods (and goes to Kate). Circle moves on White, Square and Diamond move on Black.
[/b]
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 4- Upkeep//Movement)
« Reply #60 on: September 03, 2009, 05:31:27 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:
$7
1 Clue Token
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:
Pass - Kate has two gate trophies
Fail - Doom track reaches 6

Shifting Lore/Luck back to 4/2, hiding in the Woods like a scared little girl and hoping the Hunting Horror doesn't get me.

Jo'ou Ranbu

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 4- Upkeep//Movement)
« Reply #61 on: September 03, 2009, 05:37:42 AM »
Stats

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

Inventory

* $0 (handing $5 to Wilson Richards)
* 3 Clue tokens
* Flamethrower (Exhaust before a Combat check to gain +7 to that check. Two-handed. $6)
* Bullwhip (+1 Combat check. Exhaust to re-roll 1 die after making a Combat check. One-handed. $2)
* 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.)
* 2 Monster Trophies (Zombie, Goatspawn. Total Toughness: 3)
* 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. Swiping from Wilson/Bardiche)


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.

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

I'll skip to the General Store, swipe Dhol Chants from Wilson and hand him five Monopoly dollars, then hang around the shop for generic encountery madness (no monies to buy items, shopping be useless).
[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 #62 on: September 03, 2009, 01:50:42 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: 5/6
Sanity: 3/4

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
5 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.)
The King in Yellow (Unique: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, gain 4 Clue tokens, lose 1 Sanity and discard The King in Yellow. If you fail nothing happens.)
Grapple (+1 to each die during Fight checks.)
Ruby Standish (Ally: +2 Sneak, draw a Unique Item when she joins.)
3 Toughness of Monster Trophies (Ghoul-1; Hunting Horror-2)

Personal Story Status
Pass: 3/5 Monster Trophy Toughness; 1/1 Unique Items, at Silver Twilight Lodge.
Fail: Unique Items not discarded

Lost Stamina due to Ithaqua. ;_;
The Hunting Horror is no more, and I can't help but feel the success on the dice for me is gonna screw over someone else.


[13:43] <Yoshi-CieloHype> [13:42] <Yoshi-CieloHype> In that case.. I might as well take care of that now, huh?
[13:43] <Yoshi-CieloHype> [13:42] * Disconnected
[13:43] <Yoshi-CieloHype> Apparently I shouldn't. >_>
[13:45] <Yoshi-CieloHype> Alright... Time to try gunning down the Horror.
[13:45] <Bardiche> Yaaaaay
[13:45] <Bardiche> Don't worry, I'll make sure to watch over your grave. :'D
[13:45] <Yoshi-CieloHype> Horror Check... Mod of -1, 3 Will... And if I fail, then I'm gonna be using clue tokens. >_>
[13:46] <Yoshi-CieloHype> 2d6 to not go crazy~
[13:46] * Hatbot --> "Yoshi-CieloHype rolls 2d6 to not go crazy~ and gets 9." [2d6=4, 5]
[13:46] <Yoshi-CieloHype> Works for me. ^_^
[13:46] * Bardiche nods.
[13:46] <Yoshi-CieloHype> Alright. Double up on the .45s again, Grapple at the ready...
[13:47] <Yoshi-CieloHype> So that's +8 to 2 Fight, -2 mod...
[13:47] <Yoshi-CieloHype> 8d6 to impose a Hunting ban
[13:47] * Hatbot --> "Yoshi-CieloHype rolls 8d6 to impose a Hunting ban and gets 30." [8d6=6, 4, 1, 5, 1, 6, 6, 1]
[13:47] <Yoshi-CieloHype> Methinks it's slightly dead. =D
[13:47] * RandomlyAwkward (~awkwardsy@adsl-68-79-99-62.dsl.sfldmi.ameritech.net) Quit (Ping timeout)
[13:48] <Bardiche> Five successes.
[13:48] <Yoshi-CieloHype> 2 Toughness in Monster Trophies get!



Edit: Oh, just to point out. The post at the start with the monsters says the Cultist is in Southside Streets, when it's at the Unnamable. ^^'
« Last Edit: September 03, 2009, 02:02:37 PM by Yoshiken »

Bardiche

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 4- Upkeep//Movement)
« Reply #63 on: September 03, 2009, 01:54:37 PM »
Wilson Richards

Stats

Stamina: 5/5
Sanity: 5/5

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 [2] 3 4
Will   3 [2] 1 0

Lore  [1] 2 3 4
Luck  [4+1] 3 2 1

Inventory

$0
2 Clue Tokens
Luck (Skill: Add 1 die to Luck checks if you spend a Clue token)
Motorcycle (Common: Exhaust to get 2 extra movement points) Exhausted
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)

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

---------

I pay $15 and pass my personal story. I proceed to exhaust my bike and head to the Independance Square to gain Clues. I hang around to see what happens. (can I use my ability here, idly?)

Smashy

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 4- Upkeep//Movement)
« Reply #64 on: September 03, 2009, 03:18:57 PM »
Daisy Walker

Stats

Stamina: 5/5
Sanity: 3/5
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

*6 Clue Tokens
*4 Toughness worth of Monster Trophies (Rat-Thing, Cultist)
*Bravery (Skill: Exhaust to reroll a Horror check)
*Alien Statue (Unique: Exhaust and spend 2 movement points and 1 Sanity to roll a die. If the die is a success, draw 1 Spell or gain 3 Clue tokens. If it is a failure, lose 2 Stamina.)
*Red Sign of Shudde M'ell (Spell: -1 Lore modifier, 1 lol Sanity cost, Cast and exhaust to lower a monster's toughness by 1 (to a minimum of 1) and ignore one of its special abilities other than Magical Immunity until the end of this combat. 1-handed)
*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


Daisy heads over to The Unnameable to test out her new Ritual Blade on an unsuspecting cultist.  Daisy approves, and is now waiting to be thrown through a gate

[10:09:17] <Smashy> No slider movements, because this jerk has a bunch of toughness
[10:09:19] <Smashy> AND NOT MUCH ELSE
[10:09:24] * PodcastingYoshi doesn't mind~
[10:09:30] * PodcastingYoshi is now known as Yoshi-CieloHype
[10:09:42] * Smashy floats over to The Unnameable
[10:10:07] <Smashy> Wherein I have to stab a Cultist to his death
[10:10:23] * Anansitoro is now known as asdftoro
[10:11:32] <Smashy> Ritual Blade and Shrivelling.  Those two cancel out for the check modifier, so I'm just rolling 4 dice for it
[10:12:54] <Bardiche> GOOD LUCK.
[10:12:55] <Smashy> 4d6 for Shrivelled Cultist
[10:12:57] * Hatbot --> "Smashy rolls 4d6 for Shrivelled Cultist and gets 18." [4d6=2, 5, 6, 5]
[10:13:04] * Bardiche cheers.
[10:13:04] <asdftoro> Shrink wrapped!
[10:13:10] <RandomlyAwkward> Huzzah
[10:13:12] <Smashy> And now, for stabbing
[10:13:21] <Bardiche> Five successes.
[10:13:22] <Bardiche> Godspeed.
[10:13:26] <RandomlyAwkward> For
[10:13:27] <RandomlyAwkward> Four
[10:13:36] <Bardiche> Oh, four. That's... not really a lot better.
[10:13:37] <Smashy> 3 Fight, +2 Ritual Blade, +6 Shrivelling, +1 combat mod
[10:13:52] <Smashy> So yeah, 12 dice for 4 stabs
[10:13:59] <Bardiche> We're talking Hatbot here.
[10:14:04] <Bardiche> 33% success rate is...
[10:14:04] <Smashy> 12d6 AAAAAAAATATATATATATATATA
[10:14:05] * Hatbot --> "Smashy rolls 12d6 AAAAAAAATATATATATATATATA and gets 46." [12d6=6, 1, 3, 2, 6, 3, 5, 5, 5, 4, 1, 5]
[10:14:09] <asdftoro> ... >_>
[10:14:12] <Bardiche> SIX SUCCESSES.
[10:14:15] <Bardiche> Wow, feeling generous.
[10:14:16] <RandomlyAwkward> VICTOLY~
[10:14:18] <Bardiche> That's one dead Cultist.
[10:14:24] <Smashy> Hmm
[10:14:30] <Smashy> Does he count as a 4, 3, or 1?
[10:14:58] <RandomlyAwkward> Go with 3 for now, ask Andrew later?
[10:15:06] <Smashy> Yeah, ok


(As noted, taking the Cultist as a 3 toughness, but waiting for Andrew's confirmation on what it should be)

Yakumo

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 4- Upkeep//Movement)
« Reply #65 on: September 03, 2009, 04:36:26 PM »
Bard, to pass your PS you have to discard that $15 during upkeep, and you didn't get it until the movement phase, which is after upkeep.  This -probably- won't make a difference, but I thought I'd throw it out there just in case.

Your ability to get $1 can be used anywhere except streets and Other Worlds, so yes, you can use it at Independence Square.
« Last Edit: September 03, 2009, 04:38:05 PM by Yakumo »

Bardiche

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 4- Upkeep//Movement)
« Reply #66 on: September 03, 2009, 04:42:38 PM »
Oooh. I see. In that case:

Wilson Richards

Stats

Stamina: 5/5
Sanity: 5/5

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 [2] 3 4
Will   3 [2] 1 0

Lore  [1] 2 3 4
Luck  [4+1] 3 2 1

Inventory

$15
2 Clue Tokens
Luck (Skill: Add 1 die to Luck checks if you spend a Clue token)
Motorcycle (Common: Exhaust to get 2 extra movement points) Exhausted
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)

Personal Story Status
Pass: $15/$15
Fail: 2/6 Doom Track
0 Terror Tracks stopped.

--------

Still moving to Independence Square. Gonna Handyman it up and earn me a lollar~

AndrewRogue

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 4- Upkeep//Movement)
« Reply #67 on: September 03, 2009, 08:17:31 PM »
Cultist is 4 Toughness, so long as Festival Remains. Drops to 3 when that leaves.

Yakumo's assessment of the Handyman ability is correct. You can do it at any Arkham location.

Edit: Ignore me. I'm sleepy. Forgot where my own monsters moved.
« Last Edit: September 03, 2009, 08:25:08 PM by AndrewRogue »

Shale

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 4- Upkeep//Movement)
« Reply #68 on: September 03, 2009, 08:22:54 PM »
The Hunting Horror is in the street, though. Or, it was, now it's in small chunks stuck to Joe Diamond's shoes.
"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: A Cold Wind Blows Through Arkham and Dunwich... (Turn 4- Upkeep//Movement)
« Reply #69 on: September 03, 2009, 08:25:18 PM »
Stupidity noted.

Taishyr

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 4- Upkeep//Movement)
« Reply #70 on: September 03, 2009, 11:07:51 PM »
Andrew: What's the durability of the Cultist as re: Monster Trophies?

Talaysen

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 4- Upkeep//Movement)
« Reply #71 on: September 04, 2009, 02:32:23 AM »
Just posting an updated sheet.

Tony Morgan
Stats
Sanity: 3 / 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 [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
$6
8 Clue Tokens
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 ]
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.

Ready to close up a gate~

Ithaqua

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 4- Upkeep//Movement)
« Reply #72 on: September 04, 2009, 06:35:12 AM »
ARKHAM ENCOUNTERS
Daisy/Smashy
Unto the breach once more, brave librarian.

Kate/RC
You trip over an object which turns out to be a rust lockbox. If you open it, make a Luck (+0) check and consult the following table.

Successes:
0) A rotted human foot. Lose 1 sanity.
1) Draw 1 Common Item
2) Drarw 1 Unique item.
3) $10 worth of jewlery.

Leo/Snow
The shopkeeper offers you $2 to watch the shop for the rest of the afternoon. If you accept, gain $2 and stay here next turn.

Joe/Yoshi
Wipe yourself off, you got hunter on you.

Wilson/Bard
Pick up litter for the afternoon, and you can make some money.

Tony/Tal
The gate looms...

OTHER WORLD ENCOUNTERS
Daisy/Smashy
These creatures don't want you to leave just yet. Pass a Sneak (-3) check or be delayed.
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 4- Encounters)
« Reply #73 on: September 04, 2009, 07:20:49 AM »
[02:17:27] <Smashy> I guess I won't be leaving just yet
[02:17:55] <Demikappa> You have 6 clues, you could chance it~
[02:18:27] <Smashy> ... Fine, just one >_>
[02:18:29] <Smashy> d6
[02:18:31] * Hatbot --> "Smashy rolls d6 and gets 4." [d6=4]
[02:18:34] <Smashy> ... :<




Daisy Walker

Stats

Stamina: 5/5
Sanity: 3/5
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 Clue Tokens
*5 Toughness worth of Monster Trophies (Rat-Thing, Cultist*)
*Bravery (Skill: Exhaust to reroll a Horror check)
*Alien Statue (Unique: Exhaust and spend 2 movement points and 1 Sanity to roll a die. If the die is a success, draw 1 Spell or gain 3 Clue tokens. If it is a failure, lose 2 Stamina.)
*Red Sign of Shudde M'ell (Spell: -1 Lore modifier, 1 lol Sanity cost, Cast and exhaust to lower a monster's toughness by 1 (to a minimum of 1) and ignore one of its special abilities other than Magical Immunity until the end of this combat. 1-handed)
*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

Jo'ou Ranbu

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 4- Encounters)
« Reply #74 on: September 04, 2009, 08:01:16 AM »
I refuse the shopkeeper's offer.
[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> .....