Register

Author Topic: The Sun Rises Over Arkham and Dunwich  (Read 23851 times)

Yoshiken

  • Denizen
  • *
  • Posts: 2068
  • Yay!
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 6- Encounters)
« Reply #100 on: September 09, 2009, 06:01:56 PM »
No item for me. :(

[18:01] <Yoshi-CieloHype> Anyone alive to witness my single roll?
[18:01] <RandomConsonant> Sure
[18:02] <Yoshi-CieloHype> 1d6 to get a leaving gift?
[18:02] * Hatbot --> "Yoshi-CieloHype rolls 1d6 to get a leaving gift? and gets 3." [1d6=3]
[18:02] <Yoshi-CieloHype> Well, damn. :(

AndrewRogue

  • Infinite
  • DL
  • Denizen
  • *
  • Posts: 3079
  • Sadness
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 6- Encounters)
« Reply #101 on: September 09, 2009, 06:08:24 PM »
Snow: The damage can be prevented.

Bardiche

  • Guest
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 6- Encounters)
« Reply #102 on: September 10, 2009, 01:06:58 AM »
I take him up on the offer and storm the bank.

... AGAIN.

Ithaqua

  • Denizen
  • *
  • Posts: 19
  • The Wind-Walker
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 7- Upkeep/Movement)
« Reply #103 on: September 11, 2009, 03:44:32 AM »
MODE NOTE: STAR VAMPIRE IS IN THE RIVERTOWN STREETS.

Even the priests started to help out for real. Who'd have thought they had it in them?

Church Group Reclaims Southside
All monsters in the Southside streets or locations are returned to the cup.

A gate opens at the Black Cave, spawning two monsters. A clue appears at Hibb's Roadhouse. Circle moves on White, Dash, Triangle and Star move on Black.

The Chthonian activates, dealing 1 stamina damage to all investigators in Arkham.

<AndrewRogue> roll 1d6
* Hatbot --> "AndrewRogue rolls 1d6 and gets 5."12 [1d6=5]
<AndrewRogue> Yay!
To see Ithaqua spells certain doom, for all those that see him will be taken by him...

Random Consonant

  • Denizen
  • *
  • Posts: 2204
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 7- Upkeep/Movement)
« Reply #104 on: September 11, 2009, 03:47:38 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

Sadface at PS failure, wait for next Other World Encounter.

Smashy

  • Random Beep Generator
  • Denizen
  • *
  • Posts: 152
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 7- Upkeep/Movement)
« Reply #105 on: September 11, 2009, 03:51:50 AM »
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

Speed/Sneak and Lore/Luck right 1 to prepare for Gate closing

Bardiche

  • Guest
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 7- Upkeep/Movement)
« Reply #106 on: September 11, 2009, 04:00:38 AM »
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

$1
5 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 go emo over Tony's predicament. I move to Hibb's Roadhouse to gather two clues on what to do with this newfound morally grim outlook and await an encounter. Preferably the non-violent type.

Jo'ou Ranbu

  • Social Justice Steampunk Literature Character
  • New Age Retro Fucking Hipster
  • Denizen
  • *
  • Posts: 12985
  • Ah'm tuff fer mah size!
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 7- Upkeep/Movement)
« Reply #107 on: September 11, 2009, 06:51:13 AM »
Stats

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

Inventory

* $1 (Paying $2 for healing Sanity at the Asylum)
* 4 Clue tokens (one just yoinked from the Unvisited Island)
* 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)
* .38 Revolver (+3 Combat Check. One-handed. $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)
* 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.

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

Shifting my Lore to 4 and hitting the Arkham Asylum for full Sanity healings because I'm utterly paranoid now.
« Last Edit: September 11, 2009, 06:53:18 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

  • Denizen
  • *
  • Posts: 2068
  • Yay!
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Upkeep/Movement)
« Reply #108 on: September 11, 2009, 02:06:31 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
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.)
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))

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

Otherworld, la-de-da~
Oh, and Speed/Sneak and Fight/Will both go one left.

Talaysen

  • Ara ara~
  • Administrator
  • Denizen
  • *
  • Posts: 2595
  • Ufufu~
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 7- Upkeep/Movement)
« Reply #109 on: September 12, 2009, 05:46:00 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
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. ]
Crowbar [ Type: Physical weapon / Bonus: +2 to Combat checks / Hands: 1 / Movement: Discard Crowbar to make a Sneak (-2) check. Draw a Common item for each success you roll. If you fail, you are arrested. ]

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.

Shifting Lore/Luck over 2 and waiting at the General Store.
« Last Edit: September 12, 2009, 06:12:13 AM by Talaysen »

AndrewRogue

  • Infinite
  • DL
  • Denizen
  • *
  • Posts: 3079
  • Sadness
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 7- Upkeep/Movement)
« Reply #110 on: September 13, 2009, 07:39:43 AM »
ARKHAM ENCOUNTERS
Tal/Tony
The shopkeeper notices one of the items you're carrying and his face lights up. "Say, I've been looking for one of those. You wouldn't mind parting with it, would ya? I can pay well." You may sell one of your common items for twice its listed price.

Snow/Leo
Brain band-aids!

Bard/Wilson
Prohibition failed to influence the proprietor of Hibb's. You drink heavily while quizzing the locals about the strange goings-on in Arkham. Make a Will (-1) check. If you pass, you hold you liquor and learn something. Gain 2 clue tokens. If you fail, you pass out. Move to the street and either have 1 item (your choice) or all of your money stolen.

Smashy/Daisy
The gate looms...

OTHER WORLD ENCOUNTERS
RC/Kate - R'lyeh
You hear distant chants. You feel you may learn more if you stop to listen. If you wish, you may gain 1 spell, but you will be delayed.

Yoshi/Joe - Dreamlands
The shantak claws at you as it swoops past overhead. Pass a Speed (-2) check or lose 2 stamina as its claws rake your chest.

Random Consonant

  • Denizen
  • *
  • Posts: 2204
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 7- Encounters)
« Reply #111 on: September 13, 2009, 07:45:29 AM »
Kate declines to investigate the bizarre chants.

Smashy

  • Random Beep Generator
  • Denizen
  • *
  • Posts: 152
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 7- Upkeep/Movement)
« Reply #112 on: September 13, 2009, 08:43:27 AM »
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 Toughness worth of Monster Trophies (Rat-Thing, Cultist*)
*1 Gate Trophy (City of the Great Race)
*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 seals the gate, thus removing the Chthonian in the process.  At least it did better than the Colour

[03:39:07] <Smashy> Anyone here?
[03:39:23] <Puniyo> Maybe.
[03:40:04] <Smashy> There is a +0 gate that needs closing, and I'm throwing my 5 Lore at it
[03:40:06] <Smashy> 5d6
[03:40:08] * Hatbot --> "Smashy rolls 5d6 and gets 21." [5d6=4, 6, 6, 3, 2]
[03:40:20] <Smashy> Closed, and sealed with the clue tokens I have

Bardiche

  • Guest
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 7- Encounters)
« Reply #113 on: September 13, 2009, 12:00:38 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
5 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.

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

[12:59] <Bardiche> taaaaaaaaai
[12:59] <Bardiche> bear witness to my roll :D
[12:59] <Bardiche> Will (-1) check, I have 2 Will, so 1 Die.
[12:59] * taiblrf sits on Bard.
[12:59] <Bardiche> d6 to see if I can hold my liquor~
[12:59] * Hatbot --> "Bardiche rolls d6 to see if I can hold my liquor~ and gets 4."12 [d6=4]
[13:00] <Bardiche> Figures. Well, time to lose my dollar!
[13:00] * taiblrf patpats.

I lose my dollar as a penalty and sleep off my intoxication~

Yoshiken

  • Denizen
  • *
  • Posts: 2068
  • Yay!
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Upkeep/Movement)
« Reply #114 on: September 13, 2009, 05:02:04 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
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.)
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))

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

I keep my chest intact! Yay~

[16:59] <IdleYoshi> Anyone around to witness my roll?
[17:00] * Hello-DojimathedralWaddleDee gnaws.
[17:00] <Hello-DojimathedralWaddleDee> Does that count?
[17:01] <IdleYoshi> Guess it will~
[17:01] <IdleYoshi> 3d6 to not get a hole in my chest
[17:01] * Hatbot --> "IdleYoshi rolls 3d6 to not get a hole in my chest and gets 13." [3d6=6, 1, 6]
[17:01] <Hello-DojimathedralWaddleDee> Speed check?
[17:01] <Hello-DojimathedralWaddleDee> ... wow.
[17:01] <IdleYoshi> That'll do~
« Last Edit: September 13, 2009, 09:41:01 PM by Yoshiken »

Talaysen

  • Ara ara~
  • Administrator
  • Denizen
  • *
  • Posts: 2595
  • Ufufu~
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 7- Encounters)
« Reply #115 on: September 13, 2009, 07:43:22 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
$8
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. ]

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.

I sell off my Crowbar for $8.

AndrewRogue

  • Infinite
  • DL
  • Denizen
  • *
  • Posts: 3079
  • Sadness
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 7- Encounters)
« Reply #116 on: September 14, 2009, 10:13:23 PM »
Will update tonight. ^_^

Ithaqua

  • Denizen
  • *
  • Posts: 19
  • The Wind-Walker
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 8- Upkeep/Movement)
« Reply #117 on: September 15, 2009, 06:41:53 AM »
There was just something... wrong in the air.

No One Can Help You Now
Environment (Mystic)
Gates cannot be sealed, though they can still be closed.

The gate opening is prevented by an Elder Sign. A clue appears at the woods.
To see Ithaqua spells certain doom, for all those that see him will be taken by him...

Random Consonant

  • Denizen
  • *
  • Posts: 2204
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 8- Upkeep/Movement)
« Reply #118 on: September 15, 2009, 06:45:38 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

Shifting Lore/Luck to 5/1, waiting to try and close the gate.

Smashy

  • Random Beep Generator
  • Denizen
  • *
  • Posts: 152
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 8- Upkeep/Movement)
« Reply #119 on: September 15, 2009, 02:18:41 PM »
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

The Mythos lives up to its name.  At least for Tal


[09:00:20] <Smashy> ... Still here?
[09:00:41] <IdleYoshi> Yup.
[09:00:53] <Smashy> Ok
[09:01:07] <Smashy> So Daisy calmly walks over to the * Vampire
[09:02:17] <Smashy> It is very scary, and Daisy will need Leo's help to make it through this at all, but now we get to the stabby
[09:03:19] <Smashy> Ritual Blade+Shriveling.  First, Shrivelling roll at Lore (+0) because its lore penalty and the Ritual Blade cancel
[09:03:29] <Smashy> roll 5d6
[09:03:29] * Hatbot --> "Smashy rolls 5d6 and gets 14." [5d6=3, 3, 1, 4, 3]
[09:03:33] <Smashy> ...
[09:03:35] <IdleYoshi> :(
[09:04:11] <Smashy> And... I can't even kill the thing now.  3 Stam, ROUND 2
[09:04:25] <Smashy> roll 5d6 for Shrivelling THE RETURN
[09:04:26] * Hatbot --> "Smashy rolls 5d6 for Shrivelling THE RETURN and gets 12." [5d6=1, 3, 2, 3, 3]
[09:04:29] <Smashy> ...
[09:05:24] <Smashy> Welp... uh... that's a jerk
[09:05:49] <IdleYoshi> ...Yikes. Never underestimate Hatbot's ability to screw us over, huh? >_>
[09:08:16] <Smashy> ... and I am considering an Injury, too.  1/1 is not a good thing to be running around at
[09:08:54] <IdleYoshi> ..No, probably not. No chance of getting healed any time soon? ;s
[09:09:48] <Smashy> Granted... there isn't actually anything threatening on the board, at least
[09:11:05] <IdleYoshi> You got the money to fully heal next turn?
[09:11:43] <Smashy> Nope
[09:12:17] <Smashy> At least all I drop is Alien Statue and Red Sign, so no huge losses
[09:14:15] <Smashy> (I would say 'Can't Snow just not keep me up through the San hit' except then we wouldn't know that I'd gj it up that much)
[09:15:25] <Smashy> But anyways... with there actually being very little threat of the 0/0 devour I'm just going to take a standard death.



(Also, board error: Unnameable is sealed.)
« Last Edit: September 15, 2009, 02:27:08 PM by Smashy »

Yoshiken

  • Denizen
  • *
  • Posts: 2068
  • Yay!
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Upkeep/Movement)
« Reply #120 on: September 15, 2009, 02:31:42 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: 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
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.)
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))

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

Back off to the Farm for me, methinks. Waiting to close that gate (and I'm idly cursing the mythos here).

Jo'ou Ranbu

  • Social Justice Steampunk Literature Character
  • New Age Retro Fucking Hipster
  • Denizen
  • *
  • Posts: 12985
  • Ah'm tuff fer mah size!
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 8- Upkeep/Movement)
« Reply #121 on: September 15, 2009, 06:15:15 PM »
Stats

* Sanity: 2/5
* 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)
* Bullwhip (+1 Combat check. Exhaust to re-roll 1 die after making a Combat check. One-handed. $2)
* .38 Revolver (+3 Combat Check. One-handed. $4)
* Richard Upton Pickman (Ally. +1 Luck, +1 Speed, Physical Resistance has no effect.)
* Bravery (Skill. Exhaust to re-roll a Horror check.)
* 3 Monster Trophies (Zombie, Goatspawn, Star Vampire. Total Toughness: 6)
* 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.

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

I avenge my fallen librarian comrade by making barbecue out of the Star Vamp. Burn, traitor. The sanity hit wasn't nice, though~


[14:10] <Hello-DojimathedralWaddleDee> So, let's do this.
[14:10] <Puniyo> Good odds on succeeding but we saw what happened to Smashy.  >.>
[14:11] <Hello-DojimathedralWaddleDee> I'm at 3 Speed/2 Sneak, I can make it to the spawn without any sliding.
[14:11] <Hello-DojimathedralWaddleDee> So, walking to the goddamned vampire, and casting Shrivelling for good luck to start.
[14:11] <Hello-DojimathedralWaddleDee> 4 Lore, -1 mod, 3 dice.
[14:11] <Smashy> ... Not the flamethrower? <_<
[14:11] <Hello-DojimathedralWaddleDee> ... right, I can't do both!
[14:12] <Smashy> IF YOU LOOK CLOSELY YOU MIGHT FIND MY ARM USE THAT FOR A THIRD HAND
[14:12] <Smashy> (And then return it to St. Mary's Hospital asap plx)
[14:13] <Hello-DojimathedralWaddleDee> So, no, Flamethrower instead, +7 dice off the bat. The vamp's mod is -3. 4+7-3 = 8. I take three sanity damage, and by god I hope these clue tokens will be enough (also, I ignore the physical resistance, yay allies).
[14:13] <Hello-DojimathedralWaddleDee> I need three successes, 3 Toughness monster.
[14:14] <Hello-DojimathedralWaddleDee> roll 8d6
[14:14] * Hatbot --> "Hello-DojimathedralWaddleDee rolls 8d6 and gets 32." [8d6=2, 4, 4, 5, 6, 4, 5, 2]
[14:14] <Hello-DojimathedralWaddleDee> ... THANK GOD.
[14:14] <Smashy> Have some successes
[14:14] <Puniyo> Burn, traitor.
[14:14] <Hello-DojimathedralWaddleDee> FWEEW
[14:14] <Hello-DojimathedralWaddleDee> *FWEEM
[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> .....

Bardiche

  • Guest
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 8- Upkeep/Movement)
« Reply #122 on: September 15, 2009, 06:55:44 PM »
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
5 Clue Tokens
Luck (Skill: Add 1 die to Luck checks if you spend a Clue token)
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.

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

I charge my motorcycle and get to the Black Cave! My unexhausted Motorcycle is given to Jo'ou for safekeeping and use. I then buckle up to kill the Shambler. I go slightly insane at seeing that thing, then I collect my monster trophy and wait to get sucked into that gate.

[19:52] <Bardiche> Right.
[19:52] <Bardiche> So! 4+4 Combat check, -2 for Shambler, 1 success needed.
[19:53] <Bardiche> d6 to blast the Shambler
[19:53] * Hatbot --> "Bardiche rolls d6 to blast the Shambler and gets 3."12 [d6=3]
[19:53] <Bardiche> >_>
[19:53] <Smashy> gj
[19:53] <Bardiche> 5d6 to blast him proper, stupid me~
[19:53] * Hatbot --> "Bardiche rolls 5d6 to blast him proper, stupid me~ and gets 17."12 [5d6=1, 3, 3, 4, 6]
[19:53] <Hello-DojimathedralWaddleDee> Well, Hatbot was slightly merciful.
[19:53] <Bardiche> ... Two successes! The shambler eventually dies despite my rolling failures.
[19:53] <Smashy> Blasted into blastypieces
[19:53] <Hello-DojimathedralWaddleDee> *1 success
[19:53] <Bardiche> I collect 1 Toughness of Monster Trophies?
« Last Edit: September 15, 2009, 06:57:46 PM by Bardiche »

Talaysen

  • Ara ara~
  • Administrator
  • Denizen
  • *
  • Posts: 2595
  • Ufufu~
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 8- Upkeep/Movement)
« Reply #123 on: September 15, 2009, 08:35:05 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
$8
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. ]

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.

Staying at the General Store to do more shopping with my new cash.  And shifting Lore/Luck right one.

Ithaqua

  • Denizen
  • *
  • Posts: 19
  • The Wind-Walker
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 8- Upkeep/Movement)
« Reply #124 on: September 16, 2009, 04:27:13 AM »
Arkham Encounters

Tal/Tony
You must purchase one of the following:
Brass Knuckles
Calvary Saber
Dusty Manuscripts

RC/Kate
The gate awaits...

Smashy/Daisy
Ow...

Brad/Wilson
Unto the breach once more!

Yoshi/Leo
The gate looms...

Snow/Leo
It sure is cold out here...

Other World Encounters
Brad/Wilson
Time passes differently in the Dreamlands, and you've needed to learn a few things to survive. You gain 1 skill.

You gain PSYCHOLOGY.
To see Ithaqua spells certain doom, for all those that see him will be taken by him...