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Author Topic: The Saigyou Ayakashi is in full bloom in Arkham.  (Read 18228 times)

Halbarad

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 1 Upkeep/Movement
« Reply #100 on: October 27, 2009, 05:38:24 PM »
Shinki:

Sanity 2 (3)
Stamina 6 (6)

Cash: $6
Clues: 4

Focus: 1

Speed2345
Sneak3210

Fight2345
Will4321

Lore2345
Luck3210


Items:
Enchanted Blade (Weapon): Magical Weapon, 1H, +4 to Combat checks
Research Materials (Item): Any Phase: Discard Research Materials instead of spending 1 Clue token.

Other:
Wither (Spell) - Lore +0, Sanity 0, 1h. Cast and exhaust to gain +3 to combat checks until the end of this combat.
Find Gate (Spell): Lore -1, Sanity 1. Movement: Cast and exhaust to immediately return to Arkham from an Other World.
Mists of Releh (Spell): Lore -X, Sanity 0. Cast and exhaust to pass an Evade check against 1 monster. X is equal to the monster's Awareness rating.
Mythos Lore (Skill): -1 Maximum Sanity; exhaust Mythos Lore instead of spending 1 Clue token.
Necrophobia (Madness): All Undead monsters have Nightmarish 1 against you. Upkeep: If in the Graveyard, lose 1 Sanity.


Current Trophies:
Dimensional Shambler  (Monster, 1 toughness)
R'lyeh (Gate, -3 modifier)
 
~
11:33  * Yukari-sama nods. Let's start with the gate, at least.
11:33 < Yukari-sama> 5 lore, -3 mod.
11:33 < Yukari-sama> 2d6 for No More R'lyeh
11:33  * Hatbot --> "Yukari-sama rolls 2d6 for No More R'lyeh and gets 9." [2d6=6, 3]
11:33 < Yukari-sama> Bing.
11:33 < Yakumo> Technically that only brings you down to 1/2 R'lyeh. >_>
11:34 < Yakumo> With the other gate being open and all.
11:34 < Yukari-sama> Yeah.
« Last Edit: October 28, 2009, 01:54:27 AM by Halbarad »
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VySaika

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 7 Movement/Upkeep
« Reply #101 on: October 27, 2009, 05:46:29 PM »
Hong Meiling (Gatewalker):

Sanity 4 (4)
Stamina 6 (6)

Cash: $5
Clues: 3

Focus: 2

Speed2345
Sneak4321

Fight2
3
45
Will4321

Lore0123
Luck3210

Items:
Brass Knuckles - Handless Physical Weapon, +1 Combat Checks
Flamethrower - 2H Physical Weapon, exhaust for +7 on one Combat Check
Cavalry Saber - 1H Physical Weapon, +2 Combat Checks
Cavalry Saber - 1H Physical Weapon, +2 Combat Checks

Other:

Conceal (Skill): After making an Evade check, you may spend 2 Clue tokens to gain 1 success on that check.
Hide (Skill): On Sneak checks, +1 is added to the result of each die when determining successes.

Current Trophies:
Dark Young (3 toughness)
Zmobie (1 toughness)
Ghoul(1 toughness)
Gate Trophy(Another Dimension)

~

Stumbling upon a quiet place, China does what any good union employee does when not being directly watched by a superior, takes a nap!

> gleeble
* Gateguard is about to roll for resting
<Yukari-sama> I find your lack of whargle disturbing.
> roll 2d6 for rest hax
* Hatbot --> "Gateguard rolls 2d6 for rest hax and gets 7." [2d6=6, 1]
> zzzZZZ
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Yakumo

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 8 Movement/Upkeep
« Reply #102 on: October 27, 2009, 06:12:34 PM »
As if things weren't already chaotic enough, now we're being bombarded from space!


Meteorite Spotted in Blasted Heath!

A crashed meteorite releases 2 monsters into the Blasted Heath streets.
A gate bursts open on the Unvisited Isle, releasing a Byakhee and a Zombie and devouring a clue.
Clues appear at Velma's Diner and the Science Building.
Moon monsters move, the newly raised Zombie shuffles off to hang with Whately in the Merchant District streets.
A Gug and a Ghost crawl out of the rubble caused by the metorite crashing.

Deadline is midnight EST on Thursday.

Magetastic

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 8 Movement/Upkeep
« Reply #103 on: October 27, 2009, 11:57:01 PM »
Suika Ibuki

Stats

* Overwhelming 1
* Sanity: 1/4
* Stamina: 6/6
* Focus: 1

Inventory

* 18$ (9 Cid)
* 1 Clue Token
* Agoraphobia (Upkeep: Lose 1 san if you are in a street area)
* Luck (+1 Luck; When spending clue tokens on any Luck check, add 1 die)
* God’s Nectar (Any Phase: When Suika uses Whiskey, she gains a Blessing)
* Shotgun (+4 to Combat checks; 6’s count as two successes. 2H, 6$)
* Holy Water (Magical Weapon; Discard after use to gain +6 on a combat check. 2H, 4$)
* 6 Toughness worth of Monster Trophies (3 from Dark Young, 3 from Chthonian)

Skills

* Speed: 2 3 4 5
* Sneak: 3 2 1 0

* Fight: 1 2 3 4
* Will: 4 3 2 1

* Lore: 0 1 2 3
* Luck: 6 5 4 3

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

Suika grabs the day's paper and starts doing some sudoku.
<%King_Meepdorah> roll 1d999 for "It was beauty...that killed the mage"?
* +Hatbot --> "King_Meepdorah rolls 1d999 for "It was beauty...that killed the mage"? and gets 999."12 [1d999=999]
<%King_Meepdorah> ...
<+superaway> ...Uh oh.
<+RandomConsonant> ...
* +superaway shakes head.

Glen Veil

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 2 Upkeep/Movement
« Reply #104 on: October 28, 2009, 12:15:22 AM »
Aya Shameimaru

Sanity: 3/6
Stamina: 1/4
Focus: 0/1

Speed - 3 [4] 5 6
Sneak - 5 [4] 3 2

Fight - 1 2 [3] 4
Will   - 3 2 [1] 0

Lore - [0] 1 2 3
Luck - [4] 3 2 1

Possessions:

$0
5 Clue Tokens
Fetch Stick (Unique item: magical weapon. Any Phase: Exhaust before making a Combat check to gain +7 to that check, 2h, $8)
Axe (Common item: physical weapon, +2 to combat check--+3 if other hand is empty, 1H, $3)
Newspaper Assignment (Task: Spend one turn each at Arkham Asylum, The Witch House, and Newspaper to gain $5 and 4 Clue Tokens)
Mystic Gift (Skill: Any Phase: After making any Spell check, spend 2 Clue tokens to add 1 success to the result. You may do this as often as you like.)
Dodge (Skill: 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.))
4 Monster Trophies(Rat-Thing: 1 Toughness, 2 Dark Young: 3 Toughness, Formless Spawn: 2 Toughness) 9 Toughness Total
1 Gate Trophy(Great Hall of Celeano)

~

Moving to Ma's Boarding House where I will pick up Professor Armitage during the encounter phase.
« Last Edit: October 28, 2009, 01:57:15 AM by Glen Veil »

VySaika

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 7 Movement/Upkeep
« Reply #105 on: October 28, 2009, 12:39:32 AM »
Hong Meiling (Gatewalker):

Sanity 4 (4)
Stamina 6 (6)

Cash: $5
Clues: 3

Focus: 2

Speed2345
Sneak4321

Fight2345
Will4321

Lore0123
Luck3210

Items:
Brass Knuckles - Handless Physical Weapon, +1 Combat Checks
Flamethrower - 2H Physical Weapon, exhaust for +7 on one Combat Check
Cavalry Saber - 1H Physical Weapon, +2 Combat Checks
Cavalry Saber - 1H Physical Weapon, +2 Combat Checks

Other:

Conceal (Skill): After making an Evade check, you may spend 2 Clue tokens to gain 1 success on that check.
Hide (Skill): On Sneak checks, +1 is added to the result of each die when determining successes.

Current Trophies:
Dark Young (3 toughness)
Zmobie (1 toughness)
Ghoul(1 toughness)
Gate Trophy(Another Dimension)

~

Pop out of the gate, Fight Will to 5/1 in preperation for gate closure.
« Last Edit: October 28, 2009, 07:34:31 AM by Gatewalker »
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Sierra

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 8 Movement/Upkeep
« Reply #106 on: October 28, 2009, 01:38:45 AM »
Mystia Lorelei

Sanity: 2/5
Stamina: 4/5
Focus: 1

Speed - 2 3 4 [5]
Sneak - 4 3 2 [1]

Fight - 0 1 [2] 3
Will - 5 4 [3] 2

Lore - 1 2 3 [4]
Luck - 4 3 2 [1]

Possessions:

$12
5 clue tokens
Carbine Rifle (Common item: physical weapon, exhaust to gain +5 on combat check, 1H, $4)
Enchant Weapon (Spell: cast and exhaust to make one physical weapon a magical weapon until the end of the turn, 0 casting modifier, sanity cost 1)
Blue Watcher of the Pyramid (Unique item: discard and lose 2 stamina to automatically succeed on a combat check or a fight/lore check made to close a gate, $4)
Map of Arkham (Common item: exhaust for 1 extra movement point, $2)
Sealing the Beast's Power (Unique item: mission involving Hibb's Roadhouse -> Library -> Ye Olde Magick Shoppe, sacrifice 1 sanity at each stop, reduce ancient one's combat rating by 2 when complete, $2)
Sneak (Skill: +1 sneak, add 1 bonus die to a sneak roll whenever spending a clue token)
Powder of Ibn Ghazi (Unique item: magical weapon, discard and lose 1 sanity for +9 on a combat check, 2H, $6)

Trophies:

Hound of Tindalos (2 toughness)
Byakhee (1 toughness)
Byakhee (1 toughness)

~

Mystia goes to Hibb's Roadhouse to start the mission (again) and acquires a clue in the process.

Halbarad

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 1 Upkeep/Movement
« Reply #107 on: October 29, 2009, 12:50:58 AM »
Shinki:

Sanity 2 (3)
Stamina 6 (6)

Cash: $6
Clues: 4

Focus: 1

Speed2345
Sneak3210

Fight2345
Will4321

Lore2345
Luck3210


Items:
Enchanted Blade (Weapon): Magical Weapon, 1H, +4 to Combat checks
Research Materials (Item): Any Phase: Discard Research Materials instead of spending 1 Clue token.

Other:
Wither (Spell) - Lore +0, Sanity 0, 1h. Cast and exhaust to gain +3 to combat checks until the end of this combat.
Find Gate (Spell): Lore -1, Sanity 1. Movement: Cast and exhaust to immediately return to Arkham from an Other World.
Mists of Releh (Spell): Lore -X, Sanity 0. Cast and exhaust to pass an Evade check against 1 monster. X is equal to the monster's Awareness rating.
Mythos Lore (Skill): -1 Maximum Sanity; exhaust Mythos Lore instead of spending 1 Clue token.
Necrophobia (Madness): All Undead monsters have Nightmarish 1 against you. Upkeep: If in the Graveyard, lose 1 Sanity.


Current Trophies:
Dimensional Shambler  (Monster, 1 toughness)
R'lyeh (Gate, -3 modifier)
 
~
18:46 < Yukari-sama> Headed to the Asylum, misting past the cultist first.
18:46 < Yukari-sama> 5 lore, -3 awareness.
18:46 < Yukari-sama> 2d6 for this is still not the goddess you're looking for
18:46  * Hatbot --> "Yukari-sama rolls 2d6 for this is still not the goddess you're looking for and gets 6." [2d6=1, 5]
18:46 < Magetastic> No, no it's not.


Heading to the Asylum for a regularly scheduled therapy session.
- Have you ever contemplated suicide?
 - Frequently. But only for others.

AndrewRogue

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 8 Movement/Upkeep
« Reply #108 on: October 29, 2009, 03:36:20 AM »
Tewi

1Sh/6
4/4

1234
4321

0123
4321

1234
5432

$3, 3 Clue Token, Lucky Rabbit's Foot, .45 Automatic, Dynamite, The King in Yellow, Summon Shantak, Bravery, Dusty Manuscripts, Research Materials, Book of Dyzan, Shriveling, De Vermiis Mysteriis, TL Membership

~~~

Let us sneak more.

<AndrewRogue> More Summoning of Shantak, I think
<AndrewRogue> roll 3d6
* Hatbot --> "AndrewRogue rolls 3d6 and gets 11."12 [3d6=3, 2, 6]

Moving up to Miskatonic to get a clue.


Yakumo

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 8 Encounters
« Reply #109 on: October 29, 2009, 04:00:58 AM »
Arkham Encounters

El Cideon/Mystia
-------------------
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 your 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.

Gatewalker/Hong Meiling中国
-------------------
The monster seems not to notice you, and the gate looms before you.

Magetastic/Suika
-------------------
It seems like you've been lost out here forever, but you think you're almost home...

Glen Veil/Aya
-------------------
Impressed by your monster specimens, Professor Armitage agrees to assist you to further his own research.

Halbarad/Shinki
------------------
Hooray for electroshock!

AndrewRogue/Tewi
-------------------
 The shattered remains  of an unusual object lie here. With some perseverance and luck, you might be able to reassemble it. Stay here next turn to make a luck -1 check. If you pass it, draw 1 unique item. If you fail the check or choose not to attempt it, you have no idea how to reassemble the item. Nothing happens.

Glen Veil

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 2 Upkeep/Movement
« Reply #110 on: October 29, 2009, 04:05:10 AM »
Aya Shameimaru

Sanity: 3/6
Stamina: 1/4
Focus: 0/1

Speed - 3 [4] 5 6
Sneak - 5 [4] 3 2

Fight - 1 2 [3] 4
Will   - 3 2 [1] 0

Lore - [0+2] 1 2 3
Luck - [4] 3 2 1

Possessions:

$0
5 Clue Tokens
Fetch Stick (Unique item: magical weapon. Any Phase: Exhaust before making a Combat check to gain +7 to that check, 2h, $8)
Axe (Common item: physical weapon, +2 to combat check--+3 if other hand is empty, 1H, $3)
Newspaper Assignment (Task: Spend one turn each at Arkham Asylum, The Witch House, and Newspaper to gain $5 and 4 Clue Tokens)
Professor Armitage (Ally: Gain 2 Lore and ignore magical resistance)
Mystic Gift (Skill: Any Phase: After making any Spell check, spend 2 Clue tokens to add 1 success to the result. You may do this as often as you like.)
Dodge (Skill: 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.))
2 Monster Trophies(Rat-Thing: 1 Toughness, Dark Young: 3 Toughness) 4 Toughness Total

~

Updated SHeet

VySaika

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 7 Movement/Upkeep
« Reply #111 on: October 29, 2009, 04:33:04 AM »
Hong Meiling (Gatewalker):

Sanity 4 (4)
Stamina 6 (6)

Cash: $5
Clues: 3

Focus: 2

Speed2345
Sneak4321

Fight2345
Will4321

Lore0123
Luck3210

Items:
Brass Knuckles - Handless Physical Weapon, +1 Combat Checks
Flamethrower - 2H Physical Weapon, exhaust for +7 on one Combat Check
Cavalry Saber - 1H Physical Weapon, +2 Combat Checks
Cavalry Saber - 1H Physical Weapon, +2 Combat Checks

Other:

Conceal (Skill): After making an Evade check, you may spend 2 Clue tokens to gain 1 success on that check.
Hide (Skill): On Sneak checks, +1 is added to the result of each die when determining successes.

Current Trophies:
Dark Young (3 toughness)
Zmobie (1 toughness)
Ghoul(1 toughness)
Gate Trophy(Another Dimension)
Gate Trophy(Another Time)

~

China PAWNCH: 2. Gates: 0.

> okay, I should roll for gate closure
> Another Time is +0, so I've got 5 dice.
> Someone around for witness?
<Glen> ~
<RandomConsonant> ~
> roll 5d6 for Gate closing gate
* Hatbot --> "Gateguard rolls 5d6 for Gate closing gate and gets 19." [5d6=3, 4, 5, 2, 5]
> Closed
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Sierra

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 8 Encounters
« Reply #112 on: October 29, 2009, 04:42:02 AM »
Mystia Lorelei

Sanity: 2/5
Stamina: 4/5
Focus: 1

Speed - 2 3 4 [5]
Sneak - 4 3 2 [1]

Fight - 0 1 [2] 3
Will - 5 4 [3] 2

Lore - 1 2 3 [4]
Luck - 4 3 2 [1]

Possessions:

$12
7 clue tokens
Carbine Rifle (Common item: physical weapon, exhaust to gain +5 on combat check, 1H, $4)
Enchant Weapon (Spell: cast and exhaust to make one physical weapon a magical weapon until the end of the turn, 0 casting modifier, sanity cost 1)
Blue Watcher of the Pyramid (Unique item: discard and lose 2 stamina to automatically succeed on a combat check or a fight/lore check made to close a gate, $4)
Map of Arkham (Common item: exhaust for 1 extra movement point, $2)
Sealing the Beast's Power (Unique item: mission involving Hibb's Roadhouse -> Library -> Ye Olde Magick Shoppe, sacrifice 1 sanity at each stop, reduce ancient one's combat rating by 2 when complete, $2)
Sneak (Skill: +1 sneak, add 1 bonus die to a sneak roll whenever spending a clue token)
Powder of Ibn Ghazi (Unique item: magical weapon, discard and lose 1 sanity for +9 on a combat check, 2H, $6)

Trophies:

Hound of Tindalos (2 toughness)
Byakhee (1 toughness)
Byakhee (1 toughness)

~

Mystia acquires wisdom via alcoholism.

<Mystia> Gonna roll for my encounter.
<Mystia> Witness?
<Yakumo> I'm here.
<RandomConsonant> ~
<AndrewTheRogue> I refuse to witness
<Mystia> roll 2d6 for lack of drunkenness
* Hatbot --> "Mystia rolls 2d6 for lack of drunkenness and gets 9."12 [2d6=4, 5]
<Mystia> Yay, clues.

Yakumo

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 9 Mythos
« Reply #113 on: October 29, 2009, 05:12:52 AM »
A brutal New England storm system has moved into Arkham, making traveling even more hazardous than it was before.  Oh well, at least those things out there can't track as well in the wind and rain.


Raining Cats and Dogs

Speed checks in Arkham are made at a -1 penalty, and players receive one less movement point during the Movement Phase. Sneak checks in Arkham are made at a +1 bonus. Return any Fire Vampires in play to the cup. If a Fire Vampire enters play, return it to the cup and draw a different monster.
A gate appears on Hibb's Roadhouse and Mystia drunkenly stumbles into it.  A Shoggoth switches places with her.  A Star Vampire comes out but doesn't want to compete for food so he wanders off to the Outskirts.
A clue appears at Independence Square.
Moon monsters move on black, the Maniac dives into a vortex, raising the Terror and Dunwich Horror tracks by one each.  The Cultist moves to the Downtown streets, and the Zombie moves to the Miskatonic University streets.
Thomas F. Malone packs up and leaves town as the Terror level rises.

Deadline is at midnight EST on Saturday.  Suika can return from Lost in Time and Space to an Arkham location of her choice.

Glen Veil

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 2 Upkeep/Movement
« Reply #114 on: October 29, 2009, 05:27:54 AM »
Aya Shameimaru

Sanity: 1/6
Stamina: 1/4
Focus: 0/1

Speed - 3 [4] 5 6
Sneak - 5 [4] 3 2

Fight - 1 2 3 [4]
Will   - 3 2 1 [0]

Lore - [0+2] 1 2 3
Luck - [4] 3 2 1

Possessions:

$0
5 Clue Tokens
Fetch Stick (Unique item: magical weapon. Any Phase: Exhaust before making a Combat check to gain +7 to that check, 2h, $8) exausted
Axe (Common item: physical weapon, +2 to combat check--+3 if other hand is empty, 1H, $3)
Newspaper Assignment (Task: Spend one turn each at Arkham Asylum, The Witch House, and Newspaper to gain $5 and 4 Clue Tokens)
Professor Armitage (Ally: Gain 2 Lore and ignore magical resistance)
Mystic Gift (Skill: Any Phase: After making any Spell check, spend 2 Clue tokens to add 1 success to the result. You may do this as often as you like.)
Dodge (Skill: 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.))
3 Monster Trophies(Rat-Thing: 1 Toughness, Dark Young: 3 Toughness, Elder Thing: 2 Toughness) 6 Toughness Total

~

Aya moves to uptown streets then skewers the creepy elder thing with a stick

[00:21] <Glen> well, I think I'll be moving to uptown to take care of that elder thing after I move my fight slider 1 right
[00:21] <Glen> witnesses?
[00:21] <Mystia> Sure.
[00:22] <Glen> I exaust my Fetch Stick, plus my 4 fight, and elder thing has a mod of 0, so 11 dice
[00:22] <Glen> I auto fail terror btw
[00:23] <Glen> 11d6 for if you screw me over again hatbot I will personally delete your program
[00:23] * Hatbot --> "Glen rolls 11d6 for if you screw me over again hatbot I will personally delete your program and gets 43."12 [11d6=5, 4, 2, 4, 6, 5, 4, 4, 2, 6, 1]
[00:23] <Mystia> That looks pretty thoroughly dead.
[00:23] <Glen> when in doubt, threaten the bot

[/quote]

Sierra

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 9 Movement/Upkeep
« Reply #115 on: October 29, 2009, 05:28:25 AM »
Mystia Lorelei

Sanity: 2/5
Stamina: 4/5
Focus: 1

Speed - 2 3 4 [5]
Sneak - 4 3 2 [1]

Fight - 0 1 [2] 3
Will - 5 4 [3] 2

Lore - 1 2 [3] 4
Luck - 4 3 [2] 1

Possessions:

$12
7 clue tokens
Carbine Rifle (Common item: physical weapon, exhaust to gain +5 on combat check, 1H, $4)
Enchant Weapon (Spell: cast and exhaust to make one physical weapon a magical weapon until the end of the turn, 0 casting modifier, sanity cost 1)
Blue Watcher of the Pyramid (Unique item: discard and lose 2 stamina to automatically succeed on a combat check or a fight/lore check made to close a gate, $4)
Map of Arkham (Common item: exhaust for 1 extra movement point, $2)
Sealing the Beast's Power (Unique item: mission involving Hibb's Roadhouse -> Library -> Ye Olde Magick Shoppe, sacrifice 1 sanity at each stop, reduce ancient one's combat rating by 2 when complete, $2)
Sneak (Skill: +1 sneak, add 1 bonus die to a sneak roll whenever spending a clue token)
Powder of Ibn Ghazi (Unique item: magical weapon, discard and lose 1 sanity for +9 on a combat check, 2H, $6)

Trophies:

Hound of Tindalos (2 toughness)
Byakhee (1 toughness)
Byakhee (1 toughness)

~

Mystia sleeps off the hangover and waits for something to happen. Lore/luck moved 1 to the left. Encounters be merciful, please.

Magetastic

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 9 Movement/Upkeep
« Reply #116 on: October 29, 2009, 06:32:22 AM »
Suika Ibuki

Stats

* Overwhelming 1
* Sanity: 1/4
* Stamina: 6/6
* Focus: 1

Inventory

* 18$ (9 Cid)
* 1 Clue Token
* Agoraphobia (Upkeep: Lose 1 san if you are in a street area)
* Luck (+1 Luck; When spending clue tokens on any Luck check, add 1 die)
* God’s Nectar (Any Phase: When Suika uses Whiskey, she gains a Blessing)
* Shotgun (+4 to Combat checks; 6’s count as two successes. 2H, 6$)
* Holy Water (Magical Weapon; Discard after use to gain +6 on a combat check. 2H, 4$)
* 6 Toughness worth of Monster Trophies (3 from Dark Young, 3 from Chthonian)

Skills

* Speed: 2 3 4 5
* Sneak: 3 2 1 0

* Fight: 1 2 3 4
* Will: 4 3 2 1

* Lore: 0 1 2 3
* Luck: 6 5 4 3

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

Suika pops back into existence in Arkham Asylum, eagerly awaiting some electroshock with money in hand.
<%King_Meepdorah> roll 1d999 for "It was beauty...that killed the mage"?
* +Hatbot --> "King_Meepdorah rolls 1d999 for "It was beauty...that killed the mage"? and gets 999."12 [1d999=999]
<%King_Meepdorah> ...
<+superaway> ...Uh oh.
<+RandomConsonant> ...
* +superaway shakes head.

VySaika

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 7 Movement/Upkeep
« Reply #117 on: October 30, 2009, 02:12:16 AM »
Hong Meiling (Gatewalker):

Sanity 2 (4)
Stamina 5 (6)

Cash: $5
Clues: 1

Focus: 2

Speed2345
Sneak4321

Fight2345
Will4321

Lore0123
Luck3210

Items:
Brass Knuckles - Handless Physical Weapon, +1 Combat Checks
Flamethrower - 2H Physical Weapon, exhaust for +7 on one Combat Check (Exhausted)
Cavalry Saber - 1H Physical Weapon, +2 Combat Checks
Cavalry Saber - 1H Physical Weapon, +2 Combat Checks

Other:

Conceal (Skill): After making an Evade check, you may spend 2 Clue tokens to gain 1 success on that check.
Hide (Skill): On Sneak checks, +1 is added to the result of each die when determining successes.

Current Trophies:
Dark Young (3 toughness)
Zmobie (1 toughness)
Ghoul(1 toughness)
Ghost(1 toughness)
Gug (3 toughness)
Gate Trophy(Another Dimension)
Gate Trophy(Another Time)

~

Fight/Will back to 3/3

Sneaking past the Formless Horror, Hong Meiling goes to pick a fight with a couple of nastier customers at the Blasted Heath. The Ghost scares her, but she chops it to shreds anyway, and the Gug almost scares and mutilates her, but she had a couple of clues up her sleave and opened up a flamethrower full of whoopass on it instead.

> roll 2d6 sneak past the spawn
* Hatbot --> "Gateguard rolls 2d6 sneak past the spawn and gets 10." [2d6=4, 6]
<Smashy> A Gateninja is you.
> now for the ghost
> roll 1d6 Will don't go nuts
* Hatbot --> "Gateguard rolls 1d6 Will don't go nuts and gets 1." [1d6=1]
> ack, 2 san damage
<Glen> :-(
> alright, saber slashy fun time
> roll 8d6 slashslashslash
* Hatbot --> "Gateguard rolls 8d6 slashslashslash and gets 28." [8d6=6, 5, 1, 2, 5, 3, 3, 3]
> Dead ghost
> and now for the Gug. It just now occurs to me that I HAVE to pass this horror check or I will go nuts.
<Smashy> gj?
> roll 2d6 for no gj
* Hatbot --> "Gateguard rolls 2d6 for no gj and gets 6." [2d6=3, 3]
<Glen> do you have clues?
> clue token
<Magetastic> gj
> roll 1d6 clue
* Hatbot --> "Gateguard rolls 1d6 clue and gets 6." [1d6=6]
<tai-ffta2eatsmysoul> Yay.
> Saved by the clue
<Smashy> no gj
> now to open up a can of whoopass. Otherwise known as a flamethrower
<Magetastic> FWOOSH?
> roll 11d6 for FWOOSH
* Hatbot --> "Gateguard rolls 11d6 for FWOOSH and gets 36." [11d6=1, 4, 3, 4, 2, 6, 1, 3, 2, 6, 4]
<Smashy> Or else the Gug will open his own can
> ...
<Smashy> And... uh...
> can I clue again?
<Smashy> I think he just opened up a can on your ass
<Glen> needs one more success I think
<Smashy> You got clues?
> 2left
<Glen> clue token him like you've never clue tokened before
<Magetastic> FWOO--
<Smashy> Gug toughness is 3 right?
<Magetastic> Do you have a clue as to where the SH went?
> roll 1d6 clue 1
* Hatbot --> "Gateguard rolls 1d6 clue 1 and gets 5." [1d6=5]
> YES!
<Yakumo> Nuts.
<tai-ffta2eatsmysoul> yay~
<Yakumo> <_< >_>
<Smashy> Fweem~
* Gateguard turns the flamethrower on Yakko
* Yakumo turns extra crispy.
<Magetastic> SH succesfully found
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

AndrewRogue

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 9 Movement/Upkeep
« Reply #118 on: October 30, 2009, 06:48:22 AM »
Tewi

1/6
4/4

1234
4321

0123
4321

1234
5432

$3, Lucky Rabbit's Foot, .45 Automatic, Dynamite, The King in Yellow, Summon Shantak, Bravery, Dusty Manuscripts, Book of Dyzan, Shriveling, De Vermiis Mysteriis, TL Membership

~~~

Chill, chill, chill at the Science Building.
« Last Edit: October 30, 2009, 07:00:12 AM by AndrewRogue »

Halbarad

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 1 Upkeep/Movement
« Reply #119 on: October 31, 2009, 09:49:41 PM »
Shinki:

Sanity 3 (3)
Stamina 6 (6)

Cash: $6
Clues: 4

Focus: 1

Speed2345
Sneak3210

Fight2345
Will4321

Lore2345
Luck3210


Items:
Enchanted Blade (Weapon): Magical Weapon, 1H, +4 to Combat checks
Research Materials (Item): Any Phase: Discard Research Materials instead of spending 1 Clue token.

Other:
Wither (Spell) - Lore +0, Sanity 0, 1h. Cast and exhaust to gain +3 to combat checks until the end of this combat.
Find Gate (Spell): Lore -1, Sanity 1. Movement: Cast and exhaust to immediately return to Arkham from an Other World.
Mists of Releh (Spell): Lore -X, Sanity 0. Cast and exhaust to pass an Evade check against 1 monster. X is equal to the monster's Awareness rating.
Mythos Lore (Skill): -1 Maximum Sanity; exhaust Mythos Lore instead of spending 1 Clue token.
Necrophobia (Madness): All Undead monsters have Nightmarish 1 against you. Upkeep: If in the Graveyard, lose 1 Sanity.


Current Trophies:
Dimensional Shambler  (Monster, 1 toughness)
R'lyeh (Gate, -3 modifier)
 
~
15:43 < Yukari-sama> Any witnesses?
15:43 < Glen> sure
15:43 < Taishyr> Yo.
15:44 < Yukari-sama> Okay. Keying past the cultist, misting past Whateley.
15:44 < Yukari-sama> 5 lore, -2 mod.
15:45 -!- Hatbot [~Hatbot@24.174.51.230] has joined #rpgdlarkhamhorror
15:45 < Yukari-sama> 3d6 for foggy wizard
15:45  * Hatbot --> "Yukari-sama rolls 3d6 for foggy wizard and gets 12." [3d6=5, 6, 1]
15:45 < Yukari-sama> Yeah not a problem.
15:45 < Yukari-sama> and moving into the Unnameable.
15:45  * Taishyr nods.
- Have you ever contemplated suicide?
 - Frequently. But only for others.

Yakumo

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 9 Encounters
« Reply #120 on: November 01, 2009, 07:16:14 AM »
Arkham Encounters

Gatewalker/Hong Meiling中国 and Glen Veil/Aya
-------------------------
The streets seem quiet...

Magetastic/Suika
-------------
Super zappy fun time~

AndrewRogue/Tewi
------------
A professor of the occult asks you to hold a hideous statue that he believes to have strange powers while he reads a scroll. Energy shoots through your body. Make a Luck (-1) check. If you pass, your spirit  rises from your body and you feel that you have the power to switch bodies with another investigator. You may choose another investigator from the pile of unused investigators and bring it into play as a new character, discarding your current investigator (along with all of her items, skills, trophies, etc). If you fail, nothing happens.


Other World Encounters

El Cideon/Mystia
---------------
You come across a sleeping horror with a tentacle draped across a golden idol. Silence is of the essence as you attempt to ease the idol out from under the creature's psuedopod. Make a Sneak -1 check. If you pass, gain $3. If you fail, lose 2 Stamina.

Halbarad/Shinki
----------------
You are not safe here. A monster appears!  
or or
« Last Edit: November 02, 2009, 01:34:29 AM by Yakumo »

Magetastic

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 9 Encounters
« Reply #121 on: November 01, 2009, 07:04:43 PM »
Suika Ibuki

Stats

* Overwhelming 1
* Sanity: 4/4
* Stamina: 6/6
* Focus: 1

Inventory

* 16$ (9 Cid)
* 1 Clue Token
* Agoraphobia (Upkeep: Lose 1 san if you are in a street area)
* Luck (+1 Luck; When spending clue tokens on any Luck check, add 1 die)
* God’s Nectar (Any Phase: When Suika uses Whiskey, she gains a Blessing)
* Shotgun (+4 to Combat checks; 6’s count as two successes. 2H, 6$)
* Holy Water (Magical Weapon; Discard after use to gain +6 on a combat check. 2H, 4$)
* 6 Toughness worth of Monster Trophies (3 from Dark Young, 3 from Chthonian)

Skills

* Speed: 2 3 4 5
* Sneak: 3 2 1 0

* Fight: 1 2 3 4
* Will: 4 3 2 1

* Lore: 0 1 2 3
* Luck: 6 5 4 3

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

Suika's brain sizzles happily.
<%King_Meepdorah> roll 1d999 for "It was beauty...that killed the mage"?
* +Hatbot --> "King_Meepdorah rolls 1d999 for "It was beauty...that killed the mage"? and gets 999."12 [1d999=999]
<%King_Meepdorah> ...
<+superaway> ...Uh oh.
<+RandomConsonant> ...
* +superaway shakes head.

Sierra

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 9 Encounters
« Reply #122 on: November 02, 2009, 12:43:15 AM »
Mystia Lorelei

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

Speed - 2 3 4 [5]
Sneak - 4 3 2 [1]

Fight - 0 1 [2] 3
Will - 5 4 [3] 2

Lore - 1 2 [3] 4
Luck - 4 3 [2] 1

Possessions:

$12
5 clue tokens
Carbine Rifle (Common item: physical weapon, exhaust to gain +5 on combat check, 1H, $4)
Enchant Weapon (Spell: cast and exhaust to make one physical weapon a magical weapon until the end of the turn, 0 casting modifier, sanity cost 1)
Blue Watcher of the Pyramid (Unique item: discard and lose 2 stamina to automatically succeed on a combat check or a fight/lore check made to close a gate, $4)
Map of Arkham (Common item: exhaust for 1 extra movement point, $2)
Sealing the Beast's Power (Unique item: mission involving Hibb's Roadhouse -> Library -> Ye Olde Magick Shoppe, sacrifice 1 sanity at each stop, reduce ancient one's combat rating by 2 when complete, $2)
Sneak (Skill: +1 sneak, add 1 bonus die to a sneak roll whenever spending a clue token)
Powder of Ibn Ghazi (Unique item: magical weapon, discard and lose 1 sanity for +9 on a combat check, 2H, $6)

Trophies:

Hound of Tindalos (2 toughness)
Byakhee (1 toughness)
Byakhee (1 toughness)

~

Hatbot is a dick.

<Mystia> Hey, who's here?
<RandomConsonant> Uh, I am, but that probably doesn't count for anything unless you need a witness
<Yune> ~
<Glen> present~
<Mystia> Okies. Gonna roll for not getting tentacle raped.
<Mystia> Sneak check at -1...fortunately, the Sneak skill gives me +1. Which means I get a total of one die. Yay!
<Mystia> roll 1d6 for not getting beat up
* Hatbot --> "Mystia rolls 1d6 for not getting beat up and gets 3."12 [1d6=3]
<Glen> :(
<RandomConsonant> What happens if you mess up and do you have clues?
<Mystia> Bah. Clueing it. Sneak lets me roll two dice for sneak checks.
<Mystia> I'd assume I can choose to use a clue?
<Mystia> Which is what I'm doing:
<Glen> pretty sure you can
<Mystia> roll 2d6
* Hatbot --> "Mystia rolls 2d6 and gets 3."12 [2d6=1, 2]
<Mystia> Oh fuck you, Hatbot.
<RandomConsonant> Jesus.
<Glen> threaten the bot, it worked for me!
<Mystia> Mm. I have six more. I'll try another.
<Mystia> roll 2d6 don't make me spork you to death, bot
* Hatbot --> "Mystia rolls 2d6 don't make me spork you to death, bot and gets 2."12 [2d6=1, 1]
<Mystia> MOTHERFUCKER.
<RandomConsonant> ...
<Mystia> This won't end well no martter what.
<Mystia> Taking the 2 stamina damage and calling it a day.
<RandomConsonant> Man, the bot is sassy tonight.

Halbarad

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 9 Encounters
« Reply #123 on: November 02, 2009, 01:38:04 AM »
Choice is irrelevant, using the Silver Key to avoid it.
- Have you ever contemplated suicide?
 - Frequently. But only for others.

AndrewRogue

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Re: Perfect Cherry Blossom in Arkham and Dunwich - Turn 9 Encounters
« Reply #124 on: November 02, 2009, 06:40:32 AM »
<AndrewMuramasa> roll 1d6 for AWESOME?
* Hatbot --> "AndrewMuramasa rolls 1d6 for AWESOME? and gets 5."12 [1d6=5]
<AndrewMuramasa> Boo yah

~~~

What's this?

Tewi Is Evolving!

Tewi Evolved Into... REIMU.

5/5
5/5

4/0
5/2
4/1

$1, 2 Clues, Enchanted Cane, Motorcycle, Bullwhip, Cloud Memory, Wither, Expert Occultist