Author Topic: Alien abductions in Arkham? Turn 12 Movement/Upkeep  (Read 22105 times)

Sierra

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #25 on: December 08, 2009, 07:33:33 PM »
Hank Samson

Sanity: 2/5
Stamina: 6/6

Focus: 2

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

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

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

Possessions:

$3
6 clue tokens
Food (common item, $1, discard to reduce stamina loss by 1)
Shotgun (common item, $6, physical weapon, +4 to combat checks and any 6s rolled count as 2 successes each, 2H)
Research Materials (common item, $1, discard instead of spending 1 clue token)
Fight (skill, +1 Fight; roll 1 extra bonus die whenever spending a clue token to improve a fight check)

Personal Story

Pass: Spend 5 clue tokens at the train station (result: acquire Pa Samson, ally card granting +1 Will and +1 Lore)
Fail: Fail a Horror check (result: -1 to maximum Sanity)

~

Hank crosses town to the Unnameable to pick up another clue, passing Gloria along the way and trading his lantern and elder sign for a shotgun.

Jo'ou Ranbu

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #26 on: December 09, 2009, 01:07:28 AM »
Darrell Simmons

Sanity: 3/4
Stamina: 6/6

Speed: 2 3 4 [5]
Sneak: 3 2 1 [0]

Fight: 2 3 4 [5]
Will!!: 4 3 2 [1] (+1)

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


Possessions:

$ 6
0 Clue Tokens
Retainer (Gain $2, then roll a die. Discard this card on a 1)
Motorcycle (Exhaust to get 2 extra movement points. Exhausted. $4)
Healing Stone (Heal 1 Stamina or 1 Sanity on Upkeep. $8)
Holy Water (+6 Combat check. Discard after use, 2H. $4)
Axe (+2 Combat check. +3 instead if your other hand is empty. $3)
Will (Skill. +1 Will. When you spend a Clue token to add to any Will check, add one extra bonus die.)
1 Monster Trophy (Deep One, 2 Toughness total.)

Personal Story

Pass: 2 Gate Trophies (0/2)
Fail: 5 Clue Tokens (0/5)

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

I look at Bearstone-chama to gain one point of Sanity, gj my Retainer roll and drop a Clue Token on a yellow space on the feds track. Then, I exhaust my cycle to move all the way back to the Curiositie Shoppe, awaiting for something to buy.

[23:04] <Hello-StrawmanthedralWaddleDee> Okay.
[23:04] <Hello-StrawmanthedralWaddleDee> Retainer roll.
[23:04] <Hello-StrawmanthedralWaddleDee> roll 1d6 for legal prostitution
[23:04] * Hatbot --> "Hello-StrawmanthedralWaddleDee rolls 1d6 for legal prostitution and gets 1." [1d6=1]
[23:04] <Hello-StrawmanthedralWaddleDee> Welp.
[23:04] <Hello-StrawmanthedralWaddleDee> That was verrrrrrrrrrrry short-lived.
[23:04] <MishaArsellecLune> gj
« Last Edit: December 09, 2009, 01:11:26 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> .....

Yakumo

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #27 on: December 09, 2009, 01:19:48 AM »
Arkham Encounters

Strago/Harvey Walters
------------
You come across a large pile of human bones under the boughs of one of the willows on the isle.  Lose 1 Sanity, but find a scroll among the bones.  Draw 1 Spell.  The spell is Wither.

Gatewalker/Gloria Goldberg
------------
You are in a maze of twisty passages, all alike. Pass a Lore (-2) check or become lost. If you fail, lose 1 Stamina and stay here next turn.

Jo'ou Ranbu/Darrell Simmons
------------
Browsing the shelves, you come across a few items that look like they might be useful.  They are: Enchanted Knife, Flute of the Outer Gods, and Lamp of Alhazred.

El Cideon/Hank Samson
------------
A monster appears!  It is an Elder Thing.



Other World Encounters

Random Consonant/Wendy Adams
------------
Wedged beneath a fallen stone is a scroll.  Draw 1 Spell.  The spell is Wither.

Smashy/Luke Robinson
------------
You are not safe here.  A monster appears!  It is a Cultist.

Sierra

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #28 on: December 09, 2009, 01:30:09 AM »
Hank Samson

Sanity: 2/5
Stamina: 6/6

Focus: 2

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

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

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

Possessions:

$3
6 clue tokens
Food (common item, $1, discard to reduce stamina loss by 1)
Shotgun (common item, $6, physical weapon, +4 to combat checks and any 6s rolled count as 2 successes each, 2H)
Research Materials (common item, $1, discard instead of spending 1 clue token)
Fight (skill, +1 Fight; roll 1 extra bonus die whenever spending a clue token to improve a fight check)

Personal Story

Pass: Spend 5 clue tokens at the train station (result: acquire Pa Samson, ally card granting +1 Will and +1 Lore)
Fail: Fail a Horror check (result: -1 to maximum Sanity)

Trophies:

Elder Thing (2 toughness)

~

Hank Samson does not put up with guff from otherworldly horrors.

<Cidward> SURPRISE MONSTER.
<Cidward> I may as well roll now.
<Cidward> Fight is at 4, I get +1 from the skill, and +4 from the shotgun. Need 2 successes. Let us hope Hatbot is amenable to providing me with a statistically average roll.
<Cidward> Oh, the shotgun's "6s count as two successes" thing--does that count for all rolls involved in the combat check, or just the four granted by the shotgun's bonus?
<RandomConsonant> All rolls
<Smashy> All of em
<Cidward> Whee.
<Cidward> Okay, here we go:
<Smashy> So yeah, You Win on a 6
<Cidward> roll 9d6 BOOMSTICK
* Hatbot --> "Cidward rolls 9d6 BOOMSTICK and gets 39."12 [9d6=3, 4, 6, 5, 5, 5, 3, 5, 3]
<Cidward> Very dead.
<RandomConsonant> Overkill much?
<MishaArsellecLune> BOOM
* Cidward effectively kills 3x elder thing.
<Smashy> CULTIST AAAAAAAAAA
<Yakumo> Now watch Luke get killed by a Cultist thanks to you hogging successes.
« Last Edit: December 09, 2009, 01:34:15 AM by El Cideon »

Smashy

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #29 on: December 09, 2009, 01:39:14 AM »
lolcultist

[20:31:03] <Smashy> So there's a Cultist
[20:31:35] <Cidward> There is.
[20:31:42] <Smashy> And I have a Wither.  3 Lore
[20:31:43] <Smashy> 3d6
[20:31:44] * Hatbot --> "Smashy rolls 3d6 and gets 16." [3d6=6, 4, 6]
[20:32:11] <Cidward> Argh I forgot the smileys again. *edit*
[20:32:13] <xorntoro-broked> <_<
[20:32:13] <Smashy> 3 Fight + 3 Wither + 1 Cultist mod
[20:32:24] <Smashy> 7d6
[20:32:25] * Hatbot --> "Smashy rolls 7d6 and gets 21." [7d6=1, 3, 6, 5, 2, 2, 2]
[20:32:41] <xorntoro-broked> Witha me, bugga?
[20:32:42] <Cidward> He's a deader.

VySaika

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #30 on: December 09, 2009, 01:39:37 AM »
Gloria Goldberg (Gatewalker):

Sanity 6 (6)
Stamina 4 (4)

Cash: $3
Clues: 6

Focus: 2

Speed  1  2  [3]  4  (+1)
Sneak  3  2  [1]  Z 

Fight  Z  1  [2]  3  (+1)
Will    5  4  [3]  2 

Lore   1  2  3 [4] 
Luck   5  4  3  [2] 

Items:
Cavalry Saber - 1H Physical Weapon, +2 Combat Checks
Elder Sign - Discard and pay 1 San/Stam to seal a gate. Also, remove one Doom Token from the Doom Track.
Lantern - +1 Luck

Spells:
Dread Curse of Azathoth - 2H Spell, -2 Casting Mod, 2 San cost, cast and exhaust for +9 combat check
Find Gate - -1 Casting Mod, 1 San cost, cast and exhaust to locate the person playing you return to Akham from another world.

Other:
Speed - Skill. +1 Speed. When spending a clue token on a speed check, add 2 bonus dice.

Current Trophies:

Personal Story:
Passed - Have five Clue Tokens. (5/5) (Gain +1 Fight)


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

Hmm, mysterious sign marked "Do Not Enter?" Yeah, that's gotta be the exit~

> so I need to roll Lore -2, eh?
<Cidward> Yep.
> suppose I should go ahead and do such
<Cidward> Don't get trapped, etc.
> roll 2d6
* Hatbot --> "Gatewalker rolls 2d6 and gets 7." [2d6=1, 6]
> yay
<RandomConsonant> It is pitch black, you are like... or not
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Jo'ou Ranbu

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #31 on: December 09, 2009, 01:46:15 AM »
I'm buying the Enchanted Knife.
[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> .....

Yakumo

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #32 on: December 09, 2009, 02:07:57 AM »
There were still more strange rumors circulating around Arkham, but unlike the story of the Strangler, this one seemed to have no basis in fact.

The Stars are Right
Rumor - As there is already a rumor in play the text of this card is ignored.

A gate opens at the Science Building.  A Shoggoth and Proto-Shoggoth emerge.
No monsters move.

Professor Armitage was found dead, the most recent victim of the Southside Strangler.
Harvey's draw from the dust deck:

Deadline will be midnight EST on Thursday.

Random Consonant

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #33 on: December 09, 2009, 02:11:54 AM »
Wendy Adams

Sanity: 3/4
Stamina: 4/4
Focus: 3

Streetwise - Automatically pass evade checks made against monsters in street areas

Blessed Is The Child - Cannot be arrested or cursed while in possession of an Elder Sign

Minor - Cannot obtain a bank loan

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

Fight - zero [1] 2 3
Will - 3 [2] 1 zero

Lore - 1 2 3 [4]
Luck - 5 4 3 [2]

Possessions:
$3
3 Clue Tokens
Elder Sign (Discard and pay 1 Stamina and Sanity to automatically close and seal a gate.  In addition, remove 1 Doom Token from the Ancient One's Doom Track, $5)
Wither (1H Spell, +0 check, 0 Sanity cost.  Cast and exhaust to gain +3 to one combat check)
Expert Occultist (Exhaust to reroll a spell check)

Personal Story:
Pass - Three elder signs are on the board (0/3)
Fail - Wendy no longer has an Elder Sign (Wendy still has one)

Popping out of the Dreamlands gate at Independence Square, shifting Lore/Luck to 4/2 in anticipation of closing that sucker.
« Last Edit: December 09, 2009, 02:31:38 AM by Random Consonant »

Sierra

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #34 on: December 09, 2009, 02:37:55 AM »
Hank Samson

Sanity: 2/5
Stamina: 6/6

Focus: 2

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

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

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

Possessions:

$3
6 clue tokens
Food (common item, $1, discard to reduce stamina loss by 1)
Shotgun (common item, $6, physical weapon, +4 to combat checks and any 6s rolled count as 2 successes each, 2H)
Research Materials (common item, $1, discard instead of spending 1 clue token)
Fight (skill, +1 Fight; roll 1 extra bonus die whenever spending a clue token to improve a fight check)

Personal Story

Pass: Spend 5 clue tokens at the train station (result: acquire Pa Samson, ally card granting +1 Will and +1 Lore)
Fail: Fail a Horror check (result: -1 to maximum Sanity)

Trophies:

Elder Thing (2 toughness)
Proto-Shoggoth (3 toughness)
Shoggoth (3 toughness)

~

Hank Samson wastes no time, only shoggoths.

<Cidward> In that case, I am going to demonstrate the fine distinction between bravery and suicidal stupidity by attacking the shoggoth doubleteam.
<xorntoro-broked> Fearlessly.
<Cidward> 7 dice + shotgun + doubled clue dice if necessary, hopefully this suffices.
<Cidward> (Well, 7 for shoggoth, 8 for proto.)
* xorntoro-broked nods.
<Cidward> So yeah, proto first, sliding fight to max gives me 5 + 1 from skill, +2 from halved boomstick.
<Cidward> Here we go!
<Cidward> roll 8d6 BOOOOOMstick
* Hatbot --> "Cidward rolls 8d6 BOOOOOMstick and gets 30."12 [8d6=4, 1, 1, 6, 6, 1, 5, 6]
<xorntoro-broked> Boom.
<Cidward> Haha.
<Hello-StrawmanthedralWaddleDee> ... >_>
<Cidward> Okay.
<Hello-StrawmanthedralWaddleDee> That's a lot of boom.
<RandomConsonant> Proto-Shoggoth down
<Cidward> Bigger shoggoth.
<Cidward> -1 combat mod, otherwise same roll.
<Cidward> roll 7d6 DIE MONSTER YOU DON'T BELONG IN THIS WORLD
* Hatbot --> "Cidward rolls 7d6 DIE MONSTER YOU DON'T BELONG IN THIS WORLD and gets 25."12 [7d6=4, 1, 5, 3, 2, 6, 4]
<xorntoro-broked> Boom.
<Cidward> Deadified.
<RandomConsonant> Barely, but dead
<Cidward> And I fall into the gate.
« Last Edit: December 09, 2009, 02:56:41 AM by El Cideon »

Smashy

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #35 on: December 09, 2009, 02:47:07 AM »
Luke Robinson, the Dreamer

Stats

Sanity: 6/7
Stamina: 3/3
Focus: 1

Speed   O 1 [2] 3
Sneak   4 3 [2] 1   (+1)

Fight       1 2 3 [4]
Will       6 5 4 [3]

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

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$6
1 Clue Token
1 Toughness worth of Monster Trophies (Cultist)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Powder of Ibn-Ghazi (Unique: Magical weapon, +9 to Combat Checks, lose 1 Sanity and discard after use, 2 hands)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Pass: Gain 3 Gate trophies - Gain ally of choice (0/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (0/4)


----

Luke uses his gatehax to land in the Order of Dagon in preparation of closure.

VySaika

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #36 on: December 09, 2009, 03:00:14 AM »
Gloria Goldberg (Gatewalker):

Sanity 6 (6)
Stamina 4 (4)

Cash: $3
Clues: 7

Focus: 2

Speed  1  2  [3]  4  (+1)
Sneak  3  2  [1]  Z 

Fight  Z  1  [2]  3  (+1)
Will    5  4  [3]  2 

Lore   1  2  3 [4] 
Luck   5  4  3  [2] 

Items:
Cavalry Saber - 1H Physical Weapon, +2 Combat Checks
Elder Sign - Discard and pay 1 San/Stam to seal a gate. Also, remove one Doom Token from the Doom Track.
Lantern - +1 Luck

Spells:
Dread Curse of Azathoth - 2H Spell, -2 Casting Mod, 2 San cost, cast and exhaust for +9 combat check
Find Gate - -1 Casting Mod, 1 San cost, cast and exhaust to locate the person playing you return to Akham from another world.

Other:
Speed - Skill. +1 Speed. When spending a clue token on a speed check, add 2 bonus dice.

Current Trophies:

Personal Story:
Passed - Have five Clue Tokens. (5/5) (Gain +1 Fight)


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

Wander over to the Historical Society and pick up another clue, I suppose.
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Strago

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #37 on: December 09, 2009, 04:55:41 AM »

Harvey Walters, the Professor

- Stats -

Sanity 5/7
Stamina 4/4

- Skills (Focus: 2) -

Speed  0 1 2 [3]
Sneak  5 4 3 [2]

Fight  zero 1 2 [3]
Will   3 2 1 [zero]

Lore  3 [4] 5 6
Luck  4 [3] 2 1

- Inventory -

$5
4 Clue Tokens

Ally, Sir William Brinton (+1 Max Stamina, discard to restore Stamina to maximum)
Skill, Expert Occultist (exhaust to re-roll a Spell check)
Heal (1 San cost, casting mod +1, exhaust to regain Stamina equal to Spell check for self or another investigator in area)
Mists of Releh (cast and exhaust to pass an Evade check, casting mod equal to monster's Awareness)
Wither (1 hand, cast and exhaust to gain +3 to Combat checks for this combat)
Sword of Glory (2 hands, magical weapon, +6 to Combat checks)
Silver Key (automatically pass an Evade check, 0/3)

- Personal Story -

Pass: Possess 1 Clue Token, 1 Unique Item, 1 Monster Trophy, and 1 Gate Trophy.
Fail: Be Lost in Time and Space.

Harvey succeeds in healing himself, even after lowering his Lore and uppering his Luck by 1, and then pops over to the Graveyard for another Clue.


<RandomConsonant> Isn't heal Lore+1?
<Mari> Heh.
> ... oh.
> It is Lore +1.
> Shit, I did that wrong both times now.
<MishaArsellecLune> gj
> Ah, wait, no, just this time.
> OKAY SO
> ACTUALLY HEALING MYSELF ROLL
> 5d6
* Hatbot --> "Strago|work rolls 5d6 and gets 23."12 [5d6=6, 5, 2, 4, 6]
> ... yeeeeessssss.
> UOM likey.
<Mari> Much better.

Jo'ou Ranbu

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #38 on: December 09, 2009, 06:04:19 AM »
Darrell Simmons

Sanity: 4/4
Stamina: 6/6

Speed: 2 3 4 [5]
Sneak: 3 2 1 [0]

Fight: 2 3 4 [5]
Will!!: 4 3 2 [1] (+1)

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


Possessions:

$ 1
0 Clue Tokens
Motorcycle (Exhaust to get 2 extra movement points. $4)
Healing Stone (Heal 1 Stamina or 1 Sanity on Upkeep. $8)
Holy Water (+6 Combat check. Discard after use, 2H. $4)
Axe (+2 Combat check. +3 instead if your other hand is empty. $3)
Will (Skill. +1 Will. When you spend a Clue token to add to any Will check, add one extra bonus die.)
Enchanted Knife (Magical weapon. +3 Combat Check, 1H. $5)
1 Monster Trophy (Deep One, 2 Toughness total.)

Personal Story

Pass: 2 Gate Trophies (0/2)
Fail: 5 Clue Tokens (1/5)

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

I look at Mr. Bearstone for 1 sanity gain and move to the Woods for a Clue Token and horrible rape.
[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> .....

Yakumo

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #39 on: December 09, 2009, 06:18:08 AM »
Arkham Encounters

Strago/Harvey Walters
------------
You find a man painting a picture on one of the horrible gargoyles lining the walls of the graveyard. Seeing you, he introduces himself as Richard Upton Pickman, a painter visiting from Boston. If you spend monster trophies that have a total of 5 toughness, Pickman takes a liking to you. Take his Ally card. If it is not available, he teaches you an incantation instead. Draw 1 Spell.

Gatewalker/Gloria Goldberg
------------
Pay a $3 fee to gain access to the private library. If you refuse, move to the street. If you pay, make a Luck (-1) check. If you pass, you learn an ancient spell from a dusty ledger. Draw 1 Spell. If you fail, you doze off and enter The Dreamlands. Have an encounter there, then immediately return here.

Jo'ou Ranbu/Darrell Simmons
------------
A Sheldon Gang member tries to rob you.  Make a Fight(-1) check.  If you fail, lose 1 item of your choice.  If you pass, you rob him instead.  Gain $3.

-or-

A gate and a monster appear!


Other World Encounters

El Cideon/Hank Samson
------------
You drink impure water from the River Kra.  Pass a Luck(-1) check or lose 1 Stamina and stay here next turn due to illness.

Strago

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #40 on: December 09, 2009, 06:20:34 AM »
I don't have enough trophies to gain Pickman's friendship. Sad.

Random Consonant

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #41 on: December 09, 2009, 06:24:35 AM »
Wendy closes the gate using some funny words.

[01:21] <RandomConsonant>   At any rate, since I've decided against blowing the Elder Sign at this time, I need to make a little girl speaking nonsense words at a gate check
[01:22] <RandomConsonant> Using Lore, which is presently at 4, Dreamlands has a +1 mod, so five dice
[01:22] <Mari> Snow, my kitty has got in the bad habit of thinking that biting people is a proper way to display affection and I blame you for this.
[01:22] <RandomConsonant>   5d6 for little girl nonsense spell
[01:22] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 5d6 for little girl nonsense spell and gets 20." [5d6=5, 1, 5, 5, 4]
[01:22] =-= AndrewSILENTHILL is now known as AndrewRogue
[01:22] <MishaArsellecLune> blahblahblah
[01:22] <RandomConsonant>   Nonsense spell succeeds! I now own a Dreamlands gate trophy

Sierra

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #42 on: December 09, 2009, 06:28:03 AM »
Hank Samson

Sanity: 2/5
Stamina: 6/6

Focus: 2

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

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

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

Possessions:

$3
6 clue tokens
Shotgun (common item, $6, physical weapon, +4 to combat checks and any 6s rolled count as 2 successes each, 2H)
Research Materials (common item, $1, discard instead of spending 1 clue token)
Fight (skill, +1 Fight; roll 1 extra bonus die whenever spending a clue token to improve a fight check)

Personal Story

Pass: Spend 5 clue tokens at the train station (result: acquire Pa Samson, ally card granting +1 Will and +1 Lore)
Fail: Fail a Horror check (result: -1 to maximum Sanity)

Trophies:

Elder Thing (2 toughness)
Proto-Shoggoth (3 toughness)
Shoggoth (3 toughness)

~

Hank drinks something he shouldn't have, becomes nauseous, and recovers by...eating stuff. Yeah, okay.

<Mari> Anywho, I may as well roll for my encounter since it's simple and stugg.
<Mari> Stuff, even.
<Mari> Typing failure.
<MishaArsellecLune> stugg
<Mari> Anyway, it is Luck -1, my luck is maxed now so I roll 3 dice.
<Mari> roll 3d6 for stugg
* Hatbot --> "Mari rolls 3d6 for stugg and gets 6."12 [3d6=1, 4, 1]
<Mari> Oh well.
<RandomConsonant> Bleh.
<RandomConsonant> At least you have food.
<Mari> I can eat food and void the stamina loss, but staying there sucks,.

Jo'ou Ranbu

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #43 on: December 09, 2009, 06:37:08 AM »
Darrell Simmons

Sanity: 4/4
Stamina: 6/6

Speed: 2 3 4 [5]
Sneak: 3 2 1 [0]

Fight: 2 3 4 [5]
Will!!: 4 3 2 [1] (+1)

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


Possessions:

$ 4
1 Clue Token
Motorcycle (Exhaust to get 2 extra movement points. $4)
Healing Stone (Heal 1 Stamina or 1 Sanity on Upkeep. $8)
Holy Water (+6 Combat check. Discard after use, 2H. $4)
Axe (+2 Combat check. +3 instead if your other hand is empty. $3)
Will (Skill. +1 Will. When you spend a Clue token to add to any Will check, add one extra bonus die.)
Enchanted Knife (Magical weapon. +3 Combat Check, 1H. $5)
1 Monster Trophy (Deep One, 2 Toughness total.)

Personal Story

Pass: 2 Gate Trophies (0/2)
Fail: 5 Clue Tokens (1/5)

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

Hamedo Gilgame Heart check succeeds. Mugversal ensues!

[04:37] * Hello-StrawmanthedralWaddleDee checks encounter.
[04:37] <Hello-StrawmanthedralWaddleDee> Okay, I think I'd rather pick the mugging one.
[04:37] <Hello-StrawmanthedralWaddleDee> Are there witnesses for my hilarious failure?
[04:38] <Mari> Always.
[04:38] <Hello-StrawmanthedralWaddleDee> Okay, Fight roll, -1 mod.
[04:38] <Hello-StrawmanthedralWaddleDee> My slider's at 5, so I've got four dice.
[04:38] <Hello-StrawmanthedralWaddleDee> I'm probably screwed.
[04:38] * Strago|sleeps (~ebbowser@ool-45706a15.dyn.optonline.net) Quit (Ping timeout)
[04:38] <Hello-StrawmanthedralWaddleDee> roll 4d6 for Hamedo Gilgame Heart
[04:38] * Hatbot --> "Hello-StrawmanthedralWaddleDee rolls 4d6 for Hamedo Gilgame Heart and gets 10." [4d6=2, 1, 2, 5]
[04:38] <Hello-StrawmanthedralWaddleDee> ...
[04:39] <Hello-StrawmanthedralWaddleDee> Not quite a failure!
[04:39] <Mari> Haha.
[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> .....

Smashy

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #44 on: December 09, 2009, 03:16:41 PM »
The key to doing everything successfully is to always do it with as few successes as possible.  Clearly.

[10:07:04] <Smashy> Anyone here?
[10:08:12] <xorntoro-broked> uo.
[10:08:58] <Smashy> Ok, sleep-punching a gate shut.  4 Fight, no mod
[10:08:58] <Cid_Samson> Sorta.
[10:09:27] <Smashy> 4d6 to close the gate to the land that was never traveled to
[10:09:29] * Hatbot --> "Smashy rolls 4d6 to close the gate to the land that was never traveled to and gets 13." [4d6=3, 1, 5, 4]
[10:10:11] <Smashy> Gate closed, Another Dimension goes all :<, I get gate trophy.
[10:10:39] <Cid_Samson> Screw Another Dimension.
[10:10:46] <Cid_Samson> It's not as cool as our dimension!

VySaika

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #45 on: December 09, 2009, 04:51:36 PM »
Gloria Goldberg (Gatewalker):

Sanity 6 (6)
Stamina 4 (4)

Cash: $0
Clues: 7

Focus: 2

Speed  1  2  [3]  4  (+1)
Sneak  3  2  [1]  Z 

Fight  Z  1  [2]  3  (+1)
Will    5  4  [3]  2 

Lore   1  2  3 [4] 
Luck   5  4  3  [2]  (+1)

Items:
Cavalry Saber - 1H Physical Weapon, +2 Combat Checks
Elder Sign - Discard and pay 1 San/Stam to seal a gate. Also, remove one Doom Token from the Doom Track.
Lantern - +1 Luck

Spells:
Dread Curse of Azathoth - 2H Spell, -2 Casting Mod, 2 San cost, cast and exhaust for +9 combat check
Find Gate - -1 Casting Mod, 1 San cost, cast and exhaust to locate the person playing you return to Akham from another world.

Other:
Speed - Skill. +1 Speed. When spending a clue token on a speed check, add 2 bonus dice.

Current Trophies:

Personal Story:
Passed - Have five Clue Tokens. (5/5) (Gain +1 Fight)


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

Private library? Ooh, that sounds fun. Hey, what does this book sazzzZZZzzzz....


> hmm. Try for the spell or no...
<Cid_Samson> It only costs you money, right?
> $3 and a potential encounter in the Dreamlands if I fail
<Cid_Samson> Ah.
> though...my ability means I should get 2 choices of Dreamlands encounter, so I should be fine
> eh, why not
> spending cash, making roll
> roll 2d6 spell luck
* Hatbot --> "Gate-sleeper rolls 2d6 spell luck and gets 4." [2d6=3, 1]
> faaaaail
<%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: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #46 on: December 09, 2009, 07:10:00 PM »
Gate - Pass a Fight(-1) check to hang on to your prize despite the wind.  Draw 1 Spell.


After checking the second encounter and tossing it:

<Gate-walker> alright then, Fight -1 then
<Gate-walker> roll 2d6
<Hatbot> ACTION --> "Gate-walker rolls 2d6 and gets 8." [2d6=3, 5]
<Gate-walker> whee~
* RandomConsonant has quit (Ping timeout)
<Yakumo> d40
<Hatbot> ACTION --> "Yakumo rolls d40 and gets 38." [d40=38]
<Strago> Ooooh new spell.
* RandomlyAwkward is now known as RandomConsonant
<Yakumo> Man, Hatbot.
<Yakumo> Why are you obsessed with Wither?
« Last Edit: December 10, 2009, 12:44:08 AM by Yakumo »

Yakumo

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #47 on: December 10, 2009, 12:58:17 AM »
Private Security Hired in Uptown!
All monsters in the Uptown streets or locations are returned to the cup.

A gate opens at the Woods, sending Darrell on a trip to the Abyss.  A Lloigor and a Mi-Go are spawned.
A clue falls into Gloria's lap at the Historical Society.
Circle monsters move, the Mi-Go at the Woods flies off before the card text takes effect.  The Lloigor is returned to the cup.

The Southside Strangler visited Ruby Standish last night.
Harvey's Dust Deck Draw:

Strago

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #48 on: December 10, 2009, 01:06:45 AM »
Harvey hobbles over to the Silver Twilight Lodge and starts getting a total Clue.

Harvey Walters, the Professor

- Stats -

Sanity 5/7
Stamina 4/4

- Skills (Focus: 2) -

Speed  0 1 2 [3]
Sneak  5 4 3 [2]

Fight  zero 1 2 [3]
Will   3 2 1 [zero]

Lore  3 [4] 5 6
Luck  4 [3] 2 1

- Inventory -

$5
5 Clue Tokens

Ally, Sir William Brinton (+1 Max Stamina, discard to restore Stamina to maximum)
Skill, Expert Occultist (exhaust to re-roll a Spell check)
Heal (1 San cost, casting mod +1, exhaust to regain Stamina equal to Spell check for self or another investigator in area)
Mists of Releh (cast and exhaust to pass an Evade check, casting mod equal to monster's Awareness)
Wither (1 hand, cast and exhaust to gain +3 to Combat checks for this combat)
Sword of Glory (2 hands, magical weapon, +6 to Combat checks)
Silver Key (automatically pass an Evade check, 0/3)

- Personal Story -

Pass: Possess 1 Clue Token, 1 Unique Item, 1 Monster Trophy, and 1 Gate Trophy.
Fail: Be Lost in Time and Space.

Smashy

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #49 on: December 10, 2009, 01:13:05 AM »
Luke Robinson, the Dreamer

Stats

Sanity: 6/7
Stamina: 3/3
Focus: 1

Speed   O [1] 2 3
Sneak   4 [3] 2 1   (+1)

Fight       1 2 3 [4]
Will       6 5 4 [3]

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

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$6
1 Toughness worth of Monster Trophies (Cultist)
1 Gate Trophy (Another Dimension)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Powder of Ibn-Ghazi (Unique: Magical weapon, +9 to Combat Checks, lose 1 Sanity and discard after use, 2 hands)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Pass: Gain 3 Gate trophies - Gain ally of choice (0/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (0/4)


----

Luke drops a little hints to the feds that THERE'S AN EVIL MONSTER HERE AAAAAAAAAAAAAAA and then tiptoes around the Dark Young.  Very slowly, since he only gets to the streets.

[20:00:15] <Smashy> ANYWAYS
[20:00:49] <Strago|Harvey> If you're going to fight them, I'll hop over to the Silver Twilight Lodge, I think.
[20:00:53] <Smashy> I kinda planned to sneak past that Dark Young, so let us try that
[20:01:10] <RandomConsonant> Right.
[20:01:41] <Hello-StrawmanthedralWaddleDee> So.
[20:01:51] <Smashy> Speed/Sneak to the left one so I have 3 Sneak, first off
[20:01:55] <Hello-StrawmanthedralWaddleDee> I'm just going to wander around in a WA3 aftergame dungeon this turn?
[20:01:58] <Strago|Harvey> Anyway, I say kill them. Why play it safe right now?
[20:01:59] <Cid_Samson> Huh, Abyss sounds nasty.
[20:02:11] <Cid_Samson> Too bad someone with an elder sign didn't get sucked in there.
[20:02:11] <Smashy> Meh
[20:02:14] * RandomConsonant shrugs, okay then
[20:02:30] <Smashy> Would rather not have to take an encounter at the Order of Dagon if possible
[20:02:59] <Smashy> ANYWAYS
[20:03:00] <Yakumo> Also if you were still planning to put a clue on the Feds track remember that's an upkeep action.
[20:03:11] <Smashy> ... Well then
[20:03:30] <Smashy> Yeah, I'll drop my clue to fill up Church Green's Fed track
[20:04:19] <Gate-viciouscycle> -_-
[20:04:20] <Smashy> Assuming it's possible to do from the order of dagon.  Otherwise... meh
[20:04:25] <Gate-viciouscycle> Two gates in my move range
[20:04:30] <Gate-viciouscycle> they both already have someone in them
[20:04:35] <Smashy> ANYWAYSSSSSSSSSSSS
[20:04:35] <Gate-viciouscycle> -_____-
[20:04:40] <RandomConsonant> I know.
[20:04:42] <RandomConsonant> It is sad.
[20:05:03] * Gate-viciouscycle has uber clues, an Elder Sign and a unique power that is prime for gate crashing. And yet.
[20:05:10] <Smashy> 3 Sneak + 1 skill - 2 awareness.  I fail I go straight to the hospital in a pile of gj
[20:05:55] <Cid_Samson> It's sad that we're doing really well? >.>
[20:06:04] <Smashy> 2d6 to not wake Daddy.  And by Daddy I mean horrible monster
[20:06:05] * Hatbot --> "Smashy rolls 2d6 to not wake Daddy. And by Daddy I mean horrible monster and gets 11." [2d6=5, 6]
[20:06:13] <Strago|Harvey> Damn. Smooth.
[20:06:19] <Gate-viciouscycle> nice
[20:06:24] <RandomConsonant> Heh.
[20:06:34] <Yakumo> It's sad that the game is basically rolling over and waiting for you to kill it. >_>
[20:06:54] <Smashy> And I move onto Church Green's streets so we can ignore him and the order of dagon for a while