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Author Topic: Alien abductions in Arkham? Turn 12 Movement/Upkeep  (Read 22543 times)

Random Consonant

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #50 on: December 10, 2009, 01:18:05 AM »
Wendy Adams

Sanity: 1/4
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
Cultes des Goules (Exhaust and spend 2 movement to make a Lore -2 check.  On a success, lose 2 sanity, draw 1 Spell, gain 1 Clue Token, and discard book.  Otherwise nothing happens.  $3)
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, exhausted)
Expert Occultist (Exhaust to reroll a spell check)
1 Monster Trophy (Cultist, total toughness: 1)
1 Gate Trophy (Dreamlands)

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

Wendy takes out the Cultist and the Mi-go.

[20:09] <RandomConsonant> Okay, unless someone violently objects, I'll try to take on the monsters at my location.
[20:09] <RandomConsonant> Shifting Fight/Will to 3/0, turning to face the Cultist
[20:09] <RandomConsonant> 4d6 WENDY PAUNCH
[20:09] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 WENDY PAUNCH and gets 17." [4d6=5, 4, 5, 3]
[20:10] <Strago|Harvey> Boom.
[20:10] <RandomConsonant> Cultist is paunched
[20:10] <RandomConsonant> Now then, turning to the Mi-go...
[20:10] <RandomConsonant> I'll take the sanity hit and prepare to cast Wither
[20:10] <Cid_Samson> Gogo item acquisition!
[20:10] <RandomConsonant> 4d6 for withery goodness
[20:10] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 for withery goodness and gets 14." [4d6=2, 5, 5, 2]
[20:10] <RandomConsonant> Excellent.
[20:11] <RandomConsonant> 6d6 for SUPER WENDY PAUNCH
[20:11] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 6d6 for SUPER WENDY PAUNCH and gets 18." [6d6=3, 2, 3, 1, 6, 3]
[20:11] <RandomConsonant> Barely, but the Mi-go is dead.
[20:11] <Strago|Harvey> And what do you pull out of its twitching corpse?
[20:11] <Yakumo> d39
[20:11] <Hatbot> 0x01ACTION --> "Yakumo rolls d39 and gets 36." [d39=36]
[20:12] <Yakumo> d39 No, the Sword of Glory is taken.
[20:12] <Hatbot> 0x01ACTION --> "Yakumo rolls d39 No, the Sword of Glory is taken. and gets 8." [d39=8]
[20:12] <RandomConsonant> :(
[20:12] <Strago|Harvey> ... heh.
[20:12] <Yakumo> http://www.arkhamhorrorwiki.com/Cultes_des_Goules
[20:13] <RandomConsonant> Not bad.
« Last Edit: December 10, 2009, 01:20:45 AM by Random Consonant »

VySaika

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #51 on: December 10, 2009, 01:21:01 AM »
Gloria Goldberg (Gatewalker):

Sanity 6 (6)
Stamina 4 (4)

Cash: $0
Clues: 8

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.
Wither - 1H Spell, 0 Casting Mod, 0 San Cost, cast and exhaust for +3 combat check.

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 South Church to have an encounter, I suppose.
<%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: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #52 on: December 10, 2009, 01:24:02 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)

~

Sliding Fight/Will 2 to the left just in case otherworld encounter involves a horror check for some crazy reason, then awaiting said encounter.

Jo'ou Ranbu

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #53 on: December 10, 2009, 02:06:37 AM »
Darrell Simmons

Sanity: 4/4
Stamina: 6/6

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


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 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 shift my Fight/Will to the left once, my Lore/Luck to the right once and fart around the Abyss.
[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 #54 on: December 10, 2009, 02:25:06 AM »
Arkham Encounters

Strago/Harvey Walters
------------
"Care to join the Order?" Carl Sanford and several of his henchmen ask. If you accept, pay $3 and take a Silver Twilight Membership. If you decline, pass a Will (-1) check or lose 3 Stamina as the henchmen assist you out the door. Whether you pass or not, move to the street.

Gatewalker/Gloria Goldberg
------------
Noticing you eying the holy water, Father Michael tells you, "Take what you need, my child."  You may search the Unique Item deck for a Holy Water card and take it.

Random Consonant/Wendy Adams
------------
There are gypsies camped in the park. Make a Luck (-1) check if you wish to interact with them. If you pass, an old man has spread several items on a blanket for sale. Draw 1 Unique Item and you may buy it for $1 less than the list price. If you fail, a hag comes up to you and tells you that death shadows you. You scoff at her and she cuts the side of your face with her fingernail, drawing blood. Lose 1 Stamina and you are Cursed.


Other World Encounters

Jo'ou Ranbu/Darrell Simmons
------------
A hideous monster appears!  It is a Maniac.


El Cideon/Hank Samson
------------
You see the mountains move.  Lose 1 Sanity from terror.

Random Consonant

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #55 on: December 10, 2009, 02:28:30 AM »
Wendy Adams

Sanity: 1/4
Stamina: 3/4
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
Cultes de Goules (Exhaust and spend 2 movement to make a Lore -2 check.  On a success, lose 2 sanity, draw 1 Spell, gain 1 Clue Token, and discard book.  Otherwise nothing happens.  $3)
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)
1 Monster Trophy (Cultist, total toughness: 1)
1 Gate Trophy (Dreamlands)

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

Wendy gets her cheek cut by some mean ol' gypsy hag, but is too awesome for the Evil Eye.

[21:26] <RandomConsonant> Whelp, might as well get my cheek slashed by a crazy gypsy and not get cursed~
[21:26] <RandomConsonant> d6
[21:26] <Hatbot> 0x01ACTION --> "RandomConsonant rolls d6 and gets 2." [d6=2]

Jo'ou Ranbu

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #56 on: December 10, 2009, 03:41:39 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 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)
2 Monster Trophies (Deep One, Maniac. 3 Toughness total.)

Personal Story

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

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

Maniac manhandled.

[01:41] <Hello-StrawmanthedralWaddleDee> Okay.
[01:41] <Hello-StrawmanthedralWaddleDee> Do we have witnesses for my epic struggle against a maniac?
[01:42] <RandomConsonant> Sure.
[01:42] <Hello-StrawmanthedralWaddleDee> Alright. +2 from Hand Axe, +3 from Knife, 4 Fight. +1 Mod. So, ten dice.
[01:43] <Hello-StrawmanthedralWaddleDee> One toughness, so I need one success.
[01:43] <Hello-StrawmanthedralWaddleDee> roll 10d6 for awkward dualwielding madness.
[01:43] * Hatbot --> "Hello-StrawmanthedralWaddleDee rolls 10d6 for awkward dualwielding madness. and gets 38." [10d6=3, 6, 4, 2, 6, 4, 4, 3, 3, 3]
[01:43] <Hello-StrawmanthedralWaddleDee> That'd be a decent roll if I was blessed!
[01:43] <RandomConsonant> Well, who's to argue with success.
[01:43] <Hello-StrawmanthedralWaddleDee> Still enough.
[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> .....

Strago

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #57 on: December 10, 2009, 04:36:16 AM »
Harvey will become a member.

Yakumo

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #58 on: December 10, 2009, 08:31:37 AM »
People have been seeing some strange things over at old Miskatonic U., and it seems like whatever is going on there has the staff upset as well, they've closed the place down to check it out.

Strange Lights on Campus!
The Library, Administration Building and Science Building are all closed until the end of next turn. Leave this card in play until then to indicate this.

A gate attempting to open at the Woods causes a monster surge!  One doom token is still added to the Doom Track due to the current environment.
A Formless Spawn, a Lloigor, and a Witch appear at the Science Building.  A Proto-Shoggoth and two Zombies appear in the Woods.
A clue appears at the Historical Society.
Hexagon monsters move, the Formless Spawn moves to the Miskatonic U. Streets.

The latest victim of the serial killings is Anna Kaslow.
Harvey's draw from the Dust Deck:

Cid, you can still move into the Science Building from the gate, the gate supersedes the location.  If you succeed in closing the gate, you will be moved to the streets after you close it.

Strago

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Re: Alien abductions in Arkham? Turn 5 Upkeep/Movement
« Reply #59 on: December 10, 2009, 01:56:17 PM »
Harvey trots over to the Miskatonic U. Streets and successfully defeats the Formless Spawn, although not without getting rather bloodied by it.

> Think I'll kill the Formless Spawn.
* Nitori (81adbaf6@webchat.mibbit.com) Quit (Quit: http://www.mibbit.com ajax IRC Client)
* Nitori (81adbaf6@webchat.mibbit.com) has joined #rpgdlarkhamhorror
> Care to witness?
<Nitori> ~
* xorntoro-etria-awaits blinks. Chat failed to update for me. Sure, I can witness, as can ~.
> Cool cool.
> So I'll bomb the Horror check but only take one Sanity damage due to Strong Mind.
* xorntoro-etria-awaits nods.
> My Fight is 3, Sword of Glory is +6 and magical, Formless Spawn is -2 and two Toughness.
> 7d6 for UOM doing an impression of Cloud.
* Hatbot --> "Strago|Harvey rolls 7d6 for UOM doing an impression of Cloud. and gets 27."12 [7d6=5, 4, 4, 4, 4, 4, 2]
> Ha.
<xorntoro-etria-awaits> ...
> Well. Clue token.
<xorntoro-etria-awaits> Ow. Uh, yeah, try a Clue Token shot.
> Or... hrm. Or take the stamina damage and just try another full roll?
> Next turn I can Heal and then go to the Asylum.
<xorntoro-etria-awaits> That... works, too.
> I'll go for that, I think. I like my Clues, since we need to Seal gates this game.
> 7d6 to try again.
* xorntoro-etria-awaits nods.
* Hatbot --> "Strago|Harvey rolls 7d6 to try again. and gets 27."12 [7d6=2, 6, 1, 5, 2, 6, 5]
<xorntoro-etria-awaits> Better.
> Theeeere we go.
> Boom.



Harvey Walters, the Professor

- Stats -

Sanity 4/7
Stamina 2/4

Strong Mind: Reduce all Sanity damage taken by 1, to a minimum of 0.

- 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 -

$2
5 Clue Tokens
2 Toughness Monster Trophies (Formless Spawn)

Silver Twilight Lodge Membership
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.

Sierra

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Re: Alien abductions in Arkham? Turn 5 Upkeep/Movement
« Reply #60 on: December 10, 2009, 02:14:14 PM »
Hank's stats stay exactly where they are, awaiting (hopefully) last otherworld encounter.

Random Consonant

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Re: Alien abductions in Arkham? Turn 5 Upkeep/Movement
« Reply #61 on: December 10, 2009, 06:12:50 PM »
Moving to the Asylum and paying $2 for electroshock.  No stat changes.

Smashy

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Re: Alien abductions in Arkham? Turn 5 Upkeep/Movement
« Reply #62 on: December 10, 2009, 07:59:01 PM »
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)
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 (1/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (0/4)


----

Luke heads over to the Marsh Refinery, collecting the Clue Token over there.

VySaika

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #63 on: December 10, 2009, 09:31:12 PM »
Gloria Goldberg (Gatewalker):

Sanity 6 (6)
Stamina 4 (4)

Cash: $0
Clues: 9

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
Holy Water - 2H Magical Weapon. discard for +6 combat check

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.
Wither - 1H Spell, 0 Casting Mod, 0 San Cost, cast and exhaust for +3 combat check.

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 historical society, grab clue, wait. Can't go deal with any monsters without falling into a gate someone's already in, so....dunno what else to do.
<%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 5 Upkeep/Movement
« Reply #64 on: December 10, 2009, 09:57:12 PM »
Arkham Encounters

Gatewalker/Gloria Goldberg
------------
A monster appears and attacks you as you approach the front door!  It is a Dimensional Shambler.


Smashy/Luke Robinson
------------
You find a curious collection of loathsome and alien jewelry. Could this be what the refined gold is derived from? If you choose to investigate more closely, make a Lore (-2) check. If you pass, draw 1 Unique Item. If you fail, you are Cursed.


Other World Encounters

Jo'ou Ranbu/Darrell Simmons
------------
A lurking monster appears!  It is a Proto-Shoggoth.


El Cideon/Hank Samson
------------
After meditating, you are prepared to try dreaming up an object.  You may search either the common or unique item deck for an item of your choice.  However, after you've selected an item, roll a die and add the result to the item's list price.  Lose a number of points of Sanity and/or Stamina equal to the total, divided however you like.  If you are reduced to 0 Sanity or Stamina, the strain is too great, and you tear yourself apart.  You are devoured.

VySaika

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #65 on: December 10, 2009, 11:38:17 PM »
Gloria Goldberg (Gatewalker):

Sanity 6 (5)
Stamina 4 (4)

Cash: $0
Clues: 9

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
Holy Water - 2H Magical Weapon. discard for +6 combat check

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.
Wither - 1H Spell, 0 Casting Mod, 0 San Cost, cast and exhaust for +3 combat check.

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

Current Trophies:
Dimensional Shambler - 1 toughness

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


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

The dimensional shambler shambles no more.

<RandomConsonant> Sure
> roll 3d6 horror check
* Hatbot --> "Gatewalker rolls 3d6 horror check and gets 11." [3d6=3, 6, 2]
> roll 4d6 casting wither
* Hatbot --> "Gatewalker rolls 4d6 casting wither and gets 12." [4d6=4, 5, 2, 1]
> monster has a -2 penalty, 2 Fight +1 PS passing + 2 cav saber + 3 wither = 6 dice
> roll 6d6 to kill me a shambler
* Hatbot --> "Gatewalker rolls 6d6 to kill me a shambler and gets 21." [6d6=6, 5, 2, 4, 2, 2]
<RandomConsonant> Yep, that's a killed shambler
> huzzah

EDIT:
> wait
> I did the horror check wrong
> only 1 die
> and the first was a 3, so that's a fail
> I take 1 san damage
<%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 5 Upkeep/Movement
« Reply #66 on: December 11, 2009, 12:39:58 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)
3 Monster Trophies (Deep One, Maniac, Proto-Shoggoth. 6 Toughness total.)

Personal Story

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

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

Darrell's physical fortitude proves more enduring than his mental fortitude. It still results in a slaughtered lovecraftian horror, so I'll take what I can get.

[22:38] <Hello-StrawmanthedralWaddleDee> okay, so.
[22:38] <Hello-StrawmanthedralWaddleDee> Four fight. +3 from the Enchanted Knife, +1 (Phys resist halves physical weapon bonuses, right?) from Hand Axe, +0 mod.
[22:39] <RandomConsonant> Looks right.
[22:39] <Yakumo> Horror check maybe?
[22:39] <Hello-StrawmanthedralWaddleDee> +0 Horror Mod, I have 2+1 Will, roll three dice.
[22:39] <Hello-StrawmanthedralWaddleDee> I was typing that.
[22:39] <Hello-StrawmanthedralWaddleDee> roll for no crazies?
[22:39] <Hello-StrawmanthedralWaddleDee> Yeah.
[22:39] <Hello-StrawmanthedralWaddleDee> roll 3d6 for no crazylands
[22:39] * Hatbot --> "Hello-StrawmanthedralWaddleDee rolls 3d6 for no crazylands and gets 7." [3d6=2, 4, 1]
[22:40] <Hello-StrawmanthedralWaddleDee> Crazies.
[22:40] <RandomConsonant> Well.
[22:40] <Hello-StrawmanthedralWaddleDee> Two Sanity damage taken.
[22:40] <RandomConsonant> You have a clue token!
[22:40] <Hello-StrawmanthedralWaddleDee> yeah toatally
[22:40] <Hello-StrawmanthedralWaddleDee> I'll just take the damage and hug Mr. Bearstone man.
[22:40] <Hello-StrawmanthedralWaddleDee> Now.
[22:40] <RandomConsonant> Yay bearstone~
[22:41] <Hello-StrawmanthedralWaddleDee> Eight dice for shredding. Three toughness, so I need three successes.
[22:41] <Hello-StrawmanthedralWaddleDee> roll 8d6 for TwoSwords smackery
[22:41] * Hatbot --> "Hello-StrawmanthedralWaddleDee rolls 8d6 for TwoSwords smackery and gets 30." [8d6=6, 4, 1, 6, 5, 4, 2, 2]
[22:41] <Trodeko> Success
[22:41] <Hello-StrawmanthedralWaddleDee> That works.
[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> .....

Sierra

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Re: Alien abductions in Arkham? Turn 5 Upkeep/Movement
« Reply #67 on: December 11, 2009, 01:23:50 AM »
Hank thinks he can get along well enough with just his shotgun and will not destroy his mind by attempting to will things into existence.

Smashy

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Re: Alien abductions in Arkham? Turn 5 Upkeep/Movement
« Reply #68 on: December 11, 2009, 01:49:37 AM »
Luke will not investigate.

Yakumo

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Re: Alien abductions in Arkham? Turn 5 Upkeep/Movement
« Reply #69 on: December 11, 2009, 02:43:10 AM »
Maybe it was from worrying so much about Innsmouth, but for some reason your dreams lately have been nightmares, where you found yourselves in an impossible city far beneath the waves, clearly not made for human habitation...

Dreams of a Sunken City
Environment: Mystic
Investigators cannot gain Sanity except by receiving psychiatric care at Arkham Asylum (or from Carolyn Fern).

A gate opens at Independence Square, disgorging a Cultist and a Shoggoth.
A Clue appears at The Unnameable.
Moon monsters move, the two Zombies in the Woods walk into the Uptown Streets, the Cultist moves to the Downtown Streets.

Eric Colt is the Strangler's latest victim.
Harvey's draw from the Dust Deck:

Sierra

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Re: Alien abductions in Arkham? Turn 6 Upkeep/Movement
« Reply #70 on: December 11, 2009, 03:03:58 AM »
Hank Samson

Sanity: 1/5
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 pops out of the gate and then PUMPS HIMSELF UP for gate-punching. (Read: Fight slid to max).

Smashy

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Re: Alien abductions in Arkham? Turn 6 Upkeep/Movement
« Reply #71 on: December 11, 2009, 03:04:16 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)
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 (1/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (0/4)


----

Luke heads to Falcon PunchPoint.

Strago

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Re: Alien abductions in Arkham? Turn 6 Upkeep/Movement
« Reply #72 on: December 11, 2009, 05:05:24 AM »
Harvey moves to the streets housing them zombies and shows them some radiant justice, after healing himself. The ideas is that he will then give Gloria his Sword of Glory. Would she care to trade for her Wither, so he could remain combat-effective?

Harvey Walters, the Professor

- Stats -

Sanity 3/7
Stamina 1/4

Strong Mind: Reduce all Sanity damage taken by 1, to a minimum of 0.

- 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 -

$2
5 Clue Tokens
4 Toughness Monster Trophies (Formless Spawn, Zombie x2)

Silver Twilight Lodge Membership
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.



> I like zombie-smashing, though. I'm good with that.
> Should heal myself first, though, in case I really have terrible luck on the Fight checks.
> So, 4 lore + 1 casting check.
> 5d6 for healz
* Hatbot --> "Strago|Harvey rolls 5d6 for healz and gets 14."12 [5d6=2, 1, 6, 3, 2]
<Hikari> What does that put you at?
> 3/7 San, 3/4 Stam.
> Enough that the Zombies don't scare me whatsoever.
> So, let's go kill them.
> 3 Fight, 6 from the SoG, -1 Zombat.
> 8d6 to loathe the undead
* Hatbot --> "Strago|Harvey rolls 8d6 to loathe the undead and gets 25."12 [8d6=2, 2, 1, 3, 6, 2, 6, 3]
> Yup.
> 8d6 to loathe the other one
* Hatbot --> "Strago|Harvey rolls 8d6 to loathe the other one and gets 18."12 [8d6=1, 4, 1, 1, 3, 3, 4, 1]
<RandomConsonant> That one not so much.
> .... whoof.
> I'm glad I healed myself.
> Trying again.
> 8d6 for loathing
* Hatbot --> "Strago|Harvey rolls 8d6 for loathing and gets 36."12 [8d6=1, 6, 6, 5, 5, 6, 6, 1]
> .... yup.
<Trodeko> Bwhahaha
<Hikari> Owowow.
> Oh, and if it wasn't obvious: no need for horror checks, my special ability negates their 1 Sanity damage.
* Hikari nods.

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #73 on: December 11, 2009, 08:01:42 PM »
Gloria Goldberg (Gatewalker):

Sanity 6 (5)
Stamina 4 (4)

Cash: $0
Clues: 8

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
Sword of Glory - 2H magical weapon, +6 Combat checks


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:
Dimensional Shambler - 1 toughness
Proto Shoggoth - 3 toughness

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


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

Pass by Harvey/Strago in the uptown streets after he's killed him a couple of zombies and trade my Holy Water and Wither for his Sword of Glory.

EDIT:

Moving to the Woods, killing the proto-shoggoth with the assistance of a clue token. Jumping in gate.

* Gatewalker looks up. It's the same gate?
<RandomConsonant> Yes.
> Yeah, I m issed that part
> too late to change action?
<RandomConsonant> Well, if you'll willing I'll go and re-re-retcon my action
> I remembered someone already in the Woods gate so I didn't go there
> I thought I was supposed to go up to the new gate. <_<
> also, didn't know that 2 gates leading the same place means you can come out of either one
> (or if I did know I forgot)
---
> anyway
> roll 3d6 horror check
* Hatbot --> "Gatewalker rolls 3d6 horror check and gets 13." [3d6=5, 5, 3]
> 2 Fight + 1 PS +6 sword. Monsters mod is 0. 9 dice
<RandomConsonant> Then I'll just go back to grabbing that clue at the Unnamable
> roll 9d6 sword of gloria
* Hatbot --> "Gatewalker rolls 9d6 sword of gloria and gets 26." [9d6=1, 4, 4, 3, 5, 1, 2, 1, 5]
> roll 1d6 clue token 1
* Hatbot --> "Gatewalker rolls 1d6 clue token 1 and gets 5." [1d6=5]
<Smashy> Sword of gj
> CLue token says hi~
« Last Edit: December 11, 2009, 10:52:17 PM by Gatewalker »
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Random Consonant

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Re: Alien abductions in Arkham? Turn 6 Upkeep/Movement
« Reply #74 on: December 11, 2009, 10:50:55 PM »
Wendy Adams

Sanity: 4/4
Stamina: 3/4
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:
$1
4 Clue Tokens
Cultes de Goules (Exhaust and spend 2 movement to make a Lore -2 check.  On a success, lose 2 sanity, draw 1 Spell, gain 1 Clue Token, and discard book.  Otherwise nothing happens.  $3)
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)
1 Monster Trophy (Cultist, total toughness: 1)
1 Gate Trophy (Dreamlands)

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

Shifting Speed/Sneak to 5/3, Lore/Luck to 2/4, moving to The Unnamable and grabbing a clue, automatically avoiding the lunatic cultist in the streets thanks to Streetwise.