Author Topic: Alien abductions in Arkham? Turn 12 Movement/Upkeep  (Read 22397 times)

Random Consonant

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Re: Alien abductions in Arkham? Turn 11 Encounters
« Reply #150 on: December 19, 2009, 05:37:58 AM »
Grumble.  Pitching Wither.

Strago

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Re: Alien abductions in Arkham? Turn 11 Encounters
« Reply #151 on: December 19, 2009, 04:47:57 PM »
So I got home reaaaally late last night, and in my tired/tipsy state decided to use Clue tokens to pass my sneaky Encounter. Did so using 2. Then realized that despite my success I would rather have saved clues for any future gate-sealing. So... yeah, wish I'd saved them, it's Yakumo's call whether I can take that back or not. Bleh. Never Arkham slightly drunk and exhausted, kids.

So: either Ursula's got 5 Clue tokens, or she has 3 and two new Common Items.

Yakumo

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Re: Alien abductions in Arkham? Turn 11 Encounters
« Reply #152 on: December 19, 2009, 11:08:21 PM »
Closed Mouths
Environment: Urban
While this card is in play, Clue tokens do not appear on the board when mythos cards are resolved.

A gate opens at Y'ha-Nthlei, and two Mi-Go fly out.
No clues appear, no monsters move.

There are no targets for the Southside Strangler, all investigators lose one maximum Sanity or Stamina, your choice.
Gloria's draw from the Dust Deck:

Random Consonant

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #153 on: December 19, 2009, 11:14:42 PM »
Wendy Adams

Sanity: 3/4
Stamina: 1/3
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:
$11
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)
Expert Occultist (Exhaust to reroll a spell check)
1 Monster Trophy (Cultist, total toughness: 1)
1 Gate Trophy (Dreamlands)

Personal Story:
Passed.  Discard to remove all monsters in the Outskirts.

Floating~

Jo'ou Ranbu

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #154 on: December 19, 2009, 11:55:07 PM »
Sanity: 1/4
Stamina: 4/5

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:

$ 9 (soon to be $7 again)
1 Clue Token
Healing Stone (Heal 1 Stamina or 1 Sanity on Upkeep. $8)
Axe (+2 Combat check. +3 instead if your other hand is empty. $3)
Heal (Spell. +1 Casting Mod, 1 Sanity Cost. You may cast and exhaust. You or another investigator in your area gains Stamina equal to the successes you rolled on your Spell check. This Stamina cannot be split between multiple investigators)
Will (Skill. +1 Will. When you spend a Clue token to add to any Will check, add one extra bonus die.)
Retainer (Special. Gain $2, then roll a die. Discard this card on a 1. Darrell can no longer lose the Retainer if I'm reading the PS right.)
Enchanted Knife (Magical weapon. +3 Combat Check, 1H. $5)
6 Monster Trophies (Deep One, Maniac, Proto-Shoggoth, Cultist, Deep One Hybrid x2. 9 Toughness total.)
2 Gate Trophies (Abyss, Plateau of Leng)

Personal Story

Pass: 2 Gate Trophies (2/2)

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

Losing one max Stamina, looking at mr. Bearstone to heal while paying two dollars to get brainshock treatment at the asylum.
[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 12 Movement/Upkeep
« Reply #155 on: December 20, 2009, 07:34:07 AM »
I'll assume from not being told anything about new items that our gamemaster has been kind to the tipsy Strago and let me have takesies-backsies on pursuing that encounter. So... what should the Ursula do next, gang? Obviously I want to jump into Yuggoth, but I don't think I have much chance of making it past those three monsters while retaining my 5 Clues. In fact, I think the chances of that are almost non-existent. Thoughts?

Ursula Downs, the Exlporer

- Stats -

Sanity 4/5
Stamina 1/4

Quick-Witted: Ursula may have an encounter after using a location ability that would normally be taken instead.

- Skills (Focus: 2) -

Speed  2 3 4 [5]
Sneak  3 2 1 [zero]

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

Lore  [zero] 1 2 3
Luck  [5] 4 3 2

- Inventory -

$1
5 Clue Tokens

Skill, Will (+1 to Will checks, 2 dice when spending a Clue token on a Will check)
3 Toughness Monster Trophies (Witch, High Priest)

Food (disard to prevent 1 Stamina damage)
.38 Revolver (weapon, 1 hand, +3 to combat checks)

Holy Water (magical weapon, 2 hands, discard to gain +6 to combat checks for this combat)
Powder of Ibn-Ghazi (magical weapon, 2 hands, discard and take 1 Sanity damage to gain +9 to combat checks for this combat)

- Personal Story -

Pass: Possess 3 Clue Tokens and 3 Monster Trophies.
Fail: Ursula goes insane, or the Terror Level reaches 3.

Yakumo

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #156 on: December 20, 2009, 10:40:30 AM »
I don't know why I'm being nice and telling you this but here's what I suggest.  Cid chose not to close his gate since he can't seal it and Smashy wanted to jump in it, so you can go into that one along with Smashy, since Smashy can come out of any of them.  Cid can leave the gate open to keep the odds of stopping one from opening higher since a monster surge doesn't add a token to the doom track and you need at least one of the next two Mythos phases not to give you a doom token.  Assuming you two make it out alive with clues intact, that would be the last two seals on the board you need.  There's no monsters in your way, either.  If Gate wanted to jump in too just to make sure, well, there's two exits to that one now!  (Sure, one is Deep Ones land but by the time you get out that probably won't matter anyway. >_>)

Also, yes, I decided to be fair to the team and not take away their chance of winning because you didn't check the circumstances.  This will not happen again.  Remember, it's a team game, check with your team before you make major decisions!

Smashy v2

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #157 on: December 20, 2009, 02:26:54 PM »
Luke Robinson, the Dreamer

Stats

Sanity: 3/6
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

$3
4 Clue Token(s)
1 Toughness worth of Monster Trophies (Cultist)
2 Gate Trophies (Another Dimension, R'lyeh)
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)
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

Irrelevant (But still failed)


----

After some REALLY bad nightmares, Luke decides to give the City of the Great Race more tourism.  Also grabbing the Deputy's Revolver I think? (aka floating to the gate as planned)

----

@Strago: At this point we really do need as many people with sealing resources in gates as possible.  I can hop out of Yuggoth to seal that without having to deal with anything that's in the way, and the new gate is also City so yay.

Sierra

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #158 on: December 20, 2009, 04:30:34 PM »
Deputy's revolver, yes. Just snag the stats from my sheet.

Not real sure what I should do at this point. Do we want Hank to just sit on that gate in case the people jumping in there this round come out somewhere else later? Or should I hit the streets and try to clear off some of those monsters?

Strago

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #159 on: December 20, 2009, 05:37:09 PM »
Sounds good, Smashy. Ursula will skip over to the gate Hank's sitting on, give him a high-five, and jump on in.

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Re: Alien abductions in Arkham? Turn 1 Upkeep/Movement
« Reply #160 on: December 20, 2009, 05:46:59 PM »
Gloria Goldberg (Gatewalker):

Sanity 6 (3)
Stamina 4 (3)

Cash: $0
Clues: 1

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
Lantern - +1 Luck
Sword of Glory - 2H magical weapon, +6 Combat checks
The King in Yellow - Spend two movement to read, Lore-2 check, discard and lose 1 San for 4 clue tokens.

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
Cultist - 1 toughness
Maniac - 1 toughness
Gate Trophy - Abyss
Gate Trophy - Great Hall

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


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

Attempting to read the KiY, failing miserably. Staying put so that Stragosula can snag any of my gear she wants before jumping into the gate.

NOTE: I rolled all this before Yakko put the new mythos up, but the mythos doesn't change my actions in the least so I can't see why it wouldn't still be valid, unfortunately. If Yak decides otherwise, have someone reroll that Lore check for me(I won't be around the rest of today) and if it passes hop right on into that gate.

> alright
> speed/sneak to 2/2
> gonna read that book now
<Cid_Samson> Reading~
<xrntoro-zerofocus> IMAGINATION~
> roll 2d6 come on now
* Hatbot --> "Gate-weekend rolls 2d6 come on now and gets 2." [2d6=1, 1]
> crap
<xrntoro-zerofocus> ...
<Cid_Samson> Sigh.
> I kinda needed those clues, Hatbot.
<xrntoro-zerofocus> Can't afford to use one? :/
> I can try 1 clue, as I have 2
> and getting this will give me 4, so I'd have enough to seal
<xrntoro-zerofocus> right.
<xrntoro-zerofocus> Might be worth it, honestly. Might.
> well, no reason not to try I guess
<xrntoro-zerofocus> Your call.
> roll 1d6 clue for clues
* Hatbot --> "Gate-weekend rolls 1d6 clue for clues and gets 1." [1d6=1]
> Fuck off, bot.
<%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 12 Movement/Upkeep
« Reply #161 on: December 20, 2009, 05:59:28 PM »
I'm happy to grab the Lantern and the Sword of Glory, if nobody minds. And Smashy, if you feel like you could make better use of those (or any of my stuff), feel free to speak up. I could also grab Find Gate from GloriaGate, if you want that.

VySaika

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #162 on: December 20, 2009, 06:02:09 PM »
Yeah, someone definately take my Find Gate spell if I'm not going to be jumping in.
<%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 12 Movement/Upkeep
« Reply #163 on: December 20, 2009, 06:12:46 PM »
Right, I think that ought to be Smashy. I've only got 3 Max Lore, after all.

And actually, he should probably take the SoG, as well. I've got my two one-use weapons if I get into a tight spot, but he doesn't really have anything. So he takes the sword and Find Gate... and actually he might want the Lantern, too, since he'll presumably be sliding his Lore way up to use Find Gate effectively and my Luck is already rad. Makes sense to me.

Strago

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #164 on: December 20, 2009, 06:17:41 PM »
Though I guess I'll grab your Cavalry Saber, now that I think about it. Can't hurt.

Smashy v2

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #165 on: December 21, 2009, 01:11:12 AM »
Well, if I take Find Gate I should be fine with the Deputy Revolver.  To be honest I'd rather have Strago try it than risk his (effectively) 2 Stamina getting picked off and completely screwing us.

(Alternatively, when RC gets out of gjland (again) we can have someone take the Elder Sign and Find Gate through.  Would give us 3 potential seals 2 turns from now, as opposed to a (all potential) seal in 1, seal in 2, and seal in 3)

Random Consonant

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #166 on: December 21, 2009, 04:28:40 AM »
I have no objection to handing off my Elder Sign to whoever wants to beeline into the nearest open gate.

Strago

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #167 on: December 21, 2009, 08:49:21 AM »
I'm going to leave Gloria with the Sword of Glory. Maybe next turn she'll win at the King in Yellow and go in to a gate, after all.

Yakumo

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #168 on: December 21, 2009, 04:31:01 PM »
I still need Cid's action and preferably a post from Strago saying specifically what you're doing so I don't have to piece it together from half a dozen other posts. <_<

Sierra

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #169 on: December 21, 2009, 10:20:06 PM »
Hank Samson

Sanity: 4/4
Stamina: 4/6

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:

$5
0 clue tokens
Shotgun (common item, $6, physical weapon, +4 to combat checks and any 6s rolled count as 2 successes each, 2H)
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:

Shoggoth (3 toughness)
Proto-Shoggoth (3 toughness)
Ghost (1 toughness)
Gug (3 toughness)

~

Slaughter is the best medicine.

<Cid_Samson> But there's a gug in the way.
<Cid_Samson> Yeah.
<Cid_Samson> And he's a bitch.
<Cid_Samson> I lose boomstick without fail if I lose, and that would make me sad.
<Cid_Samson> But having a chance of boosting someone else's shot at sealing is probably the most productive thing I can do right now.
<Cid_Samson> Alright, may as well.
<Cid_Samson> 5+1+4 dice -2 from monster = 8. Need 3 successes. May boomstick serve me well yet again.
<Cid_Samson> Because I go to the hospital if this roll fails.
<Cid_Samson> roll 8d6 gug-ending adventure
* Hatbot --> "Cid_Samson rolls 8d6 gug-ending adventure and gets 33."12 [8d6=3, 3, 4, 3, 4, 5, 5, 6]
<Cid_Samson> Yeah!
<Cid_Samson> I take 1 stamina point from overwhelming, but whatever, he's dead.
<Cid_Samson> And now I can bless two people if necessary.

EDIT:

<RandomConsonant> You're supposed to knock off a point of max Sanity or Stamina because we failed the rumor
<Cid_Samson> Ah.
<Cid_Samson> Sanity since I void horror checks most of the time.
<Cid_Samson> Hank not need brain for shoot monsters.
« Last Edit: December 21, 2009, 10:36:18 PM by El Cideon »

Yakumo

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #170 on: December 21, 2009, 10:57:28 PM »
Other World Encounters

Strago/Ursula Downs
------------
Your mind is flooded with knowledge.  Make a Lore(-2) check.  If you pass it, draw 1 Spell, but lose 1 Sanity.

Smashy/Luke Robinson
------------
You awaken on a steel table, only to find a strange insect performing surgery on you.  "Your form is so inefficient," it buzzes, "This one will improve it.  Should this one improve your mind or body?"

If you answer "Mind," draw 3 Skills, keeping 1 and discarding the others.  However, your maximum Sanity is reduced by 1.

If you answer "Body," your maximum Stamina is increased by 1, but you must discard 1 Skill and all of your Spells.


Strago, at some point please either make a new post or edit the old one to say exactly what you traded.

Smashy v2

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #171 on: December 22, 2009, 12:52:10 AM »
Mind.

Edit: Out of Bravery, Luck, and Marksman, I chose Luck.

Luke Robinson, the Dreamer

Stats

Sanity: 3/5
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 (+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

$3
5 Clue Token(s)
1 Toughness worth of Monster Trophies (Cultist)
2 Gate Trophies (Another Dimension, R'lyeh)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Luck (Skill: +1 Luck, roll an extra die when using clues for a Luck 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)
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)
Deputy's Revolver (special card, physical weapon, +3 to combat checks, cannot be lost or stolen, 1H)

Personal Story

Irrelevant (But still failed)


----
« Last Edit: December 22, 2009, 03:08:20 PM by Smasheh »

Strago

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #172 on: December 22, 2009, 06:45:50 AM »
All I took for myself was the Cavalry Saber.

I fail my Lore-based encounter.

Ursula Downs, the Exlporer

- Stats -

Sanity 4/5
Stamina 1/4

Quick-Witted: Ursula may have an encounter after using a location ability that would normally be taken instead.

- Skills (Focus: 2) -

Speed  2 3 4 [5]
Sneak  3 2 1 [zero]

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

Lore  [zero] 1 2 3
Luck  [5] 4 3 2

- Inventory -

$1
5 Clue Tokens

Skill, Will (+1 to Will checks, 2 dice when spending a Clue token on a Will check)
3 Toughness Monster Trophies (Witch, High Priest)

Food (disard to prevent 1 Stamina damage)
.38 Revolver (weapon, 1 hand, +3 to combat checks)
Cavalry Saber (weapon, 1 hand, +2 to combat checks)

Holy Water (magical weapon, 2 hands, discard to gain +6 to combat checks for this combat)
Powder of Ibn-Ghazi (magical weapon, 2 hands, discard and take 1 Sanity damage to gain +9 to combat checks for this combat)

- Personal Story -

Pass: Possess 3 Clue Tokens and 3 Monster Trophies.
Fail: Ursula goes insane, or the Terror Level reaches 3.

Yakumo

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #173 on: December 22, 2009, 11:32:57 PM »
Noden's Favor
Environment: Mystic
It costs 2 fewer Clue tokens to seal gates.

A gate opens at the Witch House, and a Mi-Go and Priest of Dagon appear.
The clue token would appear before the new Mythos text takes effect and is blocked by the old Mythos text.
No monsters move.

Gloria's draw from the Dust Deck:

Jo'ou Ranbu

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Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« Reply #174 on: December 23, 2009, 02:58:58 AM »
Sanity: 2/4
Stamina: 1/5

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:

$ 9
1 Clue Token
Healing Stone (Heal 1 Stamina or 1 Sanity on Upkeep. $8)
Axe (+2 Combat check. +3 instead if your other hand is empty. $3)
Heal (Spell. +1 Casting Mod, 1 Sanity Cost. You may cast and exhaust. You or another investigator in your area gains Stamina equal to the successes you rolled on your Spell check. This Stamina cannot be split between multiple investigators)
Will (Skill. +1 Will. When you spend a Clue token to add to any Will check, add one extra bonus die.)
Retainer (Special. Gain $2, then roll a die. Discard this card on a 1. Darrell can no longer lose the Retainer if I'm reading the PS right.)
Enchanted Knife (Magical weapon. +3 Combat Check, 1H. $5)
7 Monster Trophies (Deep One, Maniac, Proto-Shoggoth, Cultist, Deep One Hybrid x2, Ghost. 10 Toughness total.)
2 Gate Trophies (Abyss, Plateau of Leng)

Personal Story

Pass: 2 Gate Trophies (2/2)

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

Hatbot is a fucking dick. At least the ghost is dead. Also, I looked at Mr. Bearstone before fighting the Ghost, otherwise I'd be dead. >_>

[00:57] <Hello-StrawmanthedralWaddleDee> Okay.
[00:58] <Hello-StrawmanthedralWaddleDee> Five fight, two Will. Autofailing le sanity check.
[00:58] <Hello-StrawmanthedralWaddleDee> I take two Sanity damage.
[00:58] <Hello-StrawmanthedralWaddleDee> Mod for combat is -2, the Enchanted Knife mod is +3.
[00:59] <Hello-StrawmanthedralWaddleDee> So, five dice. I need one success.
[00:59] * Adail puts in marionette messaiah for Snow to use as a battle theme~
[00:59] <Hello-StrawmanthedralWaddleDee> roll 5d6 for ghost knifing?
[00:59] * Hatbot --> "Hello-StrawmanthedralWaddleDee rolls 5d6 for ghost knifing? and gets 13." [5d6=4, 2, 3, 3, 1]
[00:59] <Hello-StrawmanthedralWaddleDee> ...
[00:59] <RandomConsonant> What.
[00:59] <Hello-StrawmanthedralWaddleDee> Hatbot, you dick.
[00:59] <toroscapade> ...wow.
[00:59] <RandomConsonant> HAAAAAAAAAAAAAATBOOOOOOOOOOOOOOOOT
[00:59] <Hello-StrawmanthedralWaddleDee> Okay, so I take two damage.
[00:59] <Hello-StrawmanthedralWaddleDee> Once again, this time with feeling.
[00:59] <RandomConsonant> Clearly Hatbot does not approve of Levi shenanigans
[01:00] <Hello-StrawmanthedralWaddleDee> roll 5d6 for stabby FWEEEEEEEEEEM
[01:00] * Hatbot --> "Hello-StrawmanthedralWaddleDee rolls 5d6 for stabby FWEEEEEEEEEEM and gets 10." [5d6=3, 1, 1, 3, 2]
[01:00] <toroscapade> ......
[01:00] <Hello-StrawmanthedralWaddleDee> ...
[01:00] <Smashy> ...
[01:00] <Smashy> gj
[01:00] <RandomConsonant> What.
[01:00] <Adail> wooooow
[01:00] <Hello-StrawmanthedralWaddleDee> This is amazing.
[01:00] <Hello-StrawmanthedralWaddleDee> 1/2. Next one will get me killed.
[01:00] <toroscapade> No FWEEM.
[01:00] <Hello-StrawmanthedralWaddleDee> roll 5d6 why bother
[01:00] * Hatbot --> "Hello-StrawmanthedralWaddleDee rolls 5d6 why bother and gets 17." [5d6=1, 5, 3, 2, 6]
[01:00] <toroscapade> ... >_>
[01:00] <Hello-StrawmanthedralWaddleDee> ... FINALLY. >_>
[01:00] <Hello-StrawmanthedralWaddleDee> Man, that was one vengeful spirit.
[01:00] <Hello-StrawmanthedralWaddleDee> So much fail.
[01:00] <toroscapade> Hatbot likes your suffering.
[01:01] <RandomConsonant> Man.
[01:01] <Adail> Snow's hidden strength lies in fatalism
[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> .....