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Author Topic: Ancient Artifacts and Killer Bugs in Arkham - Endgame  (Read 16346 times)

Yakumo

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Ancient Artifacts and Killer Bugs in Arkham - Endgame
« on: January 11, 2010, 07:26:27 PM »



First player is bolded, play continues down the list.

Carthrat - Tony Morgan
Talaysen - Marie Lambeau
Magetastic - Mandy Thompson
Taitoro - "Skids" O'Toole
Yoshiken - Rex Murphy
Random Consonant - Trish Scarborough
« Last Edit: January 27, 2010, 08:19:06 PM by Yakumo »

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham
« Reply #1 on: January 11, 2010, 07:26:38 PM »
Monsters:

: Northside Streets
: Black Cave
: Independence Square
: Church Green Streets
: Hibb's Roadhouse
: River Docks

Gates:

: Esoteric Order of Dagon
: Hibb's Roadhouse
« Last Edit: January 27, 2010, 01:18:36 AM by Yakumo »

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham
« Reply #2 on: January 11, 2010, 07:26:46 PM »
Doom Track - 7/12



Open Gates 3/6
Monster Limit 8/9
Outskirts Limit 0/2
Deep Ones Rising 5/6
Feds Raid Innsmouth 4/6 (2/2 Yellow, 2/2 Green, 0/2 Blue)
MARTIAL LAW HAS BEEN DECLARED IN INNSMOUTH!

Brood Tokens
Tony Morgan - 2
Mandy Thompson - 1
"Skids" O'Toole - 2
Trish Scarborough - 1
« Last Edit: January 27, 2010, 01:18:40 AM by Yakumo »

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham
« Reply #3 on: January 11, 2010, 07:26:53 PM »
LOCATION SPECIAL ABILITIES

ARKHAM

Bank of Arkham
Bank Loan: Instead of having an encounter here, you may take out a Bank Loan if you don't have one yet.

Arkham Asylum
Psychiatric Care: Instead of having an encounter here, you may recover sanity by receiving psychiatric care. You may either regain 1 Sanity for free, or pay $2 to restore your Sanity to its maximum value.

Curiositie Shoppe
Shop: Instead of having an encounter here, you may draw 3 Unique Items and purchase one of them for its list price. Discard the other two items.

Police Station
Deputized: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to become the Deputy of Arkham. Take the Deputy of Arkham card.

General Store
Shop: Instead of having an encounter here, you may draw 3 Common Items and purchase one of them for its list price. Discard the other two items.

Science Building
Dissection: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain 2 clue tokens.

Administration
Classes: Instead of having an encounter here, you may pay $8 to draw 2 Skills. Keep one of them and discard the other.

Silver Twilight Lodge
Inner Sanctum: If you have a Silver Twilight Membership, then you look at the Inner Sanctum entry when having encounters here.

St. Mary's Hospital
Medical Care: Instead of having an encounter here, you may recover Stamina by receiving medical care. You may either regain 1 Stamina for free, or pay $2 to restore your Stamina to its maximum value.

Ma's Boarding House
Recruit:Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take any 1 Ally of your choice from the Ally deck.

Ye Olde Magick Shoppe
Magic Lessons: Instead of having an encounter here, you may pay $5 to draw 2 Spells. Keep one of them and discard the other.

South Church
Blessing: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to have any investigator you choose be Blessed.

River Docks
Shady Character: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain $5.  This location counts as an Aquatic location.

Unvisited Isle
This location counts as an Aquatic location.


INNSMOUTH

Innsmouth Jail
Jail Break: Each investigator in the Jail Cell during the Arkham Encounter Phase makes a Sneak(-1) check and draws one encounter card, plus one additional card for every success rolled, encountering one card of his choice and discarding the others.

Sawbone Alley
Outside Help: Investigators imprisoned in Innsmouth Jail gain one extra success on their Jail Break roll for every investigator in Sawbone Alley.  This is a street location.

First National Grocery
Food and Gossip: Instead of having an encounter here, you may spend $1 to search the Common Item deck for a "Food" or "Research Materials" card.

Gilman House Hotel
Uneasy Sleep: After having an encounter here, if you are still at this location, you may gain 1 sanity or 1 stamina.

Falcon Point
Boat Charter: During the movement phase, you may spend $2 to move to any aquatic location and have an encounter there(if applicable), or to move any other investigator in an aquatic location to Falcon Point.  Investigators may not move any further after moving with this location ability.

Devil Reef
Accursed: Investigators must end their movement upon entering Devil Reef.  Flying monsters may move into Devil Reef as though it were a street area.

Y'ha-nthlei
Inaccessible: Investigators may only enter Y'ha-nthlei from Devil Reef or when returning to Arkham from an Other World, regardless of other game effects.  This is true even if there is an open gate here.
« Last Edit: January 11, 2010, 07:47:54 PM by Yakumo »

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #4 on: January 11, 2010, 07:27:03 PM »
Bank Foreclosure
Any investigators in Arkham with Bank Loans must pay them off immediately. You may sell items at half their list price (round down) if you do not have the $10; if you cannot or will not pay, you are arrested.

A gate appears at the Woods, and a Ghost and a Cultist appear.
A clue appears at Independence Square.
Moon monsters move, the Ghost is stationary but the Cultist moves to the Uptown Streets.

Starting equipment for your characters and the list of available allies are in the signup topic for those who haven't seen them yet.
« Last Edit: January 11, 2010, 07:58:40 PM by Yakumo »

Carthrat

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #5 on: January 11, 2010, 10:06:25 PM »
Tony Morgan

Sanity: 3/3
Stamina: 7/7

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

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

Lore: 0 1 2 [3]
Luck: 6 5 4 [3]

Focus: 2

Personal Story Pass: Get 4 Monster Trophies
Personal Story Fail: Get 5 Clue Tokens

Posessions:
$6
3 Clue Tokens
Handcuffs (Exhaust before making a Combat check against a Cultist, Tcho-tcho, Ghoul, or Maniac to automatically pass that check and gain 1 Sanity.)
Map of Arkham (Exhaust to get +1 Movement)
Pallid Mask (+2 Evade)
Fight (+1 Fight, when you spend a clue, get an extra die on fight checks.)

----------

Tony trudges straight to the Uptown streets, where he'll slap some manacles on the cultist freak.
WHAT BENEFITS CAN ONE GET FROM SCIENTOLOGY?

Random Consonant

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #6 on: January 11, 2010, 10:09:44 PM »
Trish Scarborough

Sanity: 5/6
Stamina: 4/4
Focus: 1

Abnormal Focus: Does not spend focus to adjust sliders.  Instead, all sliders are automatically shifted all the way to the left at the beginning of each upkeep phase.  The sliders can then be shifted towards the right five times.

Breaking The Limits: Can spend one point of Stamina or Sanity to gain an extra slider shift.  Can be done a total of three times each upkeep phase.

Fight: [1] 2 3 4
Sneak: [3] 4 5 6 [+1]

Lore: 2 3 [4] 5
Will: 1 2 [3] 4

Speed: 1 2 3 [4]
Luck: zero 1 2 [3] [+1]

Possessions:
$4
4 Clue Tokens
Lucky Cigarette Case (Discard to reroll a skill check, $1)
Cavalry Saber (+2 Physical Combat, 1H, $3)
Lantern (+1 Luck, $3)
Book of Dyzan (Exhaust and spend 2 movement points to make a Lore -1 check.  On a success, draw one spell, lose one sanity, and place a token on it.  If there are two tokens on it, discard.  On a failure, nothing happens.  $3, 0/2 tokens)
Nameless Cults (Exhaust and spend 1 movement points to make a Lore -1 check.  On a success, draw one spell and lose one sanity.  On a failure, nothing happens.  $3)
Enchant Weapon (+0 Casting Mod, 1 Sanity Cost, cast and exhaust to make a physical weapon into a magical weapon for the duration of combat)
Sneak (+1 Sneak, clue tokens spent on Sneak checks count for double.)

Personal Story Condition:
Pass - Obtain two or more clue tokens from an encounter (not yet met)
Fail - Two or more clue tokens removed by a gate opening at once (not yet met)

Taking Nameless Cults and Enchant Weapon from Yoshi/Rex, giving him my Silver Key in return.  Moving to Independence Square and reading Nameless Cults.

[17:05] <RandomConsonant> So, spending three movement to get to Independence Square, grabbing the two clue tokens there, and proceeding to read Nameless Cults.
[17:06] <RandomConsonant> Nameless Cults has a -1 penalty to read, so that gives me three dice with my present Lore.
[17:06] <RandomConsonant> roll 3d6 for blue
[17:06] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 3d6 for blue and gets 14." [3d6=4, 5, 5]
[17:06] <Nao> Ok, posted
[17:06] <Nao> That's what's expected, right?
[17:06] <RandomConsonant> Blue! I go a little crazy and get a spell.

Taishyr

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #7 on: January 11, 2010, 11:06:34 PM »
Moving to the Science Building, picking up a clue. Gun passed to Zoey the Killer Chef (USE CYANIDE)

Skids O'Toole

Stats:
Sanity 3/3
Stamina 7/7

Focus: 2

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

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

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

Inventory
$5
3 Clue Token

Unique Ability: School of Hard Knocks - Any Phase: Once per skill check, "Skids" may roll two bonus dice for each "1" he rolled. He may do this either before or after spending Clue tokens on the roll.
Criminal Record - "Skids" cannot become the Deputy of Arkham, nor may he gain a Bank Loan.

Stealth: Skill (Exhaust to re-roll an Evade check).

Axe (Common Item, +2 to combat. +3 if other hand is empty. Physical 1-handed, $3.)
.45 Automatic (Common Item, +4 to combat. Physical 1-handed. $5.)

Map of Arkham (Common Item, exhaust for +1 movement point. Unusable in Another World. $2)
Alien Statue (Unique Item, during movement phase spend 2 move points and 1 sanity to roll a die. On a success, gain 1 spell or 3 clues. On a failure, lose 2 stamina. $5)

Combat Mod: 5-mod.

Personal Story:
Pass- Get one or more Clues from five different instances. (1/5) Reward: +1 Lore, +1 Max Sanity, +1 Sanity, +1 Spell
Fail- 2, 1, or 0 clue tokens on the board.                        (----) Penalty: Remove all clue tokens from the board.
« Last Edit: January 12, 2010, 10:53:31 PM by Taitoro »

Yoshiken

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #8 on: January 11, 2010, 11:38:54 PM »
Rex MANLY Murphy

Sanity: 5/5
Stamina: 5/5

Investigation - Any Phase: When Rex gains one or more Clue tokens, he gains one extra Clue token.
Family Curse - Rex never checks to discard Curses during his Upkeep. He may only discard a Curse by being Blessed.

Focus: 2

Speed 1 2 {3} 4
Sneak 5 4 {3} 2

Fight 1 2 {3} 4
Will 3 2 {1} 0

Lore 2 {3} 4 5
Luck 4 {3} 2 1

$3
8 Clue Tokens
Cursed
Cross
Silver Key
Revelation of Script
Will

Personal Story:
Pass: Newspaper Stand, Upkeep Phase, 8/10 Clue Tokens
Fail: No clue tokens {8 remaining}

Ancient Unown Tablet gives me shiny, shiny clues. No movement as a result.

[23:33] <+Yoshiken> Alright, so...
[23:33] <+Yoshiken> I guess I'm gonna have my speed at 3 and try using that Ancient Tablet?
[23:33] <+RandomConsonant> A plan, it sounds like.
[23:34] <+Yoshiken> So, 2 dice, and I want no 6s from this.
[23:34] <+MishaArsellecLune> Don't think there's a whole lot that needs done right now so might as well.
[23:34] <+Yoshiken> roll 2d6 for Unown Tablet fail
[23:35] * Hatbot --> "Yoshiken rolls 2d6 for Unown Tablet fail and gets 6." [2d6=3, 3]
[23:35] <+MishaArsellecLune> Well you got a total of 6.
[23:35] <+Yoshiken> Great success. 4 clue get.
[23:36] <Nitori> Actually since you're rolling two dice and gaining two on each success
[23:36] <Nitori> I think it'd make more sense if you got 2 clues + 1, then 2 clues + 1 again
[23:37] <+RandomConsonant> Perhaps, but since the clues are gained all at once, I think he'd gain 4 clues + 1, actually.
[23:37] <+Yoshiken> Oh, duh. Forgot about the unique.
« Last Edit: January 12, 2010, 12:37:37 AM by Yoshiken »

Talaysen

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #9 on: January 12, 2010, 12:34:56 AM »
Zoey_Samaras

Location: Newspaper

Stats
Sanity: 3 / 3
Stamina: 7 / 7

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

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

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

Focus: 1

Unique Ability: Killer Instincts - Any Phase: When Zoey makes a Combat check against a monster or Ancient One with Physical and/or Magical Resistance, ignore that ability. If the monster or Ancient One has Magical and/or Physical Immunity, treat it as Resistance instead.

Inventory
$2
4 Clue Tokens

Common Items
Cross: Type: Magical weapon / Bonus: +0 Combat check (+3 if Opponent is Undead) / +1 Horror check / Hands: 1
Knife: Type: Physical weapon / Bonus: +1 Combat check / Hands: 1
.45 Automatic: Type: Physical weapon / Bonus: +4 Combat check / Hands: 1

Unique Items
Holy Water: Type: Magical weapon / Bonus: +6 Combat check (Discard after use) / Hands: 2
Ruby of R'lyeh: Movement: You get 3 extra movement points.

Skills
Speed: +1 Speed / When you spend a Clue token to add to any Speed check, add one extra bonus die.

Personal Story
PASS: 0/5 monster trophies.
FAIL: Be arrested/discard Cross.

Current Action
Head down to Miskatonic University and grab the .45 Automatic from Tai/Skids, then head back up to the Newspaper to try and make some money to buy some more cooking utensils.
« Last Edit: January 12, 2010, 08:30:41 PM by Talaysen »

Magetastic

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #10 on: January 12, 2010, 06:01:57 AM »
Dropping a note to see if Rat's alright with me taking his Pallid mask so I can evade that ghost and hop into R'lyeh.
<%King_Meepdorah> roll 1d999 for "It was beauty...that killed the mage"?
* +Hatbot --> "King_Meepdorah rolls 1d999 for "It was beauty...that killed the mage"? and gets 999."12 [1d999=999]
<%King_Meepdorah> ...
<+superaway> ...Uh oh.
<+RandomConsonant> ...
* +superaway shakes head.

Carthrat

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #11 on: January 12, 2010, 06:45:53 AM »
Go for it, if I'm evading monsters then I'm not doing my bounty-hunter thing right. (Any possibility of stealing your bullwhip, speaking of that?)
WHAT BENEFITS CAN ONE GET FROM SCIENTOLOGY?

Magetastic

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #12 on: January 12, 2010, 04:56:38 PM »
Mandy Thompson

Stats
Sanity: 5/5
Stamina: 5/5

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

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

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

Inventory:
$6
4 Clues

Elder Sign - Lose 1 stamina and 1 sanity to seal a gate. Don't make a skill check, don't use clue tokens, don't pass Go.
Food - Discard to reduce stamina damage by 1
Pallid Mask - +2 Evade

Skills:
Speed - +1 Speed. When using clue tokens on speed checks, add an extra die for each clue token used.
Research - Once per turn, any investigator may re-roll all non-successful die used for a skill check.

Personal Story:
Success - Gates prevented from opening by elder signs: 0/5
Failure - Terror Level: 0/5
----------------------------------------------------
Trading Tony my Bullwhip for a fancy mask before I take a vacation in R'lyeh.

<+MageAway> Ehh. Anyone here?
<+xorntoro-myboybuildscoffins> Yo.
<+MageAway> 4 Sneak, +2 Mask, -3 Ghost = 3
<+MageAway> 3d6 for my R'lyeh vacation
* Hatbot --> "MageAway rolls 3d6 for my R'lyeh vacation and gets 13."12 [3d6=5, 4, 4]
<+MageAway> Vacation get.
<%King_Meepdorah> roll 1d999 for "It was beauty...that killed the mage"?
* +Hatbot --> "King_Meepdorah rolls 1d999 for "It was beauty...that killed the mage"? and gets 999."12 [1d999=999]
<%King_Meepdorah> ...
<+superaway> ...Uh oh.
<+RandomConsonant> ...
* +superaway shakes head.

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Encounters
« Reply #13 on: January 12, 2010, 08:46:27 PM »
Arkham Encounters

Talaysen - Zoey Samaras
------------
Earn $5 for a story.

Taitoro - "Skids" O'Toole
------------
One of the janitors receives strange gifts from the faculty every Christmas. He offers to sell you " one o' them thar kooky books 'r thingamajigs." If you pay him $5, you may draw 1 Exhibit Item or Unique Item.

Yoshiken - Rex Murphy
------------
You accidentally tip over a bottle of ink and are aghast at the patter the ink forms on the newsroom floor. Lose 1 Sanity.

Random Consonant - Trish Scarborough
-------------
A gate and a monster appear!  You are sent to the Plateau of Leng and a Lloigor takes your place.


Other World Encounters

Magetastic - Mandy Thompson
------------
As you stumble across this inhuman isle, you feel a rumbling beneath your feet.  It has begun to sink beneath the waves!  Pass a Speed(-2) check or you are Lost in Time and Space.  If you pass, immediately return to Arkham.

Random Consonant - Trish Scarborough
------------
You find some valuable items that you can sell back in Arkham.  Gain $3.


Trish's new spell is Dread Curse of Azathoth.
« Last Edit: January 12, 2010, 08:51:53 PM by Yakumo »

Random Consonant

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Encounters
« Reply #14 on: January 12, 2010, 08:56:11 PM »
Trish Scarborough

Sanity: 5/6
Stamina: 4/4
Focus: 1

Abnormal Focus: Does not spend focus to adjust sliders.  Instead, all sliders are automatically shifted all the way to the left at the beginning of each upkeep phase. The sliders can then be shifted towards the right five times.

Breaking The Limits: Can spend one point of Stamina or Sanity to gain an extra slider shift.  Can be done a total of three times each upkeep phase.

Fight: [1] 2 3 4
Sneak: [3] 4 5 6 [+1]

Lore: 2 3 [4] 5
Will: 1 2 [3] 4

Speed: 1 2 3 [4]
Luck: zero 1 2 [3] [+1]

Possessions:
$7
4 Clue Tokens
Lucky Cigarette Case (Discard to reroll a skill check, $1)
Cavalry Saber (+2 Physical Combat, 1H, $3)
Lantern (+1 Luck, $3)
Book of Dyzan (Exhaust and spend 2 movement points to make a Lore -1 check.  On a success, draw one spell, lose one sanity, and place a token on it.  If there are two tokens on it, discard.  On a failure, nothing happens.  $3, 0/2 tokens)
Enchant Weapon (+0 Casting Mod, 1 Sanity Cost, cast and exhaust to make a physical weapon into a magical weapon for the duration of combat)
Dread Curse of Azathoth (-2 Casting Mod, 2 Sanity Cost, 2H, cast and exhaust for +9 Magical Combat for the duration of combat)
Sneak (+1 Sneak, clue tokens spent on Sneak checks count for double.)

Personal Story Condition:
Pass - Obtain two or more clue tokens from an encounter (not yet met)
Fail - Two or more clue tokens removed by a gate opening at once (not yet met)

Whoops, this wasn't supposed to happen.  At least there's free money over there, though.
« Last Edit: January 12, 2010, 08:57:45 PM by Random Consonant »

Talaysen

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Encounters
« Reply #15 on: January 12, 2010, 09:03:15 PM »
Zoey_Samaras

Location: Newspaper

Stats
Sanity: 3 / 3
Stamina: 7 / 7

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

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

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

Focus: 1

Unique Ability: Killer Instincts - Any Phase: When Zoey makes a Combat check against a monster or Ancient One with Physical and/or Magical Resistance, ignore that ability. If the monster or Ancient One has Magical and/or Physical Immunity, treat it as Resistance instead.

Inventory
$7
4 Clue Tokens

Common Items
Cross: Type: Magical weapon / Bonus: +0 Combat check (+3 if Opponent is Undead) / +1 Horror check / Hands: 1
Knife: Type: Physical weapon / Bonus: +1 Combat check / Hands: 1
.45 Automatic: Type: Physical weapon / Bonus: +4 Combat check / Hands: 1

Unique Items
Holy Water: Type: Magical weapon / Bonus: +6 Combat check (Discard after use) / Hands: 2
Ruby of R'lyeh: Movement: You get 3 extra movement points.

Skills
Speed: +1 Speed / When you spend a Clue token to add to any Speed check, add one extra bonus die.

Personal Story
PASS: 0/5 monster trophies.
FAIL: Be arrested/discard Cross.

Current Action
Yay money!

Yoshiken

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #16 on: January 12, 2010, 11:01:58 PM »
Rex MANLY Murphy

Sanity: 4/5
Stamina: 5/5

Investigation - Any Phase: When Rex gains one or more Clue tokens, he gains one extra Clue token.
Family Curse - Rex never checks to discard Curses during his Upkeep. He may only discard a Curse by being Blessed.

Focus: 2

Speed 1 2 {3} 4
Sneak 5 4 {3} 2

Fight 1 2 {3} 4
Will 3 2 {1} 0

Lore 2 {3} 4 5
Luck 4 {3} 2 1

$3
8 Clue Tokens
Cursed
Cross
Silver Key
Revelation of Script
Will

Personal Story:
Pass: Newspaper Stand, Upkeep Phase, 8/10 Clue Tokens
Fail: No clue tokens {8 remaining}

Crazy ink patterns. Crazy. Crazy. Crazy. Crazy. Crazy.

Taishyr

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Encounters
« Reply #17 on: January 12, 2010, 11:02:56 PM »
Skids buys an ancient Exhibit thingamadoogy.

Magetastic

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Encounters
« Reply #18 on: January 12, 2010, 11:13:34 PM »
Mandy Thompson

Stats
Sanity: 5/5
Stamina: 5/5

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

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

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

Inventory:
$6
2 Clues

Elder Sign - Lose 1 stamina and 1 sanity to seal a gate. Don't make a skill check, don't use clue tokens, don't pass Go.
Food - Discard to reduce stamina damage by 1
Pallid Mask - +2 Evade

Skills:
Speed - +1 Speed. When using clue tokens on speed checks, add an extra die for each clue token used.
Research - Once per turn, any investigator may re-roll all non-successful die used for a skill check.

Personal Story:
Success - Gates prevented from opening by elder signs: 0/5
Failure - Terror Level: 0/5
----------------------------------------------------
Holy crap that is one fast isle.

<+MageAway> 2+1(skill)-2(check)=1.
<MishaArsellecLune> Cross + Gun!
<+MageAway> 1d6 to outrun a sinking isle
* Hatbot --> "MageAway rolls 1d6 to outrun a sinking isle and gets 2."12 [1d6=2]
<+RandomConsonant> Clue tiem
<+MageAway> Clue time!
<+xorntoro-myboybuildscoffins> Remember you have RESEARCH and clue tokens.
<MishaArsellecLune> Research?
<+RandomConsonant> Your special ability.
<+MageAway> Get to re-roll failed checks.
<+xorntoro-myboybuildscoffins> Research - Once per turn, any investigator may re-roll all non-successful die used for a skill check.
<MishaArsellecLune> Oh, right.
<+xorntoro-myboybuildscoffins> Your call as to using that before or after the clue, mind.
<@Yakumo> You can do that after spending clues and get the clue dice back, if I remember right.
<+xorntoro-myboybuildscoffins> Since I think you reroll used clue tokens for that.
<+xorntoro-myboybuildscoffins> Yes.
<+xorntoro-myboybuildscoffins> *s/for/with
<+MageAway> 2d6 for Clue Token the First
* Hatbot --> "MageAway rolls 2d6 for Clue Token the First and gets 2."12 [2d6=1, 1]
<+MageAway> >_>
<MishaArsellecLune> Hatebot.
<+xorntoro-myboybuildscoffins> ... <_<;
<+MageAway> ...uhm?
<+xorntoro-myboybuildscoffins> Try one more, research it?
<+MageAway> Yeah, why not.
<+MageAway> 2d6 for HOLY SHIT THAT'S A FAST ISLE
* Hatbot --> "MageAway rolls 2d6 for HOLY SHIT THAT'S A FAST ISLE and gets 3."12 [2d6=1, 2]
<+xorntoro-myboybuildscoffins> ...wow.
<MishaArsellecLune> ...that is a fast isle.
<+xorntoro-myboybuildscoffins> QUICK PULL UP ALL RESEARCH ON FAST ISLANDS
<+xorntoro-myboybuildscoffins> (T
<+MageAway> 5d6 to see if I studied how to escape really really fast isles?
* Hatbot --> "MageAway rolls 5d6 to see if I studied how to escape really really fast isles? and gets 14."12 [5d6=5, 2, 3, 1, 3]
<+xorntoro-myboybuildscoffins> (THAT'S NO ISLAND THAT'S YOUR FACE)
<+RandomConsonant> Yeesh.
<MishaArsellecLune> Apparently you did.
<+xorntoro-myboybuildscoffins> Barely.
<@Yakumo> 1/10.  Bravo.
* @Yakumo golfclaps.
<+xorntoro-myboybuildscoffins> Came up in Escapology 523.
<+MageAway> I got the Cole's Notes on it, apparently.
<+Yoshiken> ...Damn Hatebot.
<MishaArsellecLune> That's some impressive Hatebot.
<%King_Meepdorah> roll 1d999 for "It was beauty...that killed the mage"?
* +Hatbot --> "King_Meepdorah rolls 1d999 for "It was beauty...that killed the mage"? and gets 999."12 [1d999=999]
<%King_Meepdorah> ...
<+superaway> ...Uh oh.
<+RandomConsonant> ...
* +superaway shakes head.

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 2 Upkeep/Movement
« Reply #19 on: January 12, 2010, 11:44:58 PM »
Rivertown Residents Take Back Streets!
All monsters in the Rivertown streets or locations are returned to the cup.

A gate opens at the Witch House, two Dimensional Shamblers appear.
Square monsters move on black, the Shamblers run to the Rivertown Streets where they promptly run into a lynch mob.  Nobody is in range of the Lloigor's effect.
A Clue appears at the Black Cave.


Skids' fancy Egyptian item is a crayon doodle of an Elder Sign.

Random Consonant

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 2 Upkeep/Movement
« Reply #20 on: January 12, 2010, 11:53:20 PM »
Trish Scarborough

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

Abnormal Focus: Does not spend focus to adjust sliders.  Instead, all sliders are automatically shifted all the way to the left at the beginning of each upkeep phase.  The sliders can then be shifted towards the right five times.

Breaking The Limits: Can spend one point of Stamina or Sanity to gain an extra slider shift.  Can be done a total of three times each upkeep phase.

Fight: 1 2 [3] 4
Sneak: 3 4 [5] 6 [+1]

Lore: 2 3 [4] 5
Will: 1 2 [3] 4

Speed: 1 2 [3] 4
Luck: zero 1 [2] 3 [+1]

Possessions:
$7
4 Clue Tokens
Lucky Cigarette Case (Discard to reroll a skill check, $1)
Cavalry Saber (+2 Physical Combat, 1H, $3)
Lantern (+1 Luck, $3)
Book of Dyzan (Exhaust and spend 2 movement points to make a Lore -1 check.  On a success, draw one spell, lose one sanity, and place a token on it.  If there are two tokens on it, discard.  On a failure, nothing happens.  $3, 0/2 tokens)
Enchant Weapon (+0 Casting Mod, 1 Sanity Cost, cast and exhaust to make a physical weapon into a magical weapon for the duration of combat)
Dread Curse of Azathoth (-2 Casting Mod, 2 Sanity Cost, 2H, cast and exhaust for +9 Magical Combat for the duration of combat)
Sneak (+1 Sneak, clue tokens spent on Sneak checks count for double.)

Personal Story Condition:
Pass - Obtain two or more clue tokens from an encounter (not yet met)
Fail - Two or more clue tokens removed by a gate opening at once (not yet met)

Adjusting my stats thusly, paying 1 Sanity for an extra slider shift in anticipation of further adventures in the Plateau of Leng.

Magetastic

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 2 Upkeep/Movement
« Reply #21 on: January 12, 2010, 11:58:16 PM »
Mandy Thompson

Stats
Sanity: 4/5
Stamina: 4/5

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

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

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

Inventory:
$6
2 Clues

Food - Discard to reduce stamina damage by 1
Pallid Mask - +2 Evade

Skills:
Speed - +1 Speed. When using clue tokens on speed checks, add an extra die for each clue token used.
Research - Once per turn, any investigator may re-roll all non-successful die used for a skill check.

Personal Story:
Success - Gates prevented from opening by elder signs: 0/5
Failure - Terror Level: 0/5
----------------------------------------------------
I disguise myself as a slightly insane bush as I seal the gate with my elder sign.

<@Yakumo> Update's done.
* +xorntoro-myboybuildscoffins nods.
<+MageAway> May as well do my thing now. Not gonna change anyone else's actions, I don't think?
* MageAway is now known as Mage
* Nao (~carthrat@122.107.246.130) has joined #rpgdlarkhamhorror
<+RandomConsonant> Go ahead.
<+Mage> Once again, 3 dice to avoid that Ghost. (4+2-3=6)
<+Mage> 3d6 to look like a bush.
* Hatbot --> "Mage rolls 3d6 to look like a bush. and gets 10."12 [3d6=2, 3, 5]
* +RandomConsonant mistakes Mage for a shrubbery, purchases him and gives him to the Knights Who Say Ni
* +Mage turns into a slightly insane bush and seals the gate first
<%King_Meepdorah> roll 1d999 for "It was beauty...that killed the mage"?
* +Hatbot --> "King_Meepdorah rolls 1d999 for "It was beauty...that killed the mage"? and gets 999."12 [1d999=999]
<%King_Meepdorah> ...
<+superaway> ...Uh oh.
<+RandomConsonant> ...
* +superaway shakes head.

Carthrat

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 2 Upkeep/Movement
« Reply #22 on: January 13, 2010, 12:05:46 AM »
Tony Morgan

Sanity: 3/3
Stamina: 7/7
Brood Tokens: 1

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

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

Lore: 0 1 [2] 3
Luck: 6 5 [4] 3

Focus: 2

Personal Story Failed: Whenever Tony claims a monster trophy, he now gains one clue token.

Posessions:
$8
5 Clue Tokens
Handcuffs (Exhaust before making a Combat check against a Cultist, Tcho-tcho, Ghoul, or Maniac to automatically pass that check and gain 1 Sanity.)
Bullwhip (One-Handed physical weapon; +1 to combat checks; may exhaust to reroll one die during combat checks.)
Map of Arkham (Exhaust to get +1 Movement)
Fight (+1 Fight, when you spend a clue, get an extra die on fight checks.)


----------

Tony will sell off his stuffed cultist head for $2 on the uptown streets, and focus shift his speed and luck one higher each.

He will then exhaust his map of Arkham and head on up to the Black Cave to grab the double clue, thus 'failing' his quest. What a nightmare.
« Last Edit: January 13, 2010, 12:17:25 AM by Carthrat »
WHAT BENEFITS CAN ONE GET FROM SCIENTOLOGY?

Taishyr

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Encounters
« Reply #23 on: January 13, 2010, 12:16:24 AM »
Sneak/Luck left 1, using Map and moving into the Witch House Gate so I can seal it with the power of Harold's Magic Crayons.

Skids O'Toole

Stats:
Sanity 3/3
Stamina 7/7

Focus: 2

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

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

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

Inventory
$0
3 Clue Tokens

Unique Ability: School of Hard Knocks - Any Phase: Once per skill check, "Skids" may roll two bonus dice for each "1" he rolled. He may do this either before or after spending Clue tokens on the roll.
Criminal Record - "Skids" cannot become the Deputy of Arkham, nor may he gain a Bank Loan.

Stealth: Skill (Exhaust to re-roll an Evade check).

Axe (Common Item, +2 to combat. +3 if other hand is empty. Physical 1-handed, $3.)
Map of Arkham (Common Item, exhaust for +1 movement point. Unusable in Another World. $2)
Alien Statue (Unique Item, during movement phase spend 2 move points and 1 sanity to roll a die. On a success, gain 1 spell or 3 clues. On a failure, lose 2 stamina. $5)
Parchment Of The Elder Sign (Exhibit Item, discard before rolling a Fight/Lore check to close a gate. If you succeed, remove a doom token from the track, the gate is sealed.)

Combat Mod: 5-mod.

Personal Story:
Pass- Get one or more Clues from five different instances. (1/5) Reward: +1 Lore, +1 Max Sanity, +1 Sanity, +1 Spell
Fail- 2, 1, or 0 clue tokens on the board.                        (----) Penalty: Remove all clue tokens from the board.
« Last Edit: January 13, 2010, 01:12:42 AM by Taitoro »

Talaysen

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 2 Upkeep/Movement
« Reply #24 on: January 13, 2010, 01:19:48 AM »
Zoey_Samaras

Location: General Store

Stats
Sanity: 3 / 3
Stamina: 7 / 7

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

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

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

Focus: 1

Unique Ability: Killer Instincts - Any Phase: When Zoey makes a Combat check against a monster or Ancient One with Physical and/or Magical Resistance, ignore that ability. If the monster or Ancient One has Magical and/or Physical Immunity, treat it as Resistance instead.

Inventory
$7
4 Clue Tokens

Common Items
Cross: Type: Magical weapon / Bonus: +0 Combat check (+3 if Opponent is Undead) / +1 Horror check / Hands: 1
Knife: Type: Physical weapon / Bonus: +1 Combat check / Hands: 1
.45 Automatic: Type: Physical weapon / Bonus: +4 Combat check / Hands: 1

Unique Items
Holy Water: Type: Magical weapon / Bonus: +6 Combat check (Discard after use) / Hands: 2
Ruby of R'lyeh: Movement: You get 3 extra movement points.

Skills
Speed: +1 Speed / When you spend a Clue token to add to any Speed check, add one extra bonus die.

Personal Story
PASS: 0/5 monster trophies.
FAIL: Be arrested/discard Cross.

Current Action
Heading over to the General Store for some shopping.