Author Topic: Ancient Artifacts and Killer Bugs in Arkham - Endgame  (Read 16349 times)

Random Consonant

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 6 Upkeep/Movement
« Reply #75 on: January 20, 2010, 12:32:51 AM »
Trish Scarborough

Sanity: 1/6
Stamina: 3/4
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:
$10
5 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.)
2 Monster Trophies (Zmobie, Lloigor total toughness: 3)
1 Gate Trophy (Plateau of Leng)

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)

...
« Last Edit: January 20, 2010, 12:41:53 AM by Random Consonant »

Carthrat

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 6 Upkeep/Movement
« Reply #76 on: January 20, 2010, 12:34:27 AM »
Tony Morgan

Sanity: 2/3
Stamina: 2/7
Brood Tokens: 1

Speed: 1 2 [3] 4 (+2)
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:
4 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.)
Tommy Gun (Physical Weapon, +6 on combat checks, 2-handed)
Ally: (Eric Colt; +2 Speed, Immune to Nightmarish)
Deep One Trophy (3 toughness)
Elder Thing Trophy (3 toughness)

<--->

Tony gets on the train and heads over to the church green streets, where he will engage in MORTAL COMBAT. Also sliders.

[11:25] <Knight> Ok
[11:25] <Knight> IT'S TIME TO FIGHT
[11:26] <Knight> Do I pick the order I fight them in or anything?
[11:26] <@Yakumo> Yep.
[11:26] <Knight> Guess I'll take on the deep one first
[11:26] <Knight> roll 3d6 horror check
[11:26] * Hatbot --> "Knight rolls 3d6 horror check and gets 5." [3d6=2, 1, 2]
[11:26] <Knight> oh god the hate
[11:26] <Knight> I'll clue it >_>
[11:26] <Knight> roll 1d6
[11:26] * Hatbot --> "Knight rolls 1d6 and gets 3." [1d6=3]
[11:27] <Knight> ANd now I want to *research* it augh not my day at all
[11:27] <+RandomConsonant> How many clues do you have?
[11:27] <Knight> 5
[11:27] <Knight> Well, 4 now
[11:27] <Knight> Can I spend more than 1?
[11:27] <+RandomConsonant> Yes
[11:27] <@Yakumo> Yeah.
[11:27] <Knight> Oh
[11:27] <Knight> Then I'll do that, yes
[11:28] <Knight> roll 1d6 -2 clues
[11:28] * Hatbot --> "Knight rolls 1d6 -2 clues and gets 6." [1d6=6]
[11:28] <Knight> Theeere we go
[11:28] <Knight> roll 7d6 combat!
[11:28] * Hatbot --> "Knight rolls 7d6 combat! and gets 19." [7d6=2, 2, 2, 2, 5, 4, 2]
[11:28] <Knight> WHY
[11:28] <Knight> If I fail the combat check, the monster hurts me, and we repeat?
[11:28] <+RandomConsonant> Yes.
[11:29] <@Yakumo> Yeah.  Don't need to make another horror check, though.
[11:29] <Knight> roll 7d6 my luck's terrible
[11:29] * Hatbot --> "Knight rolls 7d6 my luck's terrible and gets 27." [7d6=3, 3, 5, 4, 4, 4, 4]
[11:29] <Knight> Do successes accumulate?
[11:30] <+RandomConsonant> No
[11:30] <Knight> Or must it be killed in one fell swoop
[11:30] <Knight> Right
[11:30] <Knight> roll 7d6
[11:30] * Hatbot --> "Knight rolls 7d6  and gets 18." [7d6=1, 3, 6, 1, 2, 3, 2]
[11:30] <@Yakumo> ...<_<
[11:30] <Knight> *whyyyyyy*
[11:30] <@Yakumo> You can use clues here as well.
[11:30] <Knight> I know
[11:30] <Knight> roll 1d6 -1 clue sigh
[11:30] * Hatbot --> "Knight rolls 1d6 -1 clue sigh and gets 5." [1d6=5]
[11:31] <Knight> @_@
[11:31] <Knight> Well, that wasn't so bad! Now I'll fight the elder thing!
[11:31] <+RandomConsonant> Actually, since you have Fight skill, it's two dice on fight checks.
[11:31] <Knight> Oh
[11:31] <+RandomConsonant> Not that this matters right now
[11:31] <Knight> Yeah, I totally forgot
[11:31] <Knight> roll 2d6 the horror the horror
[11:32] * Hatbot --> "Knight rolls 2d6 the horror the horror and gets 8." [2d6=6, 2]
[11:32] <Knight> roll 8d6 fight!
[11:32] * Hatbot --> "Knight rolls 8d6 fight! and gets 33." [8d6=4, 6, 4, 3, 4, 2, 6, 4]
[11:32] <Knight> That went better, whee
« Last Edit: January 20, 2010, 12:54:02 AM by Carthrat »
WHAT BENEFITS CAN ONE GET FROM SCIENTOLOGY?

Taishyr

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 6 Upkeep/Movement
« Reply #77 on: January 20, 2010, 12:59:57 AM »
Clue tokens from the Happy Fun Shiny Emperor Statue get! I go a bit insane. Oh well~ Moving to Velma's Diner for an encounter, picking up the Clue.

We are currently at 4 clues, with my action. Be careful on taking any more clues, and thank you for your patience~


Skids O'Toole

Stats:
Sanity 2/3
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
7 Clue Tokens
1 Gate Trophy (City of the Great Race)

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)
Nameless Cults (Tome, Movement: Exhaust and spend 1 movement point to make a Lore (-1) check. If you pass, draw 1 Spell, lose 1 Sanity, and discard Nameless Cults. If you fail, nothing happens. $3)

Combat Mod: 5-mod.

Personal Story:
Pass- Get one or more Clues from five different instances. (3/5) 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.

Shale

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 6 Upkeep/Movement
« Reply #78 on: January 20, 2010, 02:00:56 AM »
You guys just love that card, don't you.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

[23:02] <Veryslightlymad> CK dreams about me starring in porno?
[23:02] <CmdrKing> Pretty sure.

Magetastic

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 6 Upkeep/Movement
« Reply #79 on: January 20, 2010, 02:49:11 AM »
Mandy Thompson

Stats
Sanity: 2/5
Stamina: 4/5

Speed: 1 2 [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:
$0
2 Clues

Food - (Discard to reduce stamina damage by 1)
Pallid Mask - (+2 Evade)
Enchanted Blade - (1H, +4 Magical weapon)
Bullwhip - (1H, +1 Physical. Exhaust to re-roll one die during a Combat check)
Gate Trophy - R'lyeh
Monster Trophies - 3 (Proto-Shoggoth), 1 (Ghost) = 4 (Total)

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. )

Detriments:
Local Guide - (-1 Speed)

Personal Story:
Success - Gates prevented from opening by elder signs: 0/5
Failure - Terror Level: 3/5
----------------------------------------------------
Mandy is going to meander past Tony, giving him some spending cash, then head on over to the Order of Dagon, change her pants, and slay some ghosts with the power of their eternal nemesis: Bushes.

<Mage> Alright.
<Mage> Move Fight/Will left one, giving me 3 will. Ghost is -2
<Mage> 1d6 to not wet pants
* Hatbot --> "Mage rolls 1d6 to not wet pants and gets 3."12 [1d6=3]
<Mage> Lame.
<+asdgsdfasdflkjgkjhlkjh> You need to sweettalk the bot more.
<Mage> From there, it's 2+4-3=3
<Mage> 3d6 to slay the ghost with bush-fu
* Hatbot --> "Mage rolls 3d6 to slay the ghost with bush-fu and gets 13."12 [3d6=5, 2, 6]
<Mage> Ghost dies, and I fall into the Abyss?
<+RandomConsonant> Or does the Abyss fall into you?


Reminder: Research is still on the table.
« Last Edit: January 20, 2010, 05:05:09 AM by Magetastic »
<%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.

Talaysen

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 6 Upkeep/Movement
« Reply #80 on: January 20, 2010, 03:46:15 AM »
Zoey_Samaras

Location: Devil Reef

Stats
Sanity: 2 / 3
Stamina: 6 / 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
$12
10 Clue Tokens
1 Brood Token

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
Dark Cloak: Bonus: +1 Evade check / Price: $2

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.

Monster Trophies
Cultist (1)

Personal Story
PASS: 1/5 monster trophies.
FAIL: Be arrested/discard Cross.

Current Action
Shift Fight/Will right 1, slay Warlock and Cultist, -1 Sanity, +2 Clue Toikens, +1 Brood Token, +1 Cultist trophy.  Who woulda thought Warlock soup would be enlightening?

[21:38] <Cecilia> Okay, now that I've finished eating, witness for monster slaying?
[21:38] <Knight> z
[21:38] <RandomConsonant> ~
[21:38] <Cecilia> Moving Fight/Will to 4/1.
[21:39] <Cecilia> Taking on Warlock first.
[21:39] <Cecilia> 1 Will, +1 from Cross, -1 mod, 1 die for horror check.
[21:39] <Cecilia> 1d6
[21:39] * Hatbot --> "Cecilia rolls 1d6 and gets 4." [1d6=4]
[21:39] <Cecilia> meh
[21:39] * RandomConsonant trombones
[21:39] <Cecilia> 1 sanity damage isn't much so I'll just take it.
[21:40] * asdgsdfasdflkjgkjhlkjh nods.
[21:40] <Cecilia> 4 Fight, +4 from .45 Automatic, +1 from Knife, -3 mod, so... 6 dice, need two successes.
[21:40] <Cecilia> 6d6
[21:40] * Hatbot --> "Cecilia rolls 6d6 and gets 28." [6d6=6, 1, 4, 6, 6, 5]
[21:40] <Cecilia> ...splat.
[21:40] <Cecilia> Next up, Cultist!
[21:40] <Cecilia> No horror check.
[21:41] <asdgsdfasdflkjgkjhlkjh> heh.
[21:41] <Cecilia> 4 Fight, +4 from .45 Automatic, +1 from Knife, +1 mod, 10 dice, need one success.
[21:41] <asdgsdfasdflkjgkjhlkjh> >_>
[21:41] <Cecilia> 10d6
[21:41] * Hatbot --> "Cecilia rolls 10d6 and gets 40." [10d6=6, 1, 6, 4, 5, 3, 3, 6, 3, 3]
[21:41] <asdgsdfasdflkjgkjhlkjh> Splatto.
[21:41] <Cecilia> That is an ex-Cultist.

Yoshiken

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #81 on: January 20, 2010, 09:53:36 PM »
Rex MANLY Murphy

Sanity: 3/5
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 (+1)

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

3 Clue Tokens
$5
Cross (+1 to all Horror checks; 1H Magical Weapon: +3 against Undead)
Bullwhip (1H Physical Weapon; +1 to combat checks; may exhaust to reroll one die during combat checks.)
Silver Key (Put 1 Stamina token from the bank on Silver Key before making an Evade check to automatically pass it. Discard Silver Key after using it if there are 3 Stamina tokens on it. - 0/3 S.Tokens)
Revelation of Script (+1 Mod; Sanity Cost: 0; Cast and exhaust to gain +3 to all Lore checks (except Spell checks) until the end of this phase.)
Will (+1 Will; When you spend a Clue token to add to any Will check, add one extra bonus die.)

Personal Story: Passed

Guess I'm still working my way to Ye Oldee Magickeee Shoppeeee. Since I can't get there this turn, making a stop at the building of SCIENCE for an encounter.

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 6 Encounters
« Reply #82 on: January 21, 2010, 07:47:11 AM »
Arkham Encounters

Taitoro - "Skids" O'Toole
------------
You get food poisoning! Pass a Luck (-1) check or lose 2 Stamina.

Yoshiken - Rex Murphy
------------
A chemical brew bubbles on a nearby Bunsen burner. It smells delicious. If you drink it, make a  Luck (+0) check. If you pass, the strange liquid fortifies you. Roll a die and gain that many points, split between your Stamina and Sanity however you like. If you fail, the liquid turns out to be coffee. Gain 1 Stamina.

Other World Encounters

Magetastic - Mandy Thompson
------------
It was a diabolical trap, you suddenly realize... now that you're inside it!  Make a Lore(-1) check or you are delayed.

Random Consonant - Trish Scarborough
------------
A monster appears!

Talaysen

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 6 Encounters
« Reply #83 on: January 21, 2010, 10:38:21 AM »
Zoey_Samaras

Location: Devil Reef

Stats
Sanity: 2 / 3
Stamina: 6 / 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
$12
3 Clue Tokens
2 Brood 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
Dark Cloak: Bonus: +1 Evade check / Price: $2

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.

Monster Trophies
Cultist (1)

Gate Trophies
Yuggoth

Personal Story
PASS: 1/5 monster trophies.
FAIL: Be arrested/discard Cross.

Current Action
Closing and sealing gate.  Use up 2 clues on the close check, 5 on the seal.

[04:34] <Cecilia> Witness gate close check plzkthx?
[04:34] <Nao> Witness mode... on.
[04:34] <Cecilia> 4 Fight, -2 mod, 2 dice
[04:34] <Nao> Commit your crime!
[04:34] <Cecilia> 2d6
[04:34] * Hatbot --> "Cecilia rolls 2d6 and gets 4." [2d6=1, 3]
[04:34] <Cecilia> ugh clues
[04:34] <Cecilia> d6
[04:34] * Hatbot --> "Cecilia rolls d6 and gets 3." [d6=3]
[04:34] <Cecilia> d6
[04:35] * Hatbot --> "Cecilia rolls d6 and gets 5." [d6=5]
[04:35] <Cecilia> Hatebot.

Taishyr

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 6 Encounters
« Reply #84 on: January 21, 2010, 04:39:58 PM »
I take the two stamina damage.

Yoshiken

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #85 on: January 21, 2010, 04:41:22 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 (+1)

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

3 Clue Tokens
$5
Cross (+1 to all Horror checks; 1H Magical Weapon: +3 against Undead)
Bullwhip (1H Physical Weapon; +1 to combat checks; may exhaust to reroll one die during combat checks.)
Silver Key (Put 1 Stamina token from the bank on Silver Key before making an Evade check to automatically pass it. Discard Silver Key after using it if there are 3 Stamina tokens on it. - 0/3 S.Tokens)
Revelation of Script (+1 Mod; Sanity Cost: 0; Cast and exhaust to gain +3 to all Lore checks (except Spell checks) until the end of this phase.)
Will (+1 Will; When you spend a Clue token to add to any Will check, add one extra bonus die.)

Personal Story: Passed

Sanity restored by the power of SCIENCE. Slightly. Maybe. A bit.

[16:38] <+Yoshiken> W-w-w-witness?
[16:38] <+Taishyr> yo
[16:39] <+Yoshiken> I find something bubbling in a science lab. Clearly, this is GOOD TO DRINK.
[16:39] <+Yoshiken> 3d6 to become sane again
[16:39] <+Taishyr> >_>
[16:40] * Hatbot --> "Yoshiken rolls 3d6 to become sane again and gets 12." [3d6=4, 6, 2]
[16:40] <+Yoshiken> Okay! Now I need not-1.
[16:40] <+Yoshiken> roll d6 to see how sane
[16:40] * Hatbot --> "Yoshiken rolls d6 to see how sane and gets 1." [d6=1]
[16:40] <+Yoshiken> ...
[16:40] <+Taishyr> ...<_<
[16:40] <+Yoshiken> Blah. Better than nothing.

Random Consonant

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 6 Encounters
« Reply #86 on: January 21, 2010, 07:44:14 PM »
Cultist?  What cultist?

[14:20] <RandomConsonant> Well, might as well try and sneak past the chrysallid I mean the cultist
[14:21] <RandomConsonant> Witness?
[14:41] <Taishyr> yo.
[14:41] <RandomConsonant> Okay.
[14:42] <RandomConsonant> Sneak is at 4, Sneak skill gives an extra die, chrysallid I mean cultist is a whore and has -3 Awareness
[14:42] <RandomConsonant> 2d6 nin nin nin whoosh~ the spy version
[14:42] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 2d6 nin nin nin whoosh~ the spy version and gets 6." [2d6=5, 1]
[14:42] <Taishyr> woo.

Magetastic

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 6 Encounters
« Reply #87 on: January 21, 2010, 10:27:13 PM »
Mandy Thompson

Stats
Sanity: 2/5
Stamina: 4/5

Speed: 1 2 [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:
$0
2 Clues

Food - (Discard to reduce stamina damage by 1)
Pallid Mask - (+2 Evade)
Enchanted Blade - (1H, +4 Magical weapon)
Bullwhip - (1H, +1 Physical. Exhaust to re-roll one die during a Combat check)
Gate Trophy - R'lyeh
Monster Trophies - 3 (Proto-Shoggoth), 1 (Ghost) = 4 (Total)

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. )

Detriments:
Local Guide - (-1 Speed)

Personal Story:
Success - Gates prevented from opening by elder signs: 0/5
Failure - Terror Level: 3/5
----------------------------------------------------
Mandy knew it was a trap all along. Clearly.

<Mage> Witness?
<+RandomConsonant> Perhaps.
<Mage> 2 Lore, -1 mod.
<+RandomConsonant> Did somebody use research?
<Mage> Nope
<Mage> 1d6 to JUST AS PLANNED
* Hatbot --> "Mage rolls 1d6 to JUST AS PLANNED and gets 5."12 [1d6=5]
<Mage> Looks like it doesn't need to be used, anyways. >_>
<+RandomConsonant> Indeed.
<%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 7 Upkeep/Movement
« Reply #88 on: January 21, 2010, 11:18:07 PM »
Students Protest Museum Exhibit
Environment: Urban
Any investigator who ends his movement in the streets must make a Fight (-1) check or be delayed by the throngs of protestors.

A gate opens at the Black Cave.  A Dark Young and a Cultist spill forth.
A clue appears at The Unnameable.
Slash monsters move, the Nightgaunt descends on Tony Morgan.


John Legrasse was found dead this morning.  7 allies remain.

Random Consonant

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 7 Upkeep/Movement
« Reply #89 on: January 22, 2010, 01:12:21 AM »
Trish Scarborough

Sanity: 1/6
Stamina: 3/4
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:
$10
5 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.)
2 Monster Trophies (Zmobie, Lloigor total toughness: 3)
1 Gate Trophy (Plateau of Leng)

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)

Moving on...

Magetastic

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 7 Upkeep/Movement
« Reply #90 on: January 22, 2010, 01:26:12 AM »
Mandy Thompson

Stats
Sanity: 2/5
Stamina: 4/5

Speed: 1 2 [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:
$0
2 Clues

Food - (Discard to reduce stamina damage by 1)
Pallid Mask - (+2 Evade)
Enchanted Blade - (1H, +4 Magical weapon)
Bullwhip - (1H, +1 Physical. Exhaust to re-roll one die during a Combat check)
Gate Trophy - R'lyeh
Monster Trophies - 3 (Proto-Shoggoth), 1 (Ghost) = 4 (Total)

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. )

Detriments:
Local Guide - (-1 Speed)

Personal Story:
Success - Gates prevented from opening by elder signs: 0/5
Failure - Terror Level: 3/5
----------------------------------------------------
Mm, Abyss~
<%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.

Yoshiken

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #91 on: January 23, 2010, 12:26:52 AM »
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 (+1)

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

3 Clue Tokens
$5
Cross (+1 to all Horror checks; 1H Magical Weapon: +3 against Undead)
Bullwhip (1H Physical Weapon; +1 to combat checks; may exhaust to reroll one die during combat checks.)
Silver Key (Put 1 Stamina token from the bank on Silver Key before making an Evade check to automatically pass it. Discard Silver Key after using it if there are 3 Stamina tokens on it. - 0/3 S.Tokens)
Revelation of Script (+1 Mod; Sanity Cost: 0; Cast and exhaust to gain +3 to all Lore checks (except Spell checks) until the end of this phase.)
Will (+1 Will; When you spend a Clue token to add to any Will check, add one extra bonus die.)

Personal Story: Passed

Off to buy some magicks please~ <3

Taishyr

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 7 Upkeep/Movement
« Reply #92 on: January 23, 2010, 12:38:57 AM »
Moving to the Asylum... for an -encounter-. I strongly believe that Encounters are fun shiny things and we don't do them enough~

Skids O'Toole

Stats:
Sanity 2/3
Stamina 5/7

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
7 Clue Tokens
1 Gate Trophy (City of the Great Race)

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)
Nameless Cults (Tome, Movement: Exhaust and spend 1 movement point to make a Lore (-1) check. If you pass, draw 1 Spell, lose 1 Sanity, and discard Nameless Cults. If you fail, nothing happens. $3)

Combat Mod: 5-mod.

Personal Story:
Pass- Get one or more Clues from five different instances. (3/5) 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.

Carthrat

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 7 Upkeep/Movement
« Reply #93 on: January 23, 2010, 12:43:37 AM »
Tony Morgan

Sanity: 2/3
Stamina: 2/7
Brood Tokens: 1

Speed: 1 2 [3] 4 (+2)
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:
2 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.)
Tommy Gun (Physical Weapon, +6 on combat checks, 2-handed)
Ally: (Eric Colt; +2 Speed, Immune to Nightmarish)
Deep One Trophy (3 toughness)
Elder Thing Trophy (3 toughness)
Nightgaunt Trophy (3 toughness)

<--->

I adjust my fight/will slider to the right, and opt to take out the nightgaunt that's pestering me!

[11:38] <Mage> Encounter at the asylum works
[11:38] <Nao> Ok let's go
[11:39] <Nao> roll 3d6 horror
[11:39] * Hatbot --> "Nao rolls 3d6 horror and gets 10." [3d6=2, 2, 6]
[11:39] <Nao> roll 9d6 shooting
[11:39] * Hatbot --> "Nao rolls 9d6 shooting and gets 33." [9d6=5, 1, 5, 3, 6, 3, 2, 2, 6]
[11:39] <Nao> ding
[11:39] <Mage> That's, uhh...
[11:39] <Mage> That's shot.
[11:39] <+Taishyr> Bam bam.

[11:41] <Mage> Oh, right. Some characters have real careers.
[11:41] <Nao> roll 2d6 I don't want to be delayed...
[11:41] * Hatbot --> "Nao rolls 2d6 I don't want to be delayed... and gets 7." [2d6=3, 4]
[11:41] <Nao> aw nuts. Oh well, monsters will probably attack me tomorrow anyway

Edit: Rolled two extra dice on the combat roll than I should have, but I got 4 successes anyway which is 2 more than needed. I'll reroll if necessary.

[11:50] * Mage shrugs. May as well re-roll the combat check, I guess. Just to be safe.
[11:50] <Nao> roll 7d6 can-do
[11:50] * Hatbot --> "Nao rolls 7d6 can-do and gets 20." [7d6=3, 3, 5, 2, 5, 1, 1]
[11:50] <Nao> Phew.

and there we go, should be fine.

[11:51] <Nao> roll 1d6 clueing the delay
[11:51] * Hatbot --> "Nao rolls 1d6 clueing the delay and gets 3." [1d6=3]
[11:51] * Nao mutters.
[11:51] <Nao> roll 1d6 clueing the delay x2
[11:51] * Hatbot --> "Nao rolls 1d6 clueing the delay x2 and gets 1." [1d6=1]

I will also slap down two clues onto the fed's raid arkham count.
« Last Edit: January 23, 2010, 01:57:29 AM by Carthrat »
WHAT BENEFITS CAN ONE GET FROM SCIENTOLOGY?

Talaysen

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 7 Upkeep/Movement
« Reply #94 on: January 23, 2010, 02:05:16 AM »
Zoey_Samaras

Location: Devil Reef

Stats
Sanity: 2 / 3
Stamina: 6 / 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
$12
1 Clue Tokens
2 Brood 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
Dark Cloak: Bonus: +1 Evade check / Price: $2

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.

Monster Trophies
Cultist (1)

Gate Trophies
Yuggoth

Personal Story
PASS: 1/5 monster trophies.
FAIL: Be arrested/discard Cross.

Current Action
Dropping 2 Feds clues, moving Lore/Luck left one.  Staying at Devil Reef.

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 7 Encounters
« Reply #95 on: January 23, 2010, 02:27:32 AM »
Arkham Encounters

Talaysen - Zoey Samaras
------------
A boat approaches...but who's on it? Make a Luck (-2) check. If you pass, friendly fishermen offer you a lift to Falcon Point. If you accept, move there and immediately have an encounter. If you fail, the robed figures beat you and rob you. Lose 1 Stamina, 1 Sanity, and 1 item of your choice.

Taitoro - "Skids" O'Toole
------------
A doctor working on dream therapy asks if you'd be willing to venture into a patient's nightmares; he seems to be beset by dreams of animal-headed men, blinding sand, and strange pyramids. If you agree, you gain 3 Clue tokens but immediately move to the Dreamlands.

Yoshiken - Rex Murphy
------------
A withered old man behind the counter silently offers you two pieces of parchment.  One contains the spell Shroud of Shadow, the other Red Sign of Shudde M'ell.

Other World Encounters

Magetastic - Mandy Thompson
------------
Monsters lurk everywhere.  Pass a Sneak(-2) check or stay here next turn.

Random Consonant - Trish Scarborough
------------
Pass a Luck(-1) check or the book is a prison.  If you fail, roll a die.  On a failure, a monster appears from the book.  On a success, you are drawn into the book for a time.  Stay here next turn.

Magetastic

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 7 Encounters
« Reply #96 on: January 23, 2010, 02:34:59 AM »
Mandy Thompson

Stats
Sanity: 2/5
Stamina: 4/5

Speed: 1 2 [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:
$0
1 Clue

Food - (Discard to reduce stamina damage by 1)
Pallid Mask - (+2 Evade)
Enchanted Blade - (1H, +4 Magical weapon)
Bullwhip - (1H, +1 Physical. Exhaust to re-roll one die during a Combat check)
Gate Trophy - R'lyeh
Monster Trophies - 3 (Proto-Shoggoth), 1 (Ghost) = 4 (Total)

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. )

Detriments:
Local Guide - (-1 Speed)

Personal Story:
Success - Gates prevented from opening by elder signs: 0/5
Failure - Terror Level: 4/5
----------------------------------------------------
Mandy idly remembers her research on The Ways of Sneakery.

<+Mage> Because I have things to do tonight...
<@Yakumo> What do you mean what?  Your encounter has a chance of needing another encounter.
<+Mage> 3+2(mask)-2(mod)=3.
<+Nao> Nope
<@Yakumo> Tai, if he chooses to go with his, will need one too.
<+Mage> 3d6 to be a sneaky sneak bush
* Hatbot --> "Mage rolls 3d6 to be a sneaky sneak bush and gets 5."12 [3d6=3, 1, 1]
<+Nao> So what's martial law all about?
<+Cecilia> That is not very sneaky.
<+Nao> And how can jail be avoided? <_<
<+Mage> 1d6 Clue Token Mk. I
* Hatbot --> "Mage rolls 1d6 Clue Token Mk. I and gets 1."12 [1d6=1]
<+Cecilia> ...neither is that.
<+Mage> ...screw it. Research time.
<+Mage> 4d6 to research sneakiness
* Hatbot --> "Mage rolls 4d6 to research sneakiness and gets 12."12 [4d6=2, 1, 6, 3]
<@Yakumo> Once the doom track gets to half full, Martial Law is declared in Innsmouth.  If you end your turn on any of the places with a number beneath them, like the +0 for the streets you're on, you have to pass a Sneak check at that modifier or you are arrested and thrown in the Innsmouth jail.
« Last Edit: January 23, 2010, 03:25:06 AM by Magetastic »
<%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.

Talaysen

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 7 Encounters
« Reply #97 on: January 23, 2010, 02:41:06 AM »
Zoey_Samaras

Location: Falcon Point

Stats
Sanity: 2 / 3
Stamina: 6 / 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
$12
0 Clue Tokens
2 Brood 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
Dark Cloak: Bonus: +1 Evade check / Price: $2

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.

Monster Trophies
Cultist (1)

Gate Trophies
Yuggoth

Personal Story
PASS: 1/5 monster trophies.
FAIL: Be arrested/discard Cross.

Current Action
I get on a boat and move to Falcon Point.  Used 1 Clue Token in the process.  New encounter is in the chat log below, though Yakumo will resolve it later.

[20:33] <Cecilia> Anyway, Luck -2 check, I have 5 luck.
[20:33] <Nao> The doom track will be half full next turn? <_<
[20:33] <Cecilia> 3d6
[20:33] * Hatbot --> "Cecilia rolls 3d6 and gets 7." [3d6=2, 2, 3]
[20:33] <Cecilia> ...Hatebot.
[20:33] <Yakumo> If a gate opens, then yes, it will be.
[20:33] <Cecilia> I have a clue.
[20:34] <Cecilia> d6
[20:34] * Hatbot --> "Cecilia rolls d6 and gets 6." [d6=6]
[20:34] <Cecilia> phew

[20:35] <Yakumo> "Weather's changin'," say an old salt. Draw Mythos cards until you find an Environment (Weather) card. Place that card directly into play, ignoring the gate and monster movement information on that card. Discard the other Mythos cards you have drawn.

Taishyr

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 7 Encounters
« Reply #98 on: January 23, 2010, 03:04:13 AM »
Apparently dream doors are harder than normal does to, you know, open and step through. I still keep a clue from entering the dream, though, and now I'm working on that Black Cave gate! ...nice Dark Young? Good Dark Young? Don't eat my face off Dark Young?

[21:57] > Okay. So... it's a -2 check, I've 3 speed. ...:/ Well. This'll be fun.
[21:57] > Witnesses?
[21:57] <+Mage> Here
[21:57] > Right.
[21:58] > roll 1d6 Okay, fuck this shit. I came in, I punched his goddamn Shadow out. Now, time to book it before the Dreamfeds show~
[21:58] * Hatbot --> "Taishyr rolls 1d6 Okay, fuck this shit. I came in, I punched his goddamn Shadow out. Now, time to book it before the Dreamfeds show~ and gets 2." [1d6=2]
[21:58] > ...nnnnot viable.
[21:58] > roll 1d6 clue token 1, hey dumbass the door is that way!
[21:58] * Hatbot --> "Taishyr rolls 1d6 clue token 1, hey dumbass the door is that way! and gets 4." [1d6=4]
[21:59] > roll 1d6 clue token 2 No, you fucking dumbass, THAT WAY! OVER THERE! Shit are you blind or something?
[21:59] * Hatbot --> "Taishyr rolls 1d6 clue token 2 No, you fucking dumbass, THAT WAY! OVER THERE! Shit are you blind or something? and gets 1." [1d6=1]
[21:59] <+Mage> Yes!
[21:59] * +Mage lends Tai his notes on escapology
[21:59] > Skids beats himself over the head, triggering SCHOOL OF HARD KNOCKS.
[22:00] > roll 2d6 Okay. Door? Right there. Go through it. HARD KNOCK IT if you have to. Alright? This is basic Doorology 101 you eternal nitwit, don't fuck this up you loser jackass.
[22:00] * Hatbot --> "Taishyr rolls 2d6 Okay. Door? Right there. Go through it. HARD KNOCK IT if you have to. Alright? This is basic Doorology 101 you eternal nitwit, don't fuck this up you loser jackass. and gets 6." [2d6=1, 5]
[22:00] > DONE.
[22:00] > Down to 8 clues!

Skids O'Toole

Stats:
Sanity 2/3
Stamina 5/7

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
8 Clue Tokens
1 Gate Trophy (City of the Great Race)

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)
Nameless Cults (Tome, Movement: Exhaust and spend 1 movement point to make a Lore (-1) check. If you pass, draw 1 Spell, lose 1 Sanity, and discard Nameless Cults. If you fail, nothing happens. $3)

Combat Mod: 5-mod.

Personal Story:
Pass- Get one or more Clues from five different instances. (4/5) 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.

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 7 Encounters
« Reply #99 on: January 23, 2010, 03:19:15 AM »
The change in the weather that the old fisherman predicted was a Plague of Insects.

Investigators that end their turns in the street lose 1 Stamina and 1 Sanity. The terror level increases by 1.  Ruby Standish flees from the swarms of bugs.  The General Store is closed.