Author Topic: Ancient Artifacts and Killer Bugs in Arkham - Endgame  (Read 16363 times)

Yoshiken

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #100 on: January 23, 2010, 03:34:33 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
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.)
Red Sign of Shudde M'ell (Spell: Casting Mod -1; San Cost: 1; 1H; Cast & exhaust to lower a monster's thoughness by 1 and remove one special ability (not Magical Immunity) until the end of this combat)

Personal Story: Passed

I picked up a road red sign!

Carthrat

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 7 Encounters
« Reply #101 on: January 23, 2010, 01:17:03 PM »
Tony Morgan

Sanity: 1/3
Stamina: 1/7
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.)
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)

---

you have got to be shitting me
« Last Edit: January 23, 2010, 01:19:13 PM by Carthrat »
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Random Consonant

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 7 Encounters
« Reply #102 on: January 23, 2010, 08:32:49 PM »
Prison booc?  What prison booc?

[15:30] <RandomConsonant> Prison booc eh
[15:30] <Taishyr> yup
[15:30] <RandomConsonant> Luck at 2, Lantern and modifier cancel out
[15:31] <RandomConsonant> 2d6 for no prison booc
[15:31] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 2d6 for no prison booc and gets 9." [2d6=3, 6]
[15:31] <Taishyr> No prizn
[15:31] <RandomConsonant> Trish is too awesome for prison booc

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 8 Upkeep/Movement
« Reply #103 on: January 23, 2010, 10:55:13 PM »
Campus Security Increased!
All monsters in the Miskatonic U. Streetstreets or locations are returned to the cup.

A monster surge occurs as a gate attempts to open at Independence Square.
A Warlock and a Maniac appear at Independence Square.
A Cultist and a Deep One appear at the Esoteric Order of Dagon.
A Deep One Hybrid and a Fire Vampire appear at the Black Cave.
A clue appears at The Unnamable.
Diamond monsters move on black, the Shoggoth moves to the Northside Streets.

Professor Armitage was the Strangler's latest victim.  5 Allies remain.

Random Consonant

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 8 Upkeep/Movement
« Reply #104 on: January 23, 2010, 11:18:42 PM »
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)

Back to Arkham, time to get to closing that thar gate.

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 8 Upkeep/Movement
« Reply #105 on: January 23, 2010, 11:28:38 PM »
Due to the fact I didn't notice Tal sealing his gate, and therefore didn't notice that he had two Brood Tokens and needed to roll, and then when I had him roll he rolled a 1 causing him to be devoured as of a turn and a half ago, please do not post until I figure out how I'm going to fix this.  Especially since that removes the weather effect but adds two doom tokens and activates Martial Law. 


Changes thus far:
Tal changing characters due to Zoey being devoured.
After Witch Blood, there will be 6 Doom Tokens, Martial Law declared.
Tal gets the spells Yoshi would have drawn, Yoshi ends up picking Find Gate instead.
Weather didn't happen, PS fail on new character leaves Terror as is, old Environment put back in play.

Still to do:
Rat needs to redo his movement phase since this time Martial Law will be in effect if he fights the Nightgaunt and stays in the streets.  Due to the change in circumstances you may change your slider positions for that as well.
Need to fix map to match changes.
« Last Edit: January 24, 2010, 01:06:35 AM by Yakumo »

Talaysen

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 8 Upkeep/Movement
« Reply #106 on: January 24, 2010, 01:05:40 AM »
Marie Lambeau

Location: Library

Stats
Sanity: 6 / 6
Stamina: 4 / 4

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

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

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

Focus: 2

Unique Abilities
Witch Blood - Upkeep: Once per game, at the start of your turn, remove 1 doom token from the Ancient One's doom track.  USED

Third Eye - Any Phase: Marie has a third hand usuable only for casting spells.

Inventory
$4
2 Clue Tokens

Unique Items
Enchanted Knife: Type: Magical weapon / Bonus: +3 Combat check / Hands: 1 / Price: $5

Skills
Bravery: Any Phase: Exhaust to re-roll a Horror check.

Spells
Voice of Ra: Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.
Shroud of Shadow: Casting Modifier: -1 / Sanity Cost: Special / Casting phase: Any / Effect: Cast, exhuast, and discard an amount of Sanity of your choice. For each point of Sanity you choose to discard, gain +2 to a Sneak check. / Hands: 0
Red Sign of Shudde M'ell: Casting Modifier: -1 / Sanity Cost: 1 / Any Phase: Cast and exhaust to lower a monster's toughness by 1 (to a minimum of 1) and ignore one of its special abilities other than Magical Immunity until the end of this combat. / Hands: 1
Astral Travel: Casting Modifier: -1 / Sanity Cost: 2 / Casting phase: Arkham Encounters / Effect: Instead of having an encounter, cast and discard to immediately enter an open gate anywhere in Arkham. Hands: 0

Personal Story
FAILED: Terror level increased by 1.

Current Action
LAST TURN ACTION: Used Witch Blood.  Moved to Library for an encounter:

[18:57] <Yakumo> A poorly shelved collection of books falls on you. Make a Speed (+1) check or lose 1 Stamina. Regardless of your success or failure, a book lands open on the floor to a strange passage. Draw 1 Spell.

[18:58] <MishaArsellecLune> I have 4 Speed, so 5 dice.
[18:59] <Yakumo> http://www.arkhamhorrorwiki.com/Astral_Travel
[18:59] <MishaArsellecLune> 5d6
[18:59] * Hatbot --> "MishaArsellecLune rolls 5d6 and gets 21." [5d6=5, 6, 3, 5, 2]

Got Astral Travel as the spell.

Carthrat

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 8 Upkeep/Movement
« Reply #107 on: January 24, 2010, 09:11:15 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.)
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)

---

Ok, I passed the sneak check for last turn-

[20:07] <+Erin> roll 2d6 sneaky sneak
[20:07] <Mage> Sneak check with no mod.
[20:07] * Hatbot --> "Erin rolls 2d10 sneaky sneak and gets 13." [2d10=4, 9]
[20:07] * Hatbot --> "Erin rolls 2d6 sneaky sneak and gets 6." [2d6=1, 5]
[20:07] <+Erin> Phew.
[20:07] <+Lunasa> Yay.

--get +1 stamina/sanity back because there were no bugs, am delayed presently, and must make another sneak-sneak check. Slider moved.

[20:08] <Mage> I believe so.
[20:08] <+Lunasa> Yes.
[20:09] <Mage> Will I need to make a Sneak check, though?
[20:10] <+Erin> roll 3d6 sneaky sneak
[20:10] * Hatbot --> "Erin rolls 3d6 sneaky sneak and gets 16." [3d6=5, 6, 5]

And so, Tony will remain on the church green streets this turn. whee.

[16:33] <+RandomConsonant> What for?
[16:34] <Erin> Yak tells me I need to check against being delayed again.
[16:39] <Erin> So, here we go
[16:39] <Erin> roll 2d6 fight check!
[16:39] * Hatbot --> "Erin rolls 2d6 fight check! and gets 5." [2d6=3, 2]
[16:39] <Erin> roll 2d6 clue I'm not being delayed twice >_>
[16:39] * Hatbot --> "Erin rolls 2d6 clue I'm not being delayed twice >_> and gets 6." [2d6=3, 3]
[16:40] <+RandomConsonant> OR ARE YOU
[16:40] <Erin> Is research still avaliable?
[16:40] <Erin> Because I'm really sad now :(
[16:40] <+RandomConsonant> Think Mage used it.
[16:40] <Erin> roll 2d6 I have another clue, this is getting inane though
[16:40] * Hatbot --> "Erin rolls 2d6 I have another clue, this is getting inane though and gets 2." [2d6=1, 1]
[16:40] <Erin> fssk
[16:40] <Erin> WELL FINE
[16:40] <Erin> I'll stay in these streets and I'll LIKE IT
« Last Edit: January 25, 2010, 05:41:25 AM by Carthrat »
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Magetastic

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 8 Upkeep/Movement
« Reply #108 on: January 24, 2010, 09:32:02 AM »
Mandy Thompson

Stats
Sanity: 2/5
Stamina: 1/5

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

Fight:
  • 1 2 3
Will: [5] 4 3 2

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

Inventory:
$0
Pallid Mask - (+2 Evade)
Enchanted Blade - (1H, +4 Magical weapon)
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
----------------------------------------------------
Fuck. Hatbot. FUCK IT UP THE NECK. Oh, and I pumped Will, and am now in the hospital sans Bullwhip.

<Mage> Erg. I'm fighting. Witness(es)?
<+Erin> hi
<Mage> Deep One, first. Pumping Fight/Will to the left for 5 Will, with a -2 mod.
<Mage> 3d6 I think I can, I think I can
* Hatbot --> "Mage rolls 3d6 I think I can, I think I can and gets 6."12 [3d6=2, 1, 3]
<Mage> FFT.
<Mage> 3d6 to research how to not look at things that scare me
* Hatbot --> "Mage rolls 3d6 to research how to not look at things that scare me and gets 11."12 [3d6=1, 5, 5]
<Mage> Much better.
<Mage> +4 Enchanted Blade, +1 Bullwhip, -1 mod, 0 Fight.
<Mage> 4d6 to bush-fu this thing into non-existence
* Hatbot --> "Mage rolls 4d6 to bush-fu this thing into non-existence and gets 11."12 [4d6=3, 2, 3, 3]
<+Lunasa> Hatebot is in full force.
* Mage eats the Food
<Mage> 4d6 to cut this thing's head off and parade around town with it as I slowly drive myself into the pavement via hatebot
* Hatbot --> "Mage rolls 4d6 to cut this thing's head off and parade around town with it as I slowly drive myself into the pavement via hatebot and gets 13."12 [4d6=5, 3, 4, 1]
<Mage> 1d6 slavery
* Hatbot --> "Mage rolls 1d6 slavery and gets 4."12 [1d6=4]
* Mage sighs
<Mage> 1d6 Clue Token The Last
* Hatbot --> "Mage rolls 1d6 Clue Token The Last and gets 1."12 [1d6=1]
<Mage> 3d6 to go OH GOD, THE PAIN
* Hatbot --> "Mage rolls 3d6 to go OH GOD, THE PAIN  and gets 11."12 [3d6=4, 2, 5]
<Mage> Aaaaand that's me in the hospital.
<+Lunasa> well we're fucked
<%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 #109 on: January 24, 2010, 12:10:23 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

5 Clue Tokens
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.)
Find Gate (Spell: Casting Mod -1; Sanity Cost 1; Cast and exhaust to immediately return from Other World -> Arkham)

Personal Story: Passed

Spells changed. Meandering over to the Historical Society to grab the clue so I can stop the Strangler next turn. Damn my lack of ability to do anything useful!

Taishyr

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 8 Upkeep/Movement
« Reply #110 on: January 24, 2010, 09:46:04 PM »
Dark Young evaded, punched the shit out of the Deep One Hybrid, Fire Vampire and Cultist evaded. Preparing to Lore this thing shut next turn. >_>

[16:31] > Yeah.
[16:31] <+MishaArsellecLune> I think someone has a special ability does that but it's not the norm.
[16:32] <Dantetastic> Evading is like a combat check. Except you only need one success, and you don't kill the thing
[16:32] > Right.
[16:32] > Okay.
[16:33] > I'm shifting my Sneak/Speed left two, which gets me four Sneak. He has 2 awareness, so I have two dice for my evade check, and my Stealth ability.
[16:33] > Witness?
[16:33] <Dantetastic> Yo
[16:34] <Dantetastic> Btw, Yoshi. How many turns ago did you pass your PS?
[16:34] <+Yoshiken> Quiiite a few. I think it was the turn before I went first, if that means anything.
[16:34] > roll 2d6 Right. Dark Young, meet empty space. Empty space, meet Dark Young. I'll uh just be over here running the hell ass balls away from you.
[16:34] * Hatbot --> "xrnzmbtoro rolls 2d6 Right. Dark Young, meet empty space. Empty space, meet Dark Young. I'll uh just be over here running the hell ass balls away from you. and gets 9." [2d6=3, 6]
[16:34] > Dark Young evaded.
[16:35] <Dantetastic> Dark Young and Empty Space = BFF's
[16:35] <Dantetastic> Alright, then I wouldn't have gotten a clue from it. Oh well.
[16:36] > Deep One hybrid next. I'm... gonna try fighting it. We need stuff out of the way anyway.
[16:36] > I have 3 Will, it has -1 to Horror checks. 2 dice.
[16:36] > roll 2d6 Skids don't fear no freaky fishmen
[16:36] * Hatbot --> "xrnzmbtoro rolls 2d6 Skids don't fear no freaky fishmen and gets 8." [2d6=5, 3]
[16:36] <Dantetastic> No he don't.
[16:36] <Trodeko> BBL. Look and comment on my Arkham topic ;-;
[16:37] * Trodeko (~ksoppy@38.106.103.97.cfl.res.rr.com) Quit (Quit: )
[16:37] > Skids stands ground, has an axe which he two-hands for +3 mod. 2 Fight, Deep One doesn't modify fight, need one success on five dice.
[16:37] > roll 5d6 Time to axe the nice creepy fish dude for some monster trophies.
[16:37] * Hatbot --> "xrnzmbtoro rolls 5d6 Time to axe the nice creepy fish dude for some monster trophies. and gets 18." [5d6=4, 5, 2, 4, 3]
[16:37] > Barely.
[16:37] > But he is axed.
[16:37] <Dantetastic> Stingy fishman...
[16:37] > Next is... Fire Vampire.
[16:38] > No horror check, I have 5 Stamina.
[16:38] > I'm gonna try fighting this shit.
[16:38] <+MishaArsellecLune> That guy is a jerk too.  >.>
[16:38] <Dantetastic> What's Ambush do?
[16:38] > He has phys immunity, so it's just me wrestling a guy made of fire to death.
[16:38] > I can't evade out once I'm fighting it.
[16:38] > So this is do or die.
[16:38] <Dantetastic> Mm.
[16:38] > Okay.
[16:39] > Fight is 2, he has no combat mod.
[16:39] <+MishaArsellecLune> He has a -2.
[16:39] > ...
[16:39] > Wow.
[16:39] <Dantetastic> Try to evade him. May as well.
[16:39] <+MishaArsellecLune> So um.
[16:39] > Okay, uh fuck that shit I evade him so hard his mother cried.
[16:39] <+MishaArsellecLune> Yeah.
[16:39] > No -EVADE- mod, so I have four dice.
[16:39] <Dantetastic> Not gonna Cultist first?
[16:40] > It doesn't really matter which I do first, I'm keeping Cultist for last in case of brood.
[16:40] <+MishaArsellecLune> Are you killing or evading Cultist?
[16:40] > I... don't know yet.
[16:40] <+MishaArsellecLune> >.>
[16:40] <+MishaArsellecLune> Fair enough.
[16:40] > Lemme evade Fire Vamp.
[16:41] > roll 4d6 Okay, flaming guys? Not Skids' cup o' tea. He prefers his men with boobs and a vagoo, and without a cock.
[16:41] * Hatbot --> "xrnzmbtoro rolls 4d6 Okay, flaming guys? Not Skids' cup o' tea. He prefers his men with boobs and a vagoo, and without a cock. and gets 12." [4d6=2, 1, 6, 3]
[16:41] > Evaded.
[16:41] > Okay.
[16:41] > Gonna try this Evasion thing first.
[16:41] <+RandomConsonant> ugh cultists
[16:41] > Since sealing/closing the gate would be nice.
[16:41] <Dantetastic> -3 mod. G'luck. >_>
[16:42] > roll 1d6 evasion check part 1
[16:42] * Hatbot --> "xrnzmbtoro rolls 1d6 evasion check part 1 and gets 6." [1d6=6]
[16:42] > Kay, evaded.
[16:42] <+MishaArsellecLune> hax


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.
« Last Edit: January 27, 2010, 01:34:10 AM by Taitoro »

Talaysen

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 8 Upkeep/Movement
« Reply #111 on: January 25, 2010, 06:07:53 AM »
Marie Lambeau

Location: Train Station

Stats
Sanity: 4 / 6
Stamina: 4 / 4

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

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

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

Focus: 2

Unique Abilities
Witch Blood - Upkeep: Once per game, at the start of your turn, remove 1 doom token from the Ancient One's doom track.  - USED

Third Eye - Any Phase: Marie has a third hand usuable only for casting spells.

Inventory
$4
3 Clue Tokens

Unique Items
Enchanted Knife: Type: Magical weapon / Bonus: +3 Combat check / Hands: 1 / Price: $5

Skills
Bravery: Any Phase: Exhaust to re-roll a Horror check.

Spells
Voice of Ra: Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.
Shroud of Shadow: Casting Modifier: -1 / Sanity Cost: Special / Casting phase: Any / Effect: Cast, exhuast, and discard an amount of Sanity of your choice. For each point of Sanity you choose to discard, gain +2 to a Sneak check. / Hands: 0  - EXHAUSTED
Red Sign of Shudde M'ell: Casting Modifier: -1 / Sanity Cost: 1 / Any Phase: Cast and exhaust to lower a monster's toughness by 1 (to a minimum of 1) and ignore one of its special abilities other than Magical Immunity until the end of this combat. / Hands: 1
Astral Travel: Casting Modifier: -1 / Sanity Cost: 2 / Casting phase: Arkham Encounters / Effect: Instead of having an encounter, cast and discard to immediately enter an open gate anywhere in Arkham. Hands: 0

Personal Story
FAILED: Terror level increased by 1.

Current Action
Moved Lore to max, cast Shroud of Shadow (sacrifice 2 sanity), evade Shoggoth, head to Train Station.

EDIT: Forgot the clue token from Rex's PS.
« Last Edit: January 25, 2010, 07:05:48 AM by Talaysen »

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 8 Encounters
« Reply #112 on: January 25, 2010, 07:09:51 AM »
Arkham Encounters

Talaysen - Marie Lambeau
------------
Pay $3 at the Railroad Office to claim an item left in Lost and Found. If you do so, make a Luck (-2) check. If you pass, draw a Unique Item. If you fail, draw a Common Item.

Yoshiken - Rex Murphy
------------
You notice a creepy man watching you as you peruse the books. With a feeling of dread you try to slip out without being followed. Make a Sneak (-1) check. If you pass, you lose the man. If you fail, you are accosted in the street. He is a wizard and he casts a dark spell on you as you flee. Lose 2 Stamina, move to the street, and you are Cursed.

Random Consonant

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 8 Encounters
« Reply #113 on: January 25, 2010, 07:15:48 AM »
Gate closed.  Spending 5 clue tokens so a gate doesn't try to grab me *again* next turn.

[02:13] <RandomConsonant> Okay, I was going to close a gate, I think.
[02:13] <Erin> It suits his characteR? _>
[02:13] <RandomConsonant> So let's that.
[02:13] <RandomConsonant> Lore at 5, gate has -1 mod
[02:14] <RandomConsonant> 4d6 what is a gate? A miserable little pile of secrets! But enough talk, have at you!
[02:14] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 what is a gate? A miserable little pile of secrets! But enough talk, have at you! and gets 15." [4d6=4, 4, 1, 6]

Talaysen

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 8 Encounters
« Reply #114 on: January 25, 2010, 08:02:22 AM »
Marie Lambeau

Location: Train Station

Stats
Sanity: 4 / 6
Stamina: 4 / 4

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

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

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

Focus: 2

Unique Abilities
Witch Blood - Upkeep: Once per game, at the start of your turn, remove 1 doom token from the Ancient One's doom track.  - USED

Third Eye - Any Phase: Marie has a third hand usuable only for casting spells.

Inventory
$1
3 Clue Tokens

Common Items
Cavalry Saber: Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3

Unique Items
Enchanted Knife: Type: Magical weapon / Bonus: +3 Combat check / Hands: 1 / Price: $5

Skills
Bravery: Any Phase: Exhaust to re-roll a Horror check.

Spells
Voice of Ra: Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.
Shroud of Shadow: Casting Modifier: -1 / Sanity Cost: Special / Casting phase: Any / Effect: Cast, exhuast, and discard an amount of Sanity of your choice. For each point of Sanity you choose to discard, gain +2 to a Sneak check. / Hands: 0  - EXHAUSTED
Red Sign of Shudde M'ell: Casting Modifier: -1 / Sanity Cost: 1 / Any Phase: Cast and exhaust to lower a monster's toughness by 1 (to a minimum of 1) and ignore one of its special abilities other than Magical Immunity until the end of this combat. / Hands: 1
Astral Travel: Casting Modifier: -1 / Sanity Cost: 2 / Casting phase: Arkham Encounters / Effect: Instead of having an encounter, cast and discard to immediately enter an open gate anywhere in Arkham. Hands: 0

Personal Story
FAILED: Terror level increased by 1.

Current Action
I will spend $3 and take a common item please.

EDIT: Put in Cavalry Saber.
« Last Edit: January 25, 2010, 07:25:18 PM by Talaysen »

Yoshiken

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #115 on: January 25, 2010, 12:18:07 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

4 Clue Tokens
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.)
Find Gate (Spell: Casting Mod -1; Sanity Cost 1; Cast and exhaust to immediately return from Other World -> Arkham)

Personal Story: Passed

Damned creepy man, he cost me a clue! Need another for the Strangler now. >_>

12:09 <Yoshiken> Aaanyone alive to witness?
12:09 <Yakumo> More or less.
12:10 <Yoshiken> right. I do -not- want to be Cursed again, thanks to that damn unique.
12:11 <Yoshiken> Gah, I can't use the Silver Key for this, can I? >.>
12:11 <Yakumo> Not an Evade check, so no.
12:12 <Yoshiken> :(
12:12 <Yoshiken> Well, might as well roll the one die I do get for now.
12:12 <Yoshiken> d6 to avoid the creepy creepy man
12:12 Hatbot --> "Yoshiken rolls d6 to avoid the creepy creepy man and gets 3." [d6=3]
12:12 <Yoshiken> Welp, figured as much.
12:13 <Yoshiken> Now, is this worth spending clues on? >.<
12:13 Yakumo shrugs.
12:14 <Yoshiken> ggh, guess I'd best try. The Strangler can wait a couple of turns. >_>
12:14 <Yoshiken> d6 for c-c-c-clue~
12:14 Hatbot --> "Yoshiken rolls d6 for c-c-c-clue~ and gets 6." [d6=6]
12:14 <Yoshiken> Success.
12:14 <Yoshiken> Yay, no curse. <3

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 8 Encounters
« Reply #116 on: January 25, 2010, 12:52:18 PM »
Tal's item is a Cavalry Saber.

Taishyr

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 8 Encounters
« Reply #117 on: January 26, 2010, 04:43:15 AM »
Closed, sealed, and Skids isn't man-preggers. Yet.

[23:37] > i was answering to having been ready to.
[23:38] * %Taishyr really is just too argh fuck blah sorry. okay, should i do that roll now?
[23:38] <+RandomConsonant> Maybe.
[23:39] > right. +1 mod, 3 lore, 4 dice.
[23:39] > roll 4d6 sealin' my dreams in a can, not like they buy me anything here
[23:39] * Hatbot --> "Taishyr rolls 4d6 sealin' my dreams in a can, not like they buy me anything here and gets 18." [4d6=5, 1, 6, 6]
[23:39] > closed, sealed with five clues, I must make a brood token check. Correct?
[23:39] <+RandomConsonant> Yes.
[23:40] > right.
[23:40] <Mage> G'luck
[23:40] > roll 1d6 screw off, Eihort, I don't wanna be yo' babby's momma
[23:40] * Hatbot --> "Taishyr rolls 1d6 screw off, Eihort, I don't wanna be yo' babby's momma and gets 2." [1d6=2]
[23:40] > phew
[23:40] <+RandomConsonant> Close.


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
3 Clue Tokens
2 Gate Trophies (City of the Great Race, Dreamlands)
1 Monster Trophy (Deep One Hybrid (1t))

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 9 Upkeep/Movement
« Reply #118 on: January 26, 2010, 05:44:31 AM »
Miskatonic Arctic Expedition Returns!
Any Elder Things previously claimed as monster trophies by players return to life and are placed in the River Docks.  Tony Morgan loses one of his trophies.

A gate opens at Hibb's Roadhouse.  A Ghoul and a Dhole emerge.
A clue falls into Trish's lap at Independence Square.
Moon monsters move, the Cultist at the Order joins Tony in the streets.  Plus monsters move, the Deep One comes along too.

Erica Carlyle is the most recent Strangler victim.  Four allies remain.

Random Consonant

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 9 Upkeep/Movement
« Reply #119 on: January 26, 2010, 06:07:45 AM »
Trish Scarborough

Sanity: 6/6 (after encounters)
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:
$8 (after encounters)
1 Clue Token
1 Brood Token
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)
2 Gate Trophies (Plateau of Leng, Great Hall of Celeano)

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)

Evading the Warlock and the Maniac, getting the heck out of Independence Square and into the Asylum, where I pay $2 for electroshock.

[01:01] <RandomConsonant> Okay, let's do this. Witness for nincheck
[01:02] <MishaArsellecLune> Witness.
[01:02] <Mage> Yo
[01:02] <RandomConsonant> 'kay, let's do the hard one first. Evading Warlock, -2 Awareness, Sneak is at 6, skill grants +1
[01:02] <RandomConsonant> 5d6 nin nin nin~
[01:02] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 5d6 nin nin nin~ and gets 22." [5d6=5, 4, 1, 6, 6]
[01:02] <MishaArsellecLune> Whoosh~
[01:02] <Mage> Nin nin WHOOSH~
[01:02] <RandomConsonant> Now for the maniac. -1 Awareness
[01:03] <MishaArsellecLune> Can't just kill that?
[01:03] <RandomConsonant> Not if I want to go to the Asylum
[01:03] <MishaArsellecLune> Wait, can't move if you do.
[01:03] <RandomConsonant> 6d6 hithere byethere
[01:03] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 6d6 hithere byethere and gets 30." [6d6=5, 4, 4, 6, 5, 6]
[01:03] <RandomConsonant> Finally.
[01:03] <Mage> Congrats
[01:03]   <RandomConsonant>   Sweet electroshock~

Magetastic

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 9 Upkeep/Movement
« Reply #120 on: January 26, 2010, 06:08:31 AM »
Mandy Thompson

Stats
Sanity: 2/5
Stamina: 1/5

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

Pallid Mask - (+2 Evade)
Enchanted Blade - (1H, +4 Magical weapon)
Gate Trophy - R'lyeh
Monster Trophies - 3 (Proto-Shoggoth), 2 (Ghostx2) = 5 (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
----------------------------------------------------
Clue token from Rex's PS, and shifting Fight/Will right one. Then Mandy is going to have an epic duel with her bestest ghost buddy in all the world, and come out victorious!

<+RandomConsonant> Sweet electroshock~
<Mage> Alright. Time for my final showdown with my bestest buddy who never knew I was there.
<Mage> 4 Will, -2 mod.
<Mage> 2d6 to laugh in its face
* Hatbot --> "Mage rolls 2d6 to laugh in its face and gets 7."12 [2d6=6, 1]
<Mage> And now, 1 Fight, +4 Blade, -3 mod.
<Mage> 2d6 for Magical Bush-Fu
* Hatbot --> "Mage rolls 2d6 for Magical Bush-Fu and gets 9."12 [2d6=3, 6]
<Mage> You guys saw this?
<+RandomConsonant> Yes
<%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 #121 on: January 26, 2010, 07:10:49 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

6 Clue Tokens
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.)
Find Gate (Spell: Casting Mod -1; Sanity Cost 1; Cast and exhaust to immediately return from Other World -> Arkham)

Personal Story: Passed

Shifting Speed/Sneak left one, moving to the Silver Twilight Lodge to duplicate and take the clue there.

Taishyr

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 9 Upkeep/Movement
« Reply #122 on: January 26, 2010, 07:13:01 PM »
I am forced to expend all my talents to escape the Dark Young, but manage! The Cultist is apparently easily distracted by said Dark Young. I head to the GRAVEYARD, and get myself a CLUE, which lets me pass my Problematic Slue- I mean Personal Story!

[14:04] > And... fuck, we really do need some more monsters killed, don't we?
[14:05] > ...I'll consider offing more stuff next turn. First, I want away from Dark Young/Cultist combo.
[14:05] > You here to witness?
[14:05] <+Yoshiken> Yup. :)
[14:05] > Okay.
[14:05] > If successful you can go wherever as I'll be passing my PS this turn.
[14:05] > First, Dark Young evasion, as it's the more immediately detrimental.
[14:05] > 4 Sneak, -2 check, so 2 dice.
[14:06] > roll 2d6 Dark Young, please be preoccupied with Mr. Empty Space, since I need to depart this tired land posthaste~
[14:06] * Hatbot --> "Taishyr rolls 2d6 Dark Young, please be preoccupied with Mr. Empty Space, since I need to depart this tired land posthaste~ and gets 2." [2d6=1, 1]
[14:06] > ...
[14:06] > I'm using Skids' ability, four dice get.
[14:07] > roll 4d6 Okay, bitch. You wanna play this way? I'm gonna knock you so hard you see stars, bitch. YOU. DON'T. SEE. ME.
[14:07] <+Yoshiken> Haha, nice. XD
[14:07] * Hatbot --> "Taishyr rolls 4d6 Okay, bitch. You wanna play this way? I'm gonna knock you so hard you see stars, bitch. YOU. DON'T. SEE. ME. and gets 8." [4d6=2, 1, 2, 3]
[14:07] > ...
[14:07] <+Yoshiken> ...wut.
[14:07] > Stealth reroll.
[14:07] > roll 4d6 I CAN DO THIS ALL DAY, GRAMPS. I SAY YOU DON'T SEE ME, YOU DO NOT BLOODY WELL SEE ME.
[14:07] * Hatbot --> "Taishyr rolls 4d6 I CAN DO THIS ALL DAY, GRAMPS. I SAY YOU DON'T SEE ME, YOU DO NOT BLOODY WELL SEE ME. and gets 13." [4d6=5, 3, 3, 2]
[14:07] > Thank you.
[14:07] > Geez.
[14:07] <+Yoshiken> Finally. :s
[14:08] > Okay. Cultist!
[14:08] > ...-3 mod, 1 die.
[14:08] <+Yoshiken> ...is killing that gonna be too risky?
[14:08] > roll 1d6 Cultist, Cultist, don't pay attention to the man who just ran past the Dark Young~ You may wanna pay more attention to the Dark Young itself~
[14:08] * Hatbot --> "Taishyr rolls 1d6 Cultist, Cultist, don't pay attention to the man who just ran past the Dark Young~ You may wanna pay more attention to the Dark Young itself~ and gets 6." [1d6=6]
[14:08] > That's why I just evaded it. >_>
[14:08] <+Yoshiken> ...Niiiice.
[14:08] <+Yoshiken> Makes up for the Hatebot.
[14:09] <+Yoshiken> Yeah, figured you might not be able to. =P
[14:09] > Okay. Moving to Graveyard, Clue get, PS passed!

Skids O'Toole

Stats:
Sanity 3/4
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    2  3  [4]  5
Luck    4  3  [2]  1

Inventory
$0
4 Clue Tokens
2 Gate Trophies (City of the Great Race, Dreamlands)
1 Monster Trophy (Deep One Hybrid (1t))

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)
Shriveling (Spell, Cast, spend 1 san and exhaust to gain +6 to combat checks until end of combat. 1-handed.)

Combat Mod: 5-mod.

Personal Story:
Pass- Get one or more Clues from five different instances. (5/5) Reward: +1 Lore, +1 Max Sanity, +1 Sanity, +1 Spell
« Last Edit: January 27, 2010, 01:33:33 AM by Taitoro »

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 9 Upkeep/Movement
« Reply #123 on: January 26, 2010, 07:34:53 PM »
Tai gets Shrivelling.

Talaysen

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 9 Upkeep/Movement
« Reply #124 on: January 26, 2010, 09:07:42 PM »
Marie Lambeau

Location: Factory District

Stats
Sanity: 3 / 6
Stamina: 4 / 4

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

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

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

Focus: 2

Unique Abilities
Witch Blood - Upkeep: Once per game, at the start of your turn, remove 1 doom token from the Ancient One's doom track.  - USED

Third Eye - Any Phase: Marie has a third hand usuable only for casting spells.

Inventory
3 Clue Tokens

Common Items
Cavalry Saber: Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3

Unique Items
Enchanted Knife: Type: Magical weapon / Bonus: +3 Combat check / Hands: 1 / Price: $5

Skills
Bravery: Any Phase: Exhaust to re-roll a Horror check.

Spells
Voice of Ra: Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.
Shroud of Shadow: Casting Modifier: -1 / Sanity Cost: Special / Casting phase: Any / Effect: Cast, exhuast, and discard an amount of Sanity of your choice. For each point of Sanity you choose to discard, gain +2 to a Sneak check. / Hands: 0  - EXHAUSTED
Red Sign of Shudde M'ell: Casting Modifier: -1 / Sanity Cost: 1 / Any Phase: Cast and exhaust to lower a monster's toughness by 1 (to a minimum of 1) and ignore one of its special abilities other than Magical Immunity until the end of this combat. / Hands: 1
Astral Travel: Casting Modifier: -1 / Sanity Cost: 2 / Casting phase: Arkham Encounters / Effect: Instead of having an encounter, cast and discard to immediately enter an open gate anywhere in Arkham. Hands: 0

Personal Story
FAILED: Terror level increased by 1.

Current Action
Moving Speed/Sneak left one.  Heading to Factory District, cast Shroud of Shadow (sacrifice one Sanity) for Martial Law check, succeed.  -$1, -1 San.

[14:59] <MishaArsellecLune> Anyone around?
[14:59] <RandomConsonant> Maybe
[14:59] <MishaArsellecLune> Martial Law is just a normal Sneak check so I can use Shroud of Shadows on it, yes?
[15:00] <RandomConsonant> Looks like it according to the description, yes.
[15:02] <MishaArsellecLune> Okay, think I'm going to go to Factory District since going to a place with an encounter might get me eaten.
[15:02] <MishaArsellecLune> Which means I can move Sneak to 2.  Nice.
[15:03] <MishaArsellecLune> Casting Shroud of Shadow, -1 mod, 4 Lore, 3 dice.
[15:03] <MishaArsellecLune> 3d6
[15:03] * Hatbot --> "MishaArsellecLune rolls 3d6 and gets 13." [3d6=2, 6, 5]
[15:03] <MishaArsellecLune> Sacrificing... 1 San should be enough.  Gives me 4 dice on Martial Law roll.
[15:03] <MishaArsellecLune> 4d6
[15:03] * Hatbot --> "MishaArsellecLune rolls 4d6 and gets 15." [4d6=5, 3, 4, 3]
[15:04] <MishaArsellecLune> Or 0 San would be enough.  Whatever.  :/

EDIT:
[16:48] <Yakumo> Tal, you also need to do a Fight check if you end in the streets to avoid delay.
[16:48] <Lunasa> ...that's still going?
[16:48] <Yakumo> Nothing's come up to replace it and actually stayed there. <_<
[16:49] <MishaArsellecLune> It's Fight -1?
[16:50] <Yakumo> Yes.
[16:50] <MishaArsellecLune> Sigh.  My Fight is so terrible.
[16:50] <MishaArsellecLune> 2d6
[16:50] * Hatbot --> "MishaArsellecLune rolls 2d6 and gets 8." [2d6=2, 6]
[16:50] <asdgsdfasdflkjgkjhlkjh> Woo!
[16:50] <MishaArsellecLune> Good enough apparently.
[16:50] <asdgsdfasdflkjgkjhlkjh> Marie fights with the POWER OF SONG,.
« Last Edit: January 26, 2010, 10:51:57 PM by Talaysen »