Author Topic: Strangers From Another World (Arkham Game)  (Read 19910 times)

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #100 on: February 24, 2010, 03:47:08 AM »
> Anyway, let's witness my Will check.
<MishaArsellecLune> I'm not sure, but that would be lame if they didn't.
<MishaArsellecLune> Since you can't trade Skills.
> 1d6 to not go cah-razy.
* Hatbot --> "Strago rolls 1d6 to not go cah-razy. and gets 2."12 [1d6=2]
<Mari> Boo.
> So I go a little crazy, no big deal.


Norman Withers, the Astronomer

- Stats -

Sanity 3/4
Stamina 1/4

In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.

- Skills (Focus: 2) -

Speed  0 1 2 [3]
Sneak  4 3 2 [1]

Fight  0 1 2 [3]
Will   4 3 2 [1]

Lore  2 3 4 [5]
Luck  5 4 3 [2] (+2)

- Inventory -

$1
0 Clue Tokens

1 Monster Trophy (Witch)
1 Gate Trophy (Yuggoth)

Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)

Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Find Gate (casting mod -1, san cost 1, Cast and exhaust to immediately return to Arkham from an Other World.)

Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Whiskey (discard to reduce any Sanity loss by 1)
Enchanted Jewelery (Put 1 Stamina token from the bank on Enchanted Jewelry to avoid losing 1 Stamina. If there are 3 Stamina tokens on it, discard Enchanted Jewelry.)
Crystal of the Elder Things (Place 1 Sanity token from the bank on Crystal of the Elder Things to avoid paying the entire Sanity cost of a spell you are casting. If there are 3 Sanity tokens on it, discard Crystal of the Elder Things.)

- Personal Story -

Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [1/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #101 on: February 24, 2010, 04:08:44 AM »
Goat-like Creature Spotted in Woods!
Headline

All Dark Young in Arkham are returned to the cup. If at least one monster returns to the cup, raise the terror level by 1.

A gate attempts to open at Independence Square, causing a MONSTER SURGE! A Zombie and Fire Vampire spawn at Independence Square, a Warlock and Shan spawn at The Unnamable, and a Skeleton and Serpent People spawn from The Woods. A clue attempts to appear at The Unnamable but is lost to R'lyeh.

Hex monsters move on White, moving the Basilisk to the Miskatonic University Streets. Dash, Star and Triangle monsters move on Black, sending the Shan and Fire Vampire to the Sky.

A White Hex/Black Dash, Star, Triangle rift progress marker is added. It is for the Congregational Hospital.

Yakumo

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Re: Strangers From Another World (Arkham Game)
« Reply #102 on: February 24, 2010, 04:27:22 AM »
Hunter Sopko

Sanity 2/5
Stamina 3/5

Focus: 2

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

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

Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)

Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check.  On a success, he gains 1 of the appropriate stat.

Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.


Inventory:

1 Clue Token

Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)


Personal Story: Passed!  Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
------------
Heading to the Rope and Anchor for an encounter.

Edit: Oh, and passed the Nightmares check too.

[23:51] <+Shale> Whew.
[23:51] <@Yakumo> 2d6 nightmares check
[23:52] * Hatbot --> "Yakumo rolls 2d6 nightmares check and gets 9." [2d6=4, 5]
« Last Edit: February 24, 2010, 04:53:04 AM by Yakumo »

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #103 on: February 24, 2010, 04:51:02 AM »
* Shale looks around, sees no Gate.
<Shale> Well, damn.
> Okay, well. Find Gate check. 5 Lore -1 = 4, using Crystal of the Elder Things not to go crazier.
> 4d6
* Hatbot --> "Strago rolls 4d6 and gets 13."12 [4d6=5, 1, 6, 1]
> Hoorah.
<MishaArsellecLune> Gate found.

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #104 on: February 24, 2010, 04:55:44 AM »
Niniel, the Tattooed Lady

Sanity: 3/4
Stamina: 3/6

Focus: 2

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

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

Lore  0  [1+1]  2  3
Luck  3  [2]  1  0

Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.

Inventory:
$2
6 Clues
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Spear: Two-handed physical weapon, +3 to combat checks. Exhaust for a +2 bonus to one evade check.
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Dark Cloak: +1 to Evade checks.

8 Toughness worth of monster trophies (Skeleton, Cultist, Nightgaunt, Zombie, Skeleton)

Quest Status:

Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 0

Niniel sneaks past the Basilisk, exhausting the spear in the process, and then cross-stabs a scary skeleton before jumping into the gate.

<Shale> Might as well try my sneak check past that basilisk.
<Shale> (Also, somebody should do the Will check. I don't have any right now, so somebody not me.)
<Shale> 2d6 for NINJA
<Hatbot> ACTION --> "Shale rolls 2d6 for NINJA and gets 6." [2d6=3, 3]
<Shale> Damn.
<Strago> I can re-focus and try for the will check.
<Shale> 2d6 for SPEAR NINJA
<Hatbot> ACTION --> "Shale rolls 2d6 for SPEAR NINJA and gets 7." [2d6=1, 6]
<Yakumo> Oh, right, I get two dice for that.
<Shale> Whew.
<Yakumo> 2d6 nightmares check
<Hatbot> ACTION --> "Yakumo rolls 2d6 nightmares check and gets 9." [2d6=4, 5]
<Yakumo> Don't bother. :P
<Shale> Okay, I walk over to the Woods and do battle with a skeleton.
<Strago> Kay-o.
<Shale> 1 will, -1 check, +1 from cross.
<Shale> d6 horror
<Hatbot> ACTION --> "Shale rolls d6 horror and gets 3." [d6=3]
<Shale> d6 bravery
<Hatbot> ACTION --> "Shale rolls d6 bravery and gets 2." [d6=2]
<Shale> One sanity damage, oh noes.
<MishaArsellecLune> Skeletons are scary.
<Shale> 5 fight, +3 cross, -1 check, need two successes.
<Shale> 7d6
<Hatbot> ACTION --> "Shale rolls 7d6 and gets 29." [7d6=2, 3, 3, 6, 6, 3, 6]
<MishaArsellecLune> Redead.
<Shale> Kablammo.
<Shale> Not going to go hunting for serpent people, so into the gate I go.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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

Sierra

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Re: Strangers From Another World (Arkham Game)
« Reply #105 on: February 25, 2010, 12:08:36 AM »
Arianna Lanathan

Sanity: 3/3
Stamina: 6/7

Focus: 1

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

Fight: 2 3 4 [5]
Will: 6 5 4 [3]

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

Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.

Inventory:

$2
5 clue tokens
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Yithian Rifle (magical weapon, exhaust before making a combat check to add +6 to check/spend all focus to refresh, 2H, $6)

Personal story:

Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)

Trophies:

Cultist (1 toughness)
Zombie (1 toughness)

~

Arianna brutally overkills a zombie with the aid of alcohol, then jumps into a gate to the underworld.

<Cidward> Okay, time to smash a zmobie.
<Cidward> Using focus to refresh gun because there's no kill like overkill.
<Cidward> Horror check at -1 = 2 dice, lose 1 sanity on failure.
<Cidward> roll 2d6
* Hatbot --> "Cidward rolls 2d6 and gets 5."12 [2d6=1, 4]
<Cidward> Okay, let's just use booze to ignore that.
<Soppy-GOUSA> K
<Cidward> So, 5 fight, +6 from gun, -1 from monster, need one success. Let's see if Hatebot is feeling especially epic today.
<Cidward> roll 10d6
* Hatbot --> "Cidward rolls 10d6 and gets 43."12 [10d6=5, 4, 4, 5, 4, 5, 4, 4, 6, 2]
* Cidward kills zmobie, falls down the hollllle.

VySaika

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Re: Strangers From Another World (Arkham Game)
« Reply #106 on: February 25, 2010, 01:20:46 AM »
Harkan Ashland, the Magic Student

Sanity: 6/6
Stamina: 4/4

Focus: 1

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

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

Lore  2  3  4  [5]
Luck  4  3  2  [1]

Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.

Inventory:
$0
0 Clues
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Shotgun: 2h Weapon, +4 combat, 6s count double

Trophies
Witch - 1 toughness
Unknown Kadath - Gate Trophy

Quest Status:

Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.

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

Trading Arianna my Find Gate spell, if she wants it, before she goes gate jumping. Then moving over to the Bank to have an encounter!
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Talaysen

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Re: Strangers From Another World (Arkham Game)
« Reply #107 on: February 25, 2010, 01:40:53 AM »
Keith Chiemi

Location: Black Cave

Stats
Sanity: 2 / 2
Stamina: 3 / 6

Speed: 3 4 5 [6]
Sneak: 3 2 1 [0]

Fight: 3 [4] 5 6
Will: 4 [3] 2 1

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

Focus: 2

Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.

Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.

Inventory
2 Clue token

Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3

Unique Items

Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.

Spells

Gate Trophies
R'lyeh

Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.

Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper

Current Action
Moving over to Black Cave and picking up the clue there.

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #108 on: February 25, 2010, 07:02:40 AM »
Arkham
Keith- Black Cave
You are attacked by a shadowy being, but a large man leaps out of the darkness and drives it off. He introduces himself as Tom "Mountain" Murphy. Make a Luck -2 check or discard a Whiskey card to pass it automatically. If you pass, he joins your investigation. Take his ally card if its available, otherwise he gives you something to protect yourself with. Search the common item deck and take the first weapon you find. If you fail, nothing happens. (Tom Murphy is not availible.)

Hunter- The Rope and Anchor
A pale, ordinary man stares out the window at the peak of the Kingsport head as if longing for something. Pass a Fight -2 check or discard Lucky Cigarette Case to peak his interest in you and his surroundings. If so, he introduces himself as Thomas Olney. Take his ally card, or, if its not available, remove 1 doom token from the Ancient ones track. (His ally card is not availible.)

Harkan- Bank of Arkham
A man wearing dirty and tattered clothing is loitering outside the bank. He offers to sell you his last possesssion to get some food money for him and his family. If you accept, pay $2 and make Luck -1 check. If you pass, draw 1  Unique item. If you fail, draw 1 common item.

Norman- The Unnamable
The gate looooooooms~

Other World
Niniel- City of the Great Race (Yellow Expansion Encounter!)
You look back the way you came and become confused, your entire journey here blanking from your mind. Keep this card. You do not collect a Gate Trophy from closing this gate. Return this card to the box once the gate is closed.

Arianna- The Underworld (Blue Expansion Encounter!)
It appears to be raining money! Gain $5.
« Last Edit: February 25, 2010, 07:18:48 AM by Hunter Sopko »

Talaysen

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Re: Strangers From Another World (Arkham Game)
« Reply #109 on: February 25, 2010, 07:20:16 AM »
Keith Chiemi

Location: Black Cave

Stats
Sanity: 2 / 2
Stamina: 3 / 6

Speed: 3 4 5 [6]
Sneak: 3 2 1 [0]

Fight: 3 [4] 5 6
Will: 4 [3] 2 1

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

Focus: 2

Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.

Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.

Inventory
2 Clue token

Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
.38 Revolver - Type: Physical weapon / Bonus: +3 Combat check / Hands: 1 / Price: $4

Unique Items

Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.

Spells

Gate Trophies
R'lyeh

Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.

Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper

Current Action
Yay weapon~

[01:16] <MishaArsellecLune> Anyway, since you're around, I might as well make my check.
[01:16] <MishaArsellecLune> 2d6
[01:16] * Hatbot --> "MishaArsellecLune rolls 2d6 and gets 8." [2d6=2, 6]
[01:16] <MishaArsellecLune> Yay~
[01:17] <Soppy-GOUSA> Cool. Your shiny new weapon is the .38 Revolver

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #110 on: February 25, 2010, 08:04:08 AM »
Norman closes the gate, disappearing Hex monsters.

> Gate!
> Closing!
> Witness?
<SpectralSoppy> Yo
<MishaArsellecLune> Witness.
> 5 Lore, -3 O RLY.
> 2d6
* Hatbot --> "Strago rolls 2d6 and gets 8."12 [2d6=2, 6]
<MishaArsellecLune> YA RLY
> Woah, awesome.


Norman Withers, the Astronomer

- Stats -

Sanity 3/4
Stamina 1/4

In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.

- Skills (Focus: 2) -

Speed  0 1 2 [3]
Sneak  4 3 2 [1]

Fight  0 1 2 [3]
Will   4 3 2 [1]

Lore  2 3 4 [5]
Luck  5 4 3 [2] (+2)

- Inventory -

$1
0 Clue Tokens

1 Monster Trophy (Witch)
2 Gate Trophies (Yuggoth, R'yleh)

Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)

Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Find Gate (casting mod -1, san cost 1, Cast and exhaust to immediately return to Arkham from an Other World.)

Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Whiskey (discard to reduce any Sanity loss by 1)
Enchanted Jewelery (Put 1 Stamina token from the bank on Enchanted Jewelry to avoid losing 1 Stamina. If there are 3 Stamina tokens on it, discard Enchanted Jewelry.)
Crystal of the Elder Things (Place 1 Sanity token from the bank on Crystal of the Elder Things to avoid paying the entire Sanity cost of a spell you are casting. If there are 3 Sanity tokens on it, discard Crystal of the Elder Things. 1/3)

- Personal Story -

Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [2/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]
« Last Edit: February 25, 2010, 03:09:40 PM by Strago »

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #111 on: February 25, 2010, 02:52:11 PM »
God dammit!
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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

VySaika

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Re: Strangers From Another World (Arkham Game)
« Reply #112 on: February 25, 2010, 06:55:11 PM »
Harkan has no money, so sadly must turn the man down.
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #113 on: February 26, 2010, 06:07:36 AM »
Family Found Butchered!
Headline

The terror level increases by 1 in light of this tragic news.

A gate to the Great Hall of Celaneo opens at the Graveyard, spawning a Star Spawn and Elder Thing.  A clue appears at the Unvisted Isle.

Moon monsters move on white, moving the two Serpent People to the Uptown and Southside Streets, and the Flesh Golem to the Harborside Streets. Cross monsters move on black, moving the Star Spawn to the Rivertown Streets.

A White Moon/Black Cross rift progress marker is added. It is for the 7th House on the Left.

Shadow (Expansion Ally) is pulled back to Amaryllis due to the terror level increase!


Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #114 on: February 26, 2010, 06:45:04 AM »
Niniel, the Tattooed Lady

Sanity: 3/4
Stamina: 3/6

Focus: 2

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

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

Lore  0  [1+1]  2  3
Luck  3  [2]  1  0

Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.

Inventory:
$2
6 Clues
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Spear: Two-handed physical weapon, +3 to combat checks. Exhaust for a +2 bonus to one evade check.
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Dark Cloak: +1 to Evade checks.
Special card: Do not take a gate trophy for the next gate you close.

8 Toughness worth of monster trophies (Skeleton, Cultist, Nightgaunt, Zombie, Skeleton)

Quest Status:

Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 1

Shifting Fight/Will one to the left, hanging out with the Great Race.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #115 on: February 26, 2010, 07:01:58 AM »
Norman shoots a Warlock in the face and awaits an encounter at the Unnameable.

> Let's first get some Egyptopower.
> 5 Lore, -1 mod.
> Crystal of the Elder Things obviates sanity cost.
<SpectralSoppy> That makes 2/3, right?
> Yessir.
> Roll 4#1d6
<Kobot> Strago rolled 4#1d6 --> [ 1d6=4 ]{4}, [ 1d6=6 ]{6}, [ 1d6=6 ]{6}, [ 1d6=3 ]{3}
> Attaboy, Kobot.
> Now we fight the Warlock.
> 3 Fight, -3 Mod, +4 for my .45, +1 Egyptology.
> Up against 2 Toughness.
> Roll 5#1d6
<Kobot> Strago rolled 5#1d6 --> [ 1d6=2 ]{2}, [ 1d6=1 ]{1}, [ 1d6=6 ]{6}, [ 1d6=6 ]{6}, [ 1d6=5 ]{5}
<SpectralSoppy> Horror check
> Well, badass.
<Shale> Two clues for you.
> Hoor check is boffed, which is irrelevant since he's Nightmarish anyway.
<SpectralSoppy> Boffed how?
<SpectralSoppy> No Will?
> Ja.
> Was going to chug my Whiskey instead of taking the damage.
<SpectralSoppy> Does Nightmarish count in addition to the sanity damage?
<MishaArsellecLune> No.
> Nein.
<Shale> No, it's if you pass the check.


Norman Withers, the Astronomer

- Stats -

Sanity 3/4
Stamina 1/4

In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.

- Skills (Focus: 2) -

Speed  0 1 2 [3]
Sneak  4 3 2 [1]

Fight  0 1 2 [3]
Will   4 3 2 [1]

Lore  2 3 4 [5]
Luck  5 4 3 [2] (+2)

- Inventory -

$1
2 Clue Tokens

1 Monster Trophy (Witch)
2 Gate Trophies (Yuggoth, R'yleh)

Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)

Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Find Gate (casting mod -1, san cost 1, Cast and exhaust to immediately return to Arkham from an Other World.)

Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Enchanted Jewelery (Put 1 Stamina token from the bank on Enchanted Jewelry to avoid losing 1 Stamina. If there are 3 Stamina tokens on it, discard Enchanted Jewelry.)
Crystal of the Elder Things (Place 1 Sanity token from the bank on Crystal of the Elder Things to avoid paying the entire Sanity cost of a spell you are casting. If there are 3 Sanity tokens on it, discard Crystal of the Elder Things. 2/3)

- Personal Story -

Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [2/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]

Sierra

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Re: Strangers From Another World (Arkham Game)
« Reply #116 on: February 27, 2010, 12:13:15 AM »
Arianna Lanathan

Sanity: 2/3
Stamina: 6/7

Focus: 1

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

Fight: 2 3 4 [5]
Will: 6 5 4 [3]

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

Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.

Inventory:

$7
5 clue tokens
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Yithian Rifle (magical weapon, exhaust before making a combat check to add +6 to check/spend all focus to refresh, 2H, $6)
Find Gate (spell, casting modifier -1, sanity cost 1, cast and exhaust to return to Arkham from an other world)

Personal story:

Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)

Trophies:

Cultist (1 toughness)
Zombie (1 toughness)

~

Gate found.

<MishaArsellecLune> Roll for Nightmares check too while you're at it.
<Smaxward> Oh, no one's passed it yet?
<Smaxward> It's -1, right?
<SoppyIsTotallyWorker8> Yep
<Smaxward> Okay, 2d6 then.
<Smaxward> 2d6 for no bad dreams
* Hatbot --> "Smaxward rolls 2d6 for no bad dreams and gets 6."12 [2d6=2, 4]
<Smaxward> Not me, guys,.
<Smaxward> Okay, let's do find Gate.
<Smaxward> Moving lore to 3, -1 casting modifer gives me 2d6 again.
<Smaxward> roll 2d6 where is Gate oh right we lynched him
* Hatbot --> "Smaxward rolls 2d6 where is Gate oh right we lynched him and gets 9."12 [2d6=4, 5]
<Smaxward> Yay.
<SoppyIsTotallyWorker8> Woo
<MishaArsellecLune> >.>
* Smaxward eats 1 sanity, returns to real world.

Talaysen

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Re: Strangers From Another World (Arkham Game)
« Reply #117 on: February 27, 2010, 12:19:52 AM »
Keith Chiemi

Location: Rivertown Streets

Stats
Sanity: 2 / 2
Stamina: 3 / 6

Speed: 3 4 5 [6]
Sneak: 3 2 1 [0]

Fight: 3 4 5 [6]
Will: 4 3 2 [1]

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

Focus: 2

Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.

Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.

Inventory
1 Clue token

Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
.38 Revolver - Type: Physical weapon / Bonus: +3 Combat check / Hands: 1 / Price: $4

Unique Items

Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.

Spells

Gate Trophies
R'lyeh

Monster Trophies
Star Spawn (3)

Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.

Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper

Current Action
Move to Rivertown Streets, blow up a Star Spawn.

[18:15] <MishaArsellecLune> Anyway, time to TAKE THE SHOT!
[18:16] <MishaArsellecLune> 1d6 horror clue #1
[18:16] * Hatbot --> "MishaArsellecLune rolls 1d6 horror clue #1 and gets 5." [1d6=5]
[18:16] <SoppyIsTotallyWorker8> Woo
[18:16] <MishaArsellecLune> Yay~
[18:16] <MishaArsellecLune> 6 Fight, +3 Revolver, +2 Derringer, -3 mod, so 8 dice.
[18:16] <MishaArsellecLune> 8d6 DUAL GUNZ
[18:16] * Hatbot --> "MishaArsellecLune rolls 8d6 DUAL GUNZ and gets 26." [8d6=6, 5, 3, 3, 2, 1, 1, 5]
[18:17] <SoppyIsTotallyWorker8> Splorch
[18:17] <Smaxward> Whatever it is is surely dead.
[18:17] <SoppyIsTotallyWorker8> Dead Star Spawn
[18:17] <MishaArsellecLune> It's dead~

VySaika

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Re: Strangers From Another World (Arkham Game)
« Reply #118 on: February 27, 2010, 12:27:51 AM »
Harkan Ashland, the Magic Student

Sanity: 4/6
Stamina: 4/4

Focus: 1

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

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

Lore  2  3  4  [5]
Luck  4  3  2  [1]

Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.

Inventory:
$0
0 Clues
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Shotgun: 2h Weapon, +4 combat, 6s count double

Trophies
Witch - 1 toughness
Unknown Kadath - Gate Trophy

Quest Status:

Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.

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

Harkan heads down to the Graveyard, passes on having nightmares, decides that Elder Things are really damn ugly, and then shoots one in the face with great GUSTO. Then he jumps into a gate since surely strange portals to bizzare cities are safer then a graveyard in Arkham.

<MishaArsellecLune> We still need Nightmares passed, so keep that in mind.
<MishaArsellecLune> I think it's just you and Yakumo left that can pass it.
> roll 2d6 nightmares
* Hatbot --> "TheDarkHero rolls 2d6 nightmares and gets 9." [2d6=5, 4]
<SoppyIsTotallyWorker8> Woo
<MishaArsellecLune> And there it is~
<SoppyIsTotallyWorker8> I do want to see it go off once
<SoppyIsTotallyWorker8> Just cause
<SoppyIsTotallyWorker8> Probably will happen once people start dropping
<MishaArsellecLune> Probably.  It does start being harder to pass then.
> hmm
> use Cham to have 2 dice to pass the Horror check with
> or eat the 2 san to get 2 more dice on fight
> so I can be sure I waste the ting
<Smaxward> you're fighting...elder thing?
> yeah
<Smaxward> Failing the comat check means losing something from your inventory.
<Smaxward> So I'd say focus on that.
<MishaArsellecLune> I'd say just eat the sanity damage if you can.
<MishaArsellecLune> Because yeah.
<MishaArsellecLune> You lose a weapon or spell if you fail the combat check.
<MishaArsellecLune> And that is Very Not Good.
> ugh
> I'll take the San damage
<SoppyIsTotallyWorker8> Great Hall is pretty cupcake. Green, Blue and all
<SoppyIsTotallyWorker8> So going in with 4/6 Sanity isn't too dangerous
> 3 fight + 4 shotgun + 2 cat
> roll 9d6 BANG
* Hatbot --> "TheDarkHero rolls 9d6 BANG and gets 32." [9d6=6, 1, 4, 5, 1, 6, 2, 2, 5]
> Bang
<SoppyIsTotallyWorker8> Deaddddd
<Shale> Deader.
<MishaArsellecLune> ...
<MishaArsellecLune> That is one dead Elder Thing.
* TheDarkHero jumps into myself
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Yakumo

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Re: Strangers From Another World (Arkham Game)
« Reply #119 on: February 27, 2010, 02:06:32 AM »
Hunter Sopko

Sanity 2/5
Stamina 3/5

Focus: 2

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

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

Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)

Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check.  On a success, he gains 1 of the appropriate stat.

Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.


Inventory:

1 Clue Token

Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)


Personal Story: Passed!  Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
------------
Snuck past the golem, heading to the Seventh House on the Left.

[21:02] <@Yakumo> Mrf.  I guess now that I'm home I should do this.
[21:02] <@SoppyIsTotallyWorker8> Yo
[21:03] <@Yakumo> 2 sneak since I need 3 speed, check is at +2. 
[21:03] <@Yakumo> 4d6
[21:03] * Hatbot --> "Yakumo rolls 4d6 and gets 14." [4d6=6, 5, 2, 1]
[21:03] <@SoppyIsTotallyWorker8> Coo. Where you going then?
[21:03] <@Yakumo> Good, no golems punching me in the face this time.
[21:04] <@Yakumo> Heading for the 7th house since it's one of two on one rift and this way if the golem moves again it's got a 50/50 chance of not being in my way to another rift marker.

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #120 on: February 27, 2010, 08:45:19 AM »
Arkham
Keith- Rivertown Streets
That is one dead notIsland.

Hunter- 7th House on the Left
Earnestly, you try to convince Gladys Pickman to allow you to look through her home for old books. Make a Will (-1) check. If you fail, nothing happens. If you pass, you may then pass a Luck (-1) check to take the first Tome from the Unique Item deck

Arianna- Independence Square
It's good to be out of the Underworld... again. How many times does this make it?

Norman- The Unnamable
You bump into Eric Colt. He tells you a horrible tale of the mythos to test your nerve. If you listen, lose 2 Sanity. If this doesn't drive you insane, take his ally card. If it is not available, you may pump him for info instead. Gain 3 clue tokens. (His ally card IS availible!)

Other World
Niniel- City of the Great Race (Yellow Expansion encounter!)
The peace in the air is deceptive... A monster appears!


Harkan- Great Hall of Celaneo (Blue Expansion encounter!)
You walk in silence. No encounter.

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #121 on: February 27, 2010, 02:45:05 PM »
Awesome, I take the Sanity hit and becomes BFF with Eric Colt.

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #122 on: February 27, 2010, 04:33:00 PM »
Dead Mi-Go.

<Shale> Anybody here?
<xorn-wergwerfvgwedfbqewnfbdngf> hio
<Shale> Yay!
<Shale> I'ma kill me a Mi-Go.
<Shale> Horror: 2 Will, +1 from cross, -1 check.
<Shale> 2d6
<Hatbot> ACTION --> "Shale rolls 2d6 and gets 7." [2d6=4, 3]
<Shale> 2d6 bravery
<Hatbot> ACTION --> "Shale rolls 2d6 bravery and gets 6." [2d6=1, 5]
<Shale> Yay.
<Shale> Combat: 4 fight, +3 spear, +0 check, need one success.
<Shale> 7d6
<Hatbot> ACTION --> "Shale rolls 7d6 and gets 30." [7d6=6, 6, 5, 3, 5, 4, 1]
<Shale> I....I think I'm good.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #123 on: February 27, 2010, 06:09:49 PM »
Shale, your reward is a Crystal of the Elder Things

Strago, enjoy Eric Colt!
« Last Edit: February 27, 2010, 08:05:00 PM by Hunter Sopko »

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #124 on: February 27, 2010, 06:13:10 PM »
As a note, unless he traded it or discarded it without me noticing, Cid should have the other Cross.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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