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Author Topic: Footsteps in the Dust (TURN 15; Encounters)  (Read 23496 times)

AndrewRogue

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Re: Footsteps in the Dust (TURN 3; Encounters)
« Reply #50 on: October 12, 2010, 01:30:13 PM »
There was something new in the air. Something... comforting.

Noden's Favor
Environment (Mystic)
Gate Opens: The Witch House
Clue Appears: The Black Cave (enjoy, Sopko!)
Monster Movement: Dash/Triangle/Star White, Hexagon Black

It costs 2 fewer clues tokens to seal a gate.

CURRENT ENVIRONMENT: Noden's Favor
CURRENT RUMOR: Plans in Motion

The plans have yet to come to fruition. No token is added to the Deep One's Rising track.

Do you draw a card from the Dust Deck, Sopko? Or do you spend the clues?

AHEM. Random should actually be LiTaS. Sorry about the error. Will correct this a bit later.
« Last Edit: October 12, 2010, 02:51:04 PM by AndrewRogue »

Hunter Sopko

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Re: Footsteps in the Dust (TURN 4; Upkeep/Movement)
« Reply #51 on: October 12, 2010, 03:12:15 PM »
Draw the card! Shifting my speed to 3 and taking a run at the gate at the Witch House. Anyone got a magic weapon I can borrow? Exchanging one of my Flesh Ward spells for a Cross.

Update: I then bitchslap the monsters after taking some damage from the Shoggoth. Used the Food.

<Soppy-ClearGenderRoles> Letsa goooooooo
<Soppy-ClearGenderRoles> Taking on the Ghost first
<Cidward> I always figured you could swap weapons basically at will, so.
<Soppy-ClearGenderRoles> Horror check. -2 mod. 3 will plus one for the Cross
<Soppy-ClearGenderRoles> So 2
<Soppy-ClearGenderRoles> roll 2d6
* Hatbot --> "Soppy-ClearGenderRoles rolls 2d6 and gets 6." [2d6=5, 1]
<Soppy-ClearGenderRoles> Pass
<Cidward> gloria ain't afraid of no ghosts.
<Soppy-ClearGenderRoles> Combat! -3 mod. 4 total fight +3 for Cross, so 4
<Soppy-ClearGenderRoles> roll 4d6
* Hatbot --> "Soppy-ClearGenderRoles rolls 4d6 and gets 16." [4d6=3, 6, 6, 1]
<Soppy-ClearGenderRoles> Splorch
<Soppy-ClearGenderRoles> Switching to the Rifle for the Shoggoth. Does that round up or down?
<RandomConsonant> uo
<PamelaIbis> Phys resist?  Up.
<RandomConsonant> *up
<Soppy-ClearGenderRoles> K. Horror check. -1 mod, 3 will, so 2 again
<PamelaIbis> Most things round in your favor I think.
<Soppy-ClearGenderRoles> 2d6
* Hatbot --> "Soppy-ClearGenderRoles rolls 2d6 and gets 5." [2d6=4, 1]
<Soppy-ClearGenderRoles> Obviously I need to add roll
<Cidward> Owww.
<PamelaIbis> Scary~
<RandomConsonant> Doesn't the cross give a bonus regardless?
<Soppy-ClearGenderRoles> Only if equipped, I thought?
<PamelaIbis> It does.
<RandomConsonant> Nope
<Soppy-ClearGenderRoles> Oh
<Soppy-ClearGenderRoles> So one more
<Soppy-ClearGenderRoles> roll 1d6
* Hatbot --> "Soppy-ClearGenderRoles rolls 1d6 and gets 5." [1d6=5]
<Soppy-ClearGenderRoles> HA
<PamelaIbis> Ha.
<Soppy-ClearGenderRoles> -1 combat mod. 4 fight + 3 from Rifle after Resist. So 6 die
<Soppy-ClearGenderRoles> roll 6d6
* Hatbot --> "Soppy-ClearGenderRoles rolls 6d6 and gets 12." [6d6=2, 2, 3, 1, 3, 1]
<RandomConsonant> That is not so good.
<Cidward> Hatebottery.
<PamelaIbis> ...
<Soppy-ClearGenderRoles> Now THAT is a whiff
<PamelaIbis> gj
<Cidward> You, uh, can take one hit of that, at least...
<RandomConsonant> And then... wait, Shoggoth doesn't have Overwhelming
<Soppy-ClearGenderRoles> Hmm. I think I'll eat some food and reduce that to 2 and try again. Not gonna use clues until I have a chance
<Cidward> Nightmarish.
<Soppy-ClearGenderRoles> roll 6d6
* Hatbot --> "Soppy-ClearGenderRoles rolls 6d6 and gets 25." [6d6=6, 6, 1, 2, 5, 5]
* Soppy-ClearGenderRoles flips off Hatbot

Gloria Goldberg

Stats:
Sanity 4/6
Stamina 2/4

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

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

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

Focus: 2

Unique Ability:
Psychic Sensitivity - Other World Encounter: When drawing gate encounters in Other Worlds, Gloria draws two cards that match the color of one of the Other World's encounter symbols, then chooses whichever one of the two she wants. This ability does not work when drawing location encounters in Arkham.

Inventory
$7
6 Clue Tokens
4 Toughness in Monster Trophies (Shoggoth, Ghost)

Fight skill (+1 to Fight, roll an extra die for each clue spent on Fight checks)
Lantern (+1 to Luck checks)
Flesh Ward (Casting Mod: -2. Sanity Cost: 1. Cast and exhaust to ignore all Stamina loss being dealt to you from one source. Discard this spell if the Ancient One awakens)
Cross (1H Weapon. +0 Combat Checks (+3 if against Undead). +1 to Horror Checks)
Rifle (2H Weapon, +5 Physical Combat)
Whiskey (Discard Whiskey to reduce any Sanity loss by 1)

Personal Story: Pass: Gain +1 Fight
« Last Edit: October 13, 2010, 02:34:09 AM by Hunter Sopko »

Magetastic

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Re: Footsteps in the Dust (TURN 4; Upkeep/Movement)
« Reply #52 on: October 12, 2010, 03:58:55 PM »
Ursula Downs

Sanity:
3/5
Stamina:
5/5

Focus:
2

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

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

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

Quick-witted - Arkham Encounter: Ursula may have an encounter at a location even after using a location ability that would normally be taken instead.

Adventurer - Arkham Encounter: After reading her Arkham encounter, but before making any die rolls, Ursula may spend 1 Clue token to cancel the encounter entirely.

Inventory:
$4
5 Clue Tokens
.38 Revolver (1H, physical, +3 to combat, $4)
Flesh Ward (Casting Mod: -2. Sanity Cost: 1. Cast and exhaust to ignore all Stamina loss being dealt to you from one source. Discard this spell if the Ancient One awakens)
Holy Water (2H, magical, discard to gain +6 to combat, $4)
Stealth (Skill, exhaust to re-roll evade check)
Heal (Spell, Casting mod +1, Sanity cost 1, cast and exhaust to give one investigator in the area stamina equal to the successes I roll; stamina cannot be divided)

Personal Story:
Pass - When Ursula has at least 3 Monster Trophies (0/3) and 3 clue tokens (5/3), she draws 5 Unique Items and chooses 2 to keep. The rest are discarded.
Fail - If Ursula goes insane, or the Terror level reaches 3 (2/3), Ursula is Cursed.

!Actions!
Exchanging my Cross for a Flesh Ward before the Gloria and Ursula Literacy Squad gets to work on those gates. I'm heading to the Plateau of Leng, down by The Unnamable.
<%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.

Sierra

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Re: Footsteps in the Dust (TURN 4; Upkeep/Movement)
« Reply #53 on: October 12, 2010, 09:26:04 PM »
Amanda Sharpe

Sanity: 4/5
Stamina: 5/5

Focus: 3

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

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

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

Studious: Whenever Amanda draws one or more cards from the Skill deck, she draws one extra card and then discards one of the cards.

Inventory:

$1
2 clue tokens
Elder Sign (unique item, lose 1 sanity and 1 stamina to close gate and remove 1 doom token from track, $5)
Map of Arkham (Exhaust to gain 1 extra movement, $2)
Dread Curse of Azathoth (spell, casting mod -2, sanity cost 2, exhaust for +9 to combat checks, 2H)
Luck (skill, +1 luck, roll 1 bonus die when spending clue tokens for luck checks)
Expert Occultist (skill, exhaust to reroll a spell check)

Personal story:

Pass: Draw three unique items (effect: maximum sanity and stamina increased by 1)
Fail: Two open gates to R'leyh (effect: devoured, replaced by Deep One, add 1 token to Deep Ones Rising track)

~

Amanda will drop a couple clues during upkeep to fill up the green slots in the feds track (my understanding is the colors can be hit in any order, so) before taking a walk to the hotel to await an encounter, and finishing off the feds track next turn.

Talaysen

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Re: Footsteps in the Dust (TURN 4; Upkeep/Movement)
« Reply #54 on: October 13, 2010, 04:11:21 AM »
Vincent Lee

Location: Silver Twilight Lodge

Stats
Sanity: 5 / 5
Stamina: 5 / 5

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

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

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

Focus: 2

Unique Abilities
Physician - Upkeep: Dr. Lee may restore 1 Stamina  to himself or another character in his location. He cannot raise a character's Stamina higher than that character's maximum Stamina.

Inventory
$1
3 Clue Tokens

Common Items
Dark Cloak - Bonus: +1 Evade check / Price: $2
.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

Unique Items

Skills
Expert Occultist - Any Phase: Exhaust to re-roll a Spell 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.
Flesh Ward - Casting Modifier: -2 / Sanity Cost: 1 / Any Phase: Cast and exhaust to ignore all Stamina loss being dealt to you from one source. Discard this spell if the Ancient One awakens.
Wither - Casting Modifier: +0 / Sanity Cost: 0 / Any Phase: Cast and exhaust to gain +3 to Combat checks until the end of this combat. / Hands: 1

Personal Story
PASSED

Pass - Discard 5 Clue tokens in a street area during Upkeep.
Effect - Gain 2 extra movement points each turn.  Physician can target any investigator in the neighborhood.

Fail - Have 3 or more monster trophies.
Effect - Maximum Sanity is reduced by 1.


Current Action
Move to Silver Twilight Lodge and pick up the clue token there.

Strago

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Re: Footsteps in the Dust (TURN 4; Upkeep/Movement)
« Reply #55 on: October 13, 2010, 04:25:06 AM »
Finn will drop his Clue Token at the Marsh Refinery, adding one token to the Blue Feds track. He also added two to the Yellow Feds track last turn, which I don't think has been reflected on the board yet.

He also fails to read the Cabala of Saboth -- again -- and moves to the Gilman Hotel for an encounter.


Finn Edwards, the Bootlegger

- Status -

Sanity 3/4
Stamina 5/6

Slippery - Mythos: When moon monsters move, Finn may choose to move as a normal moon monster. He does not need
to make any Evade checks when doing so.

Holdout - Any Phase: Finn never has to discard items or lose money, even when he is knocked unconscious or
driven insane. He must still pay costs as usual.

- Skills (Focus: 1) -

Speed  3 4 [5] 6
Sneak  5 4 [3] 2 (+2)

Fight  [zero] 1 2 3
Will   [3] 2 1 0

Lore  1 2 3 [4]
Luck  4 3 2 [1]

- Inventory -

0 Clues
$2

Sneak (+1 Sneak, when spending a Clue token on a Sneak check add one extra die)
Sneak (+1 Sneak, when spending a Clue token on a Sneak check add one extra die)
Bravery (exhaust to re-roll a Horror check)

Tommy Gun (physical weapon, 2H, +6 to Combat checks)

Research Materials (any phase: discard instead of spending 1 Clue token)

Cabala of Saboth (movement: exhaust and spend 2 movement points to make a Lore (-2) check. If you pass,
draw 1 Skill and discard Cabala of Saboth. If you fail, nothing happens)
Dragon's Eye (any phase: exhaust and lose 1 San after drawing a gate or location to draw a new card in its place)

- Personal Story, "Payback" -

Pass: If Finn has 3 or more Monster Trophies, including a Cultist, put "Best Served Cold" in play. [0/3]
Fail: If the Terror Level reaches 3, put "Cut Your Losses" in play. [2/3]

AndrewRogue

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Re: Footsteps in the Dust (TURN 4; Upkeep/Movement)
« Reply #56 on: October 13, 2010, 10:32:17 AM »
Soppy:

Soppy- Gloria Goldberg: You stare into the face of madness. Roll 1 die for each point of Sanity you have. Lose 1 Sanity for each die that does not roll a success. If you do not go insane, gain 1 Clue token for each die that rolled a success.

El Cid- Amanda Sharpe: Joe Sargent is willing to give you a ride to Arkham in his bus, provided you haven't learned too much. If you have 3 or less Clue tokens, you may move to any location in Arkham and immediately have an encounter there.

Tal- Vincent Lee: Brushing up against a strange object in the hall, you feel stretched and thin, like your skin is too tight. Pass a Luck (-1) check or you are Cursed.

Random- Tommy Muldoon: Its so dark. So dark. So dark. So dark. So dark.

Mage- Ursula Downs: Your mind and body are toughed by your experiences. Pass a Will +0 [2] check to draw 1 Skill.

Strago- Finn Edwards: The desk clerk stops you as you go by. "This just came in for you." He hands you a telegram that reads "GET OUT OF INNSMOUTH STOP YOU KNOW TOO MUCH STOP." If you heed the telegram, move immediately to the Train Station. If you ignore it, further investigation yields 1 Clue token.

Sierra

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Re: Footsteps in the Dust (TURN 4; Encounters)
« Reply #57 on: October 13, 2010, 10:58:48 AM »
Amanda declines, having unfinished business in Innsmouth.

Strago

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Re: Footsteps in the Dust (TURN 4; Encounters)
« Reply #58 on: October 13, 2010, 01:51:48 PM »
Ooh. Finn will stay and take a Clue token. And since he sleeps the night away, he'll also gain one Sanity.

Magetastic

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Re: Footsteps in the Dust (TURN 4; Encounters)
« Reply #59 on: October 13, 2010, 04:09:18 PM »
No new skill for me.

<Reichertastic_Olaneriffic> Witness?
<PamelaIbis> Witness.
<Reichertastic_Olaneriffic> Will is 3, check is neutral, need 2 successes.
<Reichertastic_Olaneriffic> 3d6 for serious skillage
* Hatbot --> "Reichertastic_Olaneriffic rolls 3d6 for serious skillage and gets 4."12 [3d6=2, 1, 1]
<Reichertastic_Olaneriffic> ...or not.
<%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: Footsteps in the Dust (TURN 4; Encounters)
« Reply #60 on: October 13, 2010, 04:14:17 PM »
Vincent Lee

Location: Silver Twilight Lodge

Stats
Sanity: 5 / 5
Stamina: 5 / 5

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

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

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

Focus: 2

Unique Abilities
Physician - Upkeep: Dr. Lee may restore 1 Stamina  to himself or another character in his location. He cannot raise a character's Stamina higher than that character's maximum Stamina.

Inventory
$1
1 Clue Token

Common Items
Dark Cloak - Bonus: +1 Evade check / Price: $2
.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

Unique Items

Skills
Expert Occultist - Any Phase: Exhaust to re-roll a Spell 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.
Flesh Ward - Casting Modifier: -2 / Sanity Cost: 1 / Any Phase: Cast and exhaust to ignore all Stamina loss being dealt to you from one source. Discard this spell if the Ancient One awakens.
Wither - Casting Modifier: +0 / Sanity Cost: 0 / Any Phase: Cast and exhaust to gain +3 to Combat checks until the end of this combat. / Hands: 1

Personal Story
PASSED

Pass - Discard 5 Clue tokens in a street area during Upkeep.
Effect - Gain 2 extra movement points each turn.  Physician can target any investigator in the neighborhood.

Fail - Have 3 or more monster trophies.
Effect - Maximum Sanity is reduced by 1.


Current Action
Screw you Hatbot.

[2010-10-13 10:12:26] <PamelaIbis> I need to make a roll as well.
[2010-10-13 10:12:48] <Reichertastic_Olaneriffic> witness
[2010-10-13 10:12:51] <PamelaIbis> 3 Luck, -1 check
[2010-10-13 10:12:56] <PamelaIbis> 2d6 to not be Cursed
[2010-10-13 10:12:58] * Hatbot --> "PamelaIbis rolls 2d6 to not be Cursed and gets 5." [2d6=4, 1]

[2010-10-13 10:13:35] <PamelaIbis> 1d6 clue the first
[2010-10-13 10:13:37] * Hatbot --> "PamelaIbis rolls 1d6 clue the first and gets 3." [1d6=3]
[2010-10-13 10:13:54] <PamelaIbis> 1d6 clue the second...
[2010-10-13 10:13:56] * Hatbot --> "PamelaIbis rolls 1d6 clue the second... and gets 6." [1d6=6]

Shale

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Re: Footsteps in the Dust (TURN 4; Encounters)
« Reply #61 on: October 13, 2010, 05:25:21 PM »
Amanda declines, having unfinished business in Innsmouth.

Onlooker's kibbitzing: Does the usual definition of "in Arkham" - which is to say, anyplace that is not an Other World - apply here?
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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

AndrewRogue

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Re: Footsteps in the Dust (TURN 4; Encounters)
« Reply #62 on: October 14, 2010, 01:29:48 AM »
Soppy's forgotten encounter: The unending blackness terrifies you. Pass a Will (-1) check or lose 1 sanity and 1 stamina from fear and exhaustion.

Hunter Sopko

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Re: Footsteps in the Dust (TURN 4; Encounters)
« Reply #63 on: October 14, 2010, 01:39:03 AM »
Going for the one that gets me clues. I gain 1 clue, using the Whiskey to negate 1 Sanity loss.

<Soppy-ClearGenderRoles> Going for the clue one
<Soppy-ClearGenderRoles> So current Sanity is 4
<Soppy-ClearGenderRoles> 4 Tal dies
<Soppy-ClearGenderRoles> roll 4d6
* Hatbot --> "Soppy-ClearGenderRoles rolls 4d6 and gets 11." [4d6=5, 3, 1, 2]
<Soppy-ClearGenderRoles> One clue, still using the Whiskey, so 2 sanity left

Gloria Goldberg

Stats:
Sanity 2/6
Stamina 2/4

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

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

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

Focus: 2

Unique Ability:
Psychic Sensitivity - Other World Encounter: When drawing gate encounters in Other Worlds, Gloria draws two cards that match the color of one of the Other World's encounter symbols, then chooses whichever one of the two she wants. This ability does not work when drawing location encounters in Arkham.

Inventory
$7
7 Clue Tokens
4 Toughness in Monster Trophies (Shoggoth, Ghost)

Fight skill (+1 to Fight, roll an extra die for each clue spent on Fight checks)
Lantern (+1 to Luck checks)
Flesh Ward (Casting Mod: -2. Sanity Cost: 1. Cast and exhaust to ignore all Stamina loss being dealt to you from one source. Discard this spell if the Ancient One awakens)
Cross (1H Weapon. +0 Combat Checks (+3 if against Undead). +1 to Horror Checks)
Rifle (2H Weapon, +5 Physical Combat)

Personal Story: Pass: Gain +1 Fight

AndrewRogue

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Re: Footsteps in the Dust (TURN 5; Upkeep/Movement)
« Reply #64 on: October 15, 2010, 08:43:41 AM »
Witch Burning Anniversary!
Headline
Gate Opens: Unvisited Isle
Clue Appears: Science Building
Movement: Moon White, Cross Black

An ancient curse strikes Arkham, releasing 2 monsters into the Rivertown streets.

CURRENT ENVIRONMENT: Noden's Favor
CURRENT RUMOR: Plans in Motion
MARTIAL LAW IS IN EFFECT

The plans do not go into motion.

Soppy:

Hunter Sopko

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Re: Footsteps in the Dust (TURN 5; Upkeep/Movement)
« Reply #65 on: October 15, 2010, 08:51:25 AM »
Keeping stats where they are and waiting for my next gate encounter.

Gloria Goldberg

Stats:
Sanity 2/6
Stamina 2/4

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

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

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

Focus: 2

Unique Ability:
Psychic Sensitivity - Other World Encounter: When drawing gate encounters in Other Worlds, Gloria draws two cards that match the color of one of the Other World's encounter symbols, then chooses whichever one of the two she wants. This ability does not work when drawing location encounters in Arkham.

Inventory
$7
7 Clue Tokens
4 Toughness in Monster Trophies (Shoggoth, Ghost)

Fight skill (+1 to Fight, roll an extra die for each clue spent on Fight checks)
Lantern (+1 to Luck checks)
Flesh Ward (Casting Mod: -2. Sanity Cost: 1. Cast and exhaust to ignore all Stamina loss being dealt to you from one source. Discard this spell if the Ancient One awakens)
Cross (1H Weapon. +0 Combat Checks (+3 if against Undead). +1 to Horror Checks)
Rifle (2H Weapon, +5 Physical Combat)

Personal Story: Pass: Gain +1 Fight

Sierra

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Re: Footsteps in the Dust (TURN 5; Upkeep/Movement)
« Reply #66 on: October 15, 2010, 10:18:35 AM »
Amanda Sharpe

Sanity: 5/5
Stamina: 5/5

Focus: 3

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

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

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

Studious: Whenever Amanda draws one or more cards from the Skill deck, she draws one extra card and then discards one of the cards.

Inventory:

$0
1 clue token
Elder Sign (unique item, lose 1 sanity and 1 stamina to close gate and remove 1 doom token from track, $5)
Map of Arkham (Exhaust to gain 1 extra movement, $2)
Dread Curse of Azathoth (spell, casting mod -2, sanity cost 2, exhaust for +9 to combat checks, 2H)
Luck (skill, +1 luck, roll 1 bonus die when spending clue tokens for luck checks)
Expert Occultist (skill, exhaust to reroll a spell check)

Personal story:

Pass: Draw three unique items (effect: maximum sanity and stamina increased by 1)
Fail: Two open gates to R'leyh (effect: devoured, replaced by Deep One, add 1 token to Deep Ones Rising track)

~

Refreshed from her stay at the Gilman, Amanda rewards the hospitality of her hosts (and distant relatives!) by calling the wrath of the fed down on their fish-lovin' asses. Then she uses her last dollar to book it back to Arkham. Ending turn at the train station for an encounter.
« Last Edit: October 15, 2010, 10:22:27 AM by El Cideon »

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Re: Footsteps in the Dust (TURN 5; Upkeep/Movement)
« Reply #67 on: October 15, 2010, 06:04:31 PM »
Tommy Muldoon

Special Abilities:

Hero - Mythos Phase: Before a mythos card is drawn, Tommy may make one or more monsters adjacent to his location move to his location, regardless of their normal movement.

On The Force - Any Phase: Tommy can never be arrested.  In addition, it only costs him 1 gate trophy or 5 toughness worth of monster trophies to become Deputy of Arkham.

Stats:

Sanity: 6/6
Stamina: 1/4

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

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

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

Focus: 1

Inventory:
$0
0 Clue Tokens
Rifle (2H Weapon, +5 Physical Combat, $6)
Speed Skill (+1 Speed, Clue Tokens spent on Speed checks yield an extra die)
1 Monster Trophy (Byakhee, total toughness: 1)

Personal Story:
Pass: Become devoured (obviously not yet fufilled)
Fail: Terror Level reaches 5 (2/5)

Oh hey back from gjland.  Let's celebrate by doing what may be a suicidal jump into the gate at Devil Reef.

Talaysen

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Re: Footsteps in the Dust (TURN 5; Upkeep/Movement)
« Reply #68 on: October 15, 2010, 08:47:50 PM »
Vincent Lee

Location: Merchant District

Stats
Sanity: 5 / 5
Stamina: 4 / 5

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

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

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

Focus: 2

Unique Abilities
Physician - Upkeep: Dr. Lee may restore 1 Stamina  to himself or another character in his location. He cannot raise a character's Stamina higher than that character's maximum Stamina.

Inventory
$1
1 Clue Token
Cultist Trophy (1 toughness)

Common Items
Dark Cloak - Bonus: +1 Evade check / Price: $2
.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

Unique Items

Skills
Expert Occultist - Any Phase: Exhaust to re-roll a Spell 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.
Flesh Ward - Casting Modifier: -2 / Sanity Cost: 1 / Any Phase: Cast and exhaust to ignore all Stamina loss being dealt to you from one source. Discard this spell if the Ancient One awakens.
Wither - Casting Modifier: +0 / Sanity Cost: 0 / Any Phase: Cast and exhaust to gain +3 to Combat checks until the end of this combat. / Hands: 1

Personal Story
PASSED

Pass - Discard 5 Clue tokens in a street area during Upkeep.
Effect - Gain 2 extra movement points each turn.  Physician can target any investigator in the neighborhood.

Fail - Have 3 or more monster trophies.
Effect - Maximum Sanity is reduced by 1.


Current Action
Attempt to evade the Cultiist in Merchant District...  But the Cultist blocks the way!  And then I explode it.

[2010-10-15 14:44:54] <PamelaIbis> Attempting to nin nin~ past a Cultist.
[2010-10-15 14:45:27] <PamelaIbis> 3 Sneak, +1 Dark Cloak, -3 mod
[2010-10-15 14:45:32] <PamelaIbis> d6
[2010-10-15 14:45:33] * Hatbot --> "PamelaIbis rolls d6 and gets 3." [d6=3]
[2010-10-15 14:45:38] <PamelaIbis> bah
[2010-10-15 14:46:47] <PamelaIbis> Will just blow it up.  3 Fight, +2  Derringer, +1 mod
[2010-10-15 14:46:54] <PamelaIbis> 6d6
[2010-10-15 14:46:55] * Hatbot --> "PamelaIbis rolls 6d6 and gets 28." [6d6=5, 4, 6, 6, 2, 5]
[2010-10-15 14:46:58] <toro-LFTmaybe> <_<
[2010-10-15 14:47:02] <Cidward> Dead x4.
[2010-10-15 14:47:02] <PamelaIbis> ...explodey.

Strago

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Re: Footsteps in the Dust (TURN 5; Upkeep/Movement)
« Reply #69 on: October 16, 2010, 02:13:15 PM »
Hey, gang. I'm going to be more or less unavailable until tomorrow night, so here are Finn's stats. Please do with him what you will until I'm able to reclaim him.

Finn Edwards, the Bootlegger

- Status -

Sanity 4/4
Stamina 5/6

Slippery - Mythos: When moon monsters move, Finn may choose to move as a normal moon monster. He does not need
to make any Evade checks when doing so.

Holdout - Any Phase: Finn never has to discard items or lose money, even when he is knocked unconscious or
driven insane. He must still pay costs as usual.

- Skills (Focus: 1) -

Speed  3 4 [5] 6
Sneak  5 4 [3] 2 (+2)

Fight  [zero] 1 2 3
Will   [3] 2 1 0

Lore  1 2 3 [4]
Luck  4 3 2 [1]

- Inventory -

0 Clues
$2

Sneak (+1 Sneak, when spending a Clue token on a Sneak check add one extra die)
Sneak (+1 Sneak, when spending a Clue token on a Sneak check add one extra die)
Bravery (exhaust to re-roll a Horror check)

Tommy Gun (physical weapon, 2H, +6 to Combat checks)

Research Materials (any phase: discard instead of spending 1 Clue token)

Cabala of Saboth (movement: exhaust and spend 2 movement points to make a Lore (-2) check. If you pass,
draw 1 Skill and discard Cabala of Saboth. If you fail, nothing happens)
Dragon's Eye (any phase: exhaust and lose 1 San after drawing a gate or location to draw a new card in its place)

- Personal Story, "Payback" -

Pass: If Finn has 3 or more Monster Trophies, including a Cultist, put "Best Served Cold" in play. [0/3]
Fail: If the Terror Level reaches 3, put "Cut Your Losses" in play. [2/3]

AndrewRogue

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Re: Footsteps in the Dust (TURN 5; Upkeep/Movement)
« Reply #70 on: October 18, 2010, 04:41:11 AM »
Could I please get a post confirming Ursula's stats aren't changing and what Finn will be doing? Thank you.

Random Consonant

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Re: Footsteps in the Dust (TURN 5; Upkeep/Movement)
« Reply #71 on: October 18, 2010, 04:50:43 AM »
Well, since it's deadline time...

Finn reads the heck out of the Cabala of Sabboth and moves to Falcon Point for an encounter.

[23:41] <AndrewRogue> Okay. Need stats for Ursula during the Upkeep and a decisiion on Finn.
[23:41] <AndrewRogue> Someone post those and I'll update
[23:45] <RandomConsonant> Well, first, Cabala of Sabboth reading check
[23:45] <RandomConsonant> roll 2d6 to acquire mad skillz
[23:46] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 2d6 to acquire mad skillz and gets 11." [2d6=6, 5]
[23:46] <RandomConsonant> Mad skillz have been acquired
[23:47] <RandomConsonant> Then I guess the remaining 3 movement gets used to move him to Falcon Point? Nothing else was suggested
[23:48] <AndrewRogue> I give you permission to take action for him, so sure.

AndrewRogue

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Re: Footsteps in the Dust (TURN 5; Upkeep/Movement)
« Reply #72 on: October 18, 2010, 06:22:40 AM »
Soppy- Gloria Goldberg: Backing up against the cliff, you must either face the horrible creature in front of you or leap into the choppy waters below. If you face the monster, draw a monster from the cup. If it has less than 3 toughness, return it to the cup and draw again until you either draw a monster with 3 or more toughness or you have drawn 5 times, in which case you fight whatever monster you have drawn, regardless of its toughness. If you jump, roll a die. On a success you are returned to Arkham. On a failure, you are devoured.

or

You sleep fitfully and awaken to the sound of your own voice, chanting something. Make a Luck (-2) check. If you pass, you are able to retain what you are saying. Draw 1 Spell and gain 2 Clues. If you fail, the chant attracts something unsavory. A monster appears!

El Cid- Amanda Sharpe: A stranger in a turban steps off the Boston local train with a crazed look on his face. Make a Luck (-1) check. If you pass, the man pulls a strange object from beneath his cloak and gives it to you. Draw 1 Unique Item. If you fail, he pulls a poisoned blade out of his cloak and stabs you. Roll a die and lose that much Stamina.

Tal- Vincent Lee: Street. Street. Street.

Random- Tommy Muldoon: A ripple in the air passes over you. Make a Lore (-1) check or lose 1 spell as it is burned from your mind.

Mage- Ursula Downs: A glimpse of home gives you hope. Gain 1 sanity.

Strago- Finn Edwards: "Fish teem in the waters past Devil Reef, but off Falcon Point? Barely any!" The old man spits. Pass a Will (-1) check to keep him talking and gain 1 Clue token.

Random Consonant

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Re: Footsteps in the Dust (TURN 5; Encounters)
« Reply #73 on: October 18, 2010, 06:35:27 AM »
[01:34] <RandomConsonant> roll 2d6 for satisfaction
[01:34] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 2d6 for satisfaction and gets 12." [2d6=6, 6]
[01:34] <RandomConsonant> Hooray, I keep a spell I don't know

Strago

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Re: Footsteps in the Dust (TURN 5; Encounters)
« Reply #74 on: October 18, 2010, 06:37:42 AM »
> .... so now I have two Sneaks and two Braveries.
> Huzzah.
> Alright, encounter.
> 3 Will, -1.
> 2d6
* Hatbot --> "Strago rolls 2d6 and gets 8."12 [2d6=2, 6]
> Hey hey.
<RandomConsonant> Excelente
> Nice, a Clue.