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Author Topic: Footsteps in the Dust (TURN 15; Encounters)  (Read 23513 times)

Hunter Sopko

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Re: Footsteps in the Dust (TURN 5; Encounters)
« Reply #75 on: October 18, 2010, 08:16:44 AM »
I retain the HELL out of what I'm saying.

<Soppy-GingaBishounen> Hokay
<Soppy-GingaBishounen> I think I'll go with that sleep one
<Soppy-GingaBishounen> Anyone around?
<AndrewRogue> Yo
<Soppy-GingaBishounen> So Luck is currently 3, + 1 for Lantern. Mod is -2
<Soppy-GingaBishounen> So 2 dice
<Soppy-GingaBishounen> roll 2d6
* Hatbot --> "Soppy-GingaBishounen rolls 2d6 and gets 11." [2d6=5, 6]
<Soppy-GingaBishounen> Spell and cluez plz

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
9 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

Magetastic

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Re: Footsteps in the Dust (TURN 5; Encounters)
« Reply #76 on: October 18, 2010, 09:32:33 AM »
Yay, sanity~
<%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.

Magetastic

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Re: Footsteps in the Dust (TURN 5; Encounters)
« Reply #77 on: October 18, 2010, 11:14:42 AM »
Ursula Downs

Sanity:
4/5
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!
Updating character sheet, 'cause it's been almost 2 full turns.
<%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 5; Encounters)
« Reply #78 on: October 18, 2010, 08:41:32 PM »
<Cidward> Yo.
<Cidward> There is life y/n.
<RandomConsonant> m
<Cidward> Good enough.
<Cidward> So, luck is at 2, +1 from skill, -1 mod.
<Cidward> roll 2d6 to not get stabbed
* Hatbot --> "Cidward rolls 2d6 to not get stabbed and gets 6."12 [2d6=4, 2]
<RandomConsonant> :/
<Cidward> Er.
<Cidward> I could clue it. I'd get two dice.
<RandomConsonant> Go for it
<Cidward> And I do want unique items!
<Cidward> Okay then.
<Cidward> roll 2d6 this is my only clue I am clueless now noooo
* Hatbot --> "Cidward rolls 2d6 this is my only clue I am clueless now noooo and gets 8."12 [2d6=2, 6]
<Cidward> Okay, item get.

AndrewRogue

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Re: Footsteps in the Dust (TURN 5; Encounters)
« Reply #79 on: October 20, 2010, 07:40:27 AM »

AndrewRogue

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Re: Footsteps in the Dust (TURN 5; Encounters)
« Reply #80 on: October 20, 2010, 08:32:21 AM »
Academics. Even at a time like this...

Egyptian Exhibit Visits Miskatonic U.
Environment (Urban)
Gate Opens: Which house? Which House? The House on the Hill? The House on the Right? Househousehousehouse
Clue Appears: The Black Cave (I failed to mark this on the map)
Monster Movement: Cross White, Moon Black

Any investigator who ends his movement in the Miskatonic U. streets may pass a Lore (-1) check to gain 1 Clue token by reading the strange hieroglyphics on the artifacts in the exhibit.

CURRENT ENVIRONMENT: Egyptian Exhibit Visits Miskatonic U.
CURRENT RUMOR: None

Sopko:

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Re: Footsteps in the Dust (TURN 6; Upkeep/Movement)
« Reply #81 on: October 20, 2010, 08:35:40 AM »
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)

Gogo next zone, hopin' I don't die

Hunter Sopko

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Re: Footsteps in the Dust (TURN 6; Upkeep/Movement)
« Reply #82 on: October 20, 2010, 09:08:45 AM »
Raising my Fight to max to prepare for gate closing. Also pre-emptively rifling that Shambler

<Soppy-ClearGenderRoles> Hmm
<Soppy-ClearGenderRoles> Should I take care of the Shambler now so I can move next turn?
<Soppy-ClearGenderRoles> Anyone? Andy?
<AndrewRogue> Well
<AndrewRogue> The big risk is accidentally getting punted
<Soppy-ClearGenderRoles> 5 Fight + 5 Rifle. 1 success on 8 die plus clus
* Yakumo has joined #rpgdlarkhamhorror
<Soppy-ClearGenderRoles> Hmm
<Soppy-ClearGenderRoles> I'd take the sanity damage. Don't want to waste a clue on that
<Soppy-ClearGenderRoles> Hell with it. I'll do it. I need to hit hospital or asylum anyway and don't want to waste too many turns
<Soppy-ClearGenderRoles> So I take 1 Sanity damage
<Soppy-ClearGenderRoles> -2 mod on 10 dice, so 8
<Soppy-ClearGenderRoles> roll 8d6
* Hatbot --> "Soppy-ClearGenderRoles rolls 8d6 and gets 23." [8d6=2, 4, 6, 1, 5, 1, 1, 3]
<Soppy-ClearGenderRoles> Dead Shambler

Gloria Goldberg

Stats:
Sanity 1/6
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
9 Clue Tokens
5 Toughness in Monster Trophies (Shoggoth, Ghost, Dimensional Shambler)

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)
Red Sign of Shudde M'ell (Casting Mod: -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.)
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
« Last Edit: October 20, 2010, 09:46:57 AM by Hunter Sopko »

Strago

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Re: Footsteps in the Dust (TURN 6; Upkeep/Movement)
« Reply #83 on: October 21, 2010, 04:36:35 AM »
Finn, lacking much of anything else to do and wanting to stay in Innsmouth in case shit starts to go bad, heads over to the First National Grocery for an encounter.


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 -

2 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)
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)

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: Have three monster trophies, including one Cultist. [0/3]
Fail: Terror level reaches 3. [2/3]

Magetastic

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Re: Footsteps in the Dust (TURN 6; Upkeep/Movement)
« Reply #84 on: October 21, 2010, 06:36:48 AM »
Ursula Downs

Sanity:
4/5
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!
Finishing up visiting "ma and pa" in the good ol' Plateau of Leng before I wander back through the gate. Mm, that was good inter-dimensional pie~
<%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 6; Upkeep/Movement)
« Reply #85 on: October 22, 2010, 01:44:15 AM »
Amanda Sharpe

Sanity: 3/5
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
0 clue tokens
Map of Arkham (Exhaust to gain 1 extra movement, $2)
Ruby of R'lyeh (unique item, gain 3 movement points, $8)
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)

Trophies:

Zombie (1 toughness)
Deep One Hybrid (1 toughness)

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 flails at some monsters and they fall over for some reason. Then she gives Vincent an Elder Sign for being such a good audience.

<El-Cideon> So I should probably take my turn.
<El-Cideon> who's around?
<RandomConsonant> .
<MishaArsellecLune> ~
<El-Cideon> Okay!
<El-Cideon> These are pretty wimpy monsters, but I have no weapons and wish to be in decent shape for next turn in case that gug jacks me. Figure I'll use dread curse to ensure splattering and thus ensure no stamina damage happens.
<El-Cideon> Maxing will and lore. Casting roll: 4-2 = 2. Math!
<El-Cideon> roll 2d6 teach me, Azathoth-sensei?
* Hatbot --> "El-Cideon rolls 2d6 teach me, Azathoth-sensei? and gets 7."12 [2d6=4, 3]
<El-Cideon> Expert Occultist gogogo. Reroll!
<El-Cideon> roll 2d6 okay Azathoth fine be a jerl
* Hatbot --> "El-Cideon rolls 2d6 okay Azathoth fine be a jerl and gets 7."12 [2d6=5, 2]
<El-Cideon> Jerk, even.
<El-Cideon> Anyway, -2 sanity, +9 fight for all combats. Yay.
<MishaArsellecLune> jerl
<RandomConsonant> Think it's just one?
<El-Cideon> It just says combat checks.
<El-Cideon> Which I assumed meant all in a round.
<El-Cideon> Notably less worth using if it's just one!
<RandomConsonant> Nope, it's for just one combat
* AndrewXFiles (~terrybras@adsl-76-254-20-227.dsl.pltn13.sbcglobal.net) Quit (Ping timeout)
<El-Cideon> So that was probably wasted sanity.
<El-Cideon> But oh well.
<El-Cideon> Let's smoosh a zombie since he actually has a combat modifier.
<El-Cideon> ...Actually, knowing that would've made me put the sliders elsewhere, I figured I should maximize will rolls since the monsters would just get overkilled.
<El-Cideon> Watch my distant cousin there send me to the hospital now.
<El-Cideon> Oh well!
<El-Cideon> roll 3d6 not scared of zombies?
* Hatbot --> "El-Cideon rolls 3d6 not scared of zombies? and gets 13."12 [3d6=3, 5, 5]
<El-Cideon> No.
<El-Cideon> roll 9d6 zombie stomp
* Hatbot --> "El-Cideon rolls 9d6 zombie stomp and gets 31."12 [9d6=1, 5, 5, 5, 1, 3, 1, 6, 4]
<El-Cideon> Right.
<El-Cideon> Depp One Hybrid, same horror check.
<El-Cideon> roll 3d6
* Hatbot --> "El-Cideon rolls 3d6 and gets 16."12 [3d6=6, 5, 5]
<RandomConsonant> This is going to be grim.
<El-Cideon> Now we see how many times he hits me, yes.
<El-Cideon> roll 1d6 epic book-smacking going on here or something?
* Hatbot --> "El-Cideon rolls 1d6 epic book-smacking going on here or something? and gets 6."12 [1d6=6]
<El-Cideon> Looks like it.
<RandomConsonant> hahaha what
<El-Cideon> So that turned out okay.
<El-Cideon> and I hand Vinnie my elder sign.

Talaysen

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Re: Footsteps in the Dust (TURN 6; Upkeep/Movement)
« Reply #86 on: October 22, 2010, 01:55:09 AM »
Vincent Lee

Location: Great Hall Of Celeano

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
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
Elder Sign - Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track. / Price: $5

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.
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
Use Physician on myself, move sliders, and then jump into the Great Hall of Celery in The Unvisited Isle.  Also giving Amanda the Flesh Ward/
« Last Edit: October 22, 2010, 01:57:43 AM by Talaysen »

AndrewRogue

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Re: Footsteps in the Dust (TURN 6; Upkeep/Movement)
« Reply #87 on: October 23, 2010, 05:12:38 AM »
RC/Tommy: Sometimes violence is the answer. Pass a Fight (-1) check to break free of your captors and return to Arkham.
Soppy/Gloria: Can you do it?
Strago/Finn: Please check for Martial Law (Sneak +1), then we'll determine your encounter >_>
Mage/Ursula: Can you do it?
Amanda/Cid: Wipe that monster goo off you.
Tal/Vincent: The strain is too much for your mind. Lose 1 Sanity.

Random Consonant

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Re: Footsteps in the Dust (TURN 6; Encounters)
« Reply #88 on: October 23, 2010, 05:17:18 AM »
Yep.

[00:14] <RandomConsonant> Oh man
[00:14] <RandomConsonant> Action sequence time
[00:14] <RandomConsonant> roll 4d6 to get the heck outta dodge
[00:14] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 to get the heck outta dodge and gets 11." [4d6=2, 1, 6, 2]
[00:15] <Cidward> Amount of heck in Dodge: 0.
[00:15] <RandomConsonant> err no, I had 3 dice on the check, my bad
[00:15] <RandomConsonant> roll 3d6 for realsies
[00:15] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 3d6 for realsies and gets 12." [3d6=2, 4, 6]

Talaysen

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Re: Footsteps in the Dust (TURN 6; Encounters)
« Reply #89 on: October 23, 2010, 05:25:08 AM »
Vincent Lee

Location: Great Hall Of Celeano (1)

Stats
Sanity: 4 / 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
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
Elder Sign - Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track. / Price: $5

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.
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
Updating.
« Last Edit: October 25, 2010, 06:00:26 PM by Talaysen »

Strago

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Re: Footsteps in the Dust (TURN 6; Encounters)
« Reply #90 on: October 23, 2010, 06:22:35 AM »
<RandomConsonant> hi
> Oh, blerg.
> Martial Law.
> Sorry.
> 6d6
* Hatbot --> "Strago rolls 6d6 and gets 21."12 [6d6=6, 1, 5, 1, 4, 4]
> I pass my check.

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Re: Footsteps in the Dust (TURN 6; Encounters)
« Reply #91 on: October 23, 2010, 07:51:12 AM »
Ursula Downs

Sanity:
4/5
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
0 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 (0/3), 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!
Sealed the gate.

<Reichertastic_Olaneriffic> witness?
<+RandomConsonant> nitwess.
<Reichertastic_Olaneriffic> 3 Lore, -1 mod
<Reichertastic_Olaneriffic> 2d6 to stop Gate
* +Hatbot --> "Reichertastic_Olaneriffic rolls 2d6 to stop Gate and gets 7."12 [2d6=6, 1]
<+RandomConsonant> why are you using lore
<+RandomConsonant> oh well Gate is stopped


EDITED Personal Story CLUE COUNT
« Last Edit: October 23, 2010, 09:06:26 PM by Magetastic »
<%King_Meepdorah> roll 1d999 for "It was beauty...that killed the mage"?
* +Hatbot --> "King_Meepdorah rolls 1d999 for "It was beauty...that killed the mage"? and gets 999."12 [1d999=999]
<%King_Meepdorah> ...
<+superaway> ...Uh oh.
<+RandomConsonant> ...
* +superaway shakes head.

Hunter Sopko

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Re: Footsteps in the Dust (TURN 6; Encounters)
« Reply #92 on: October 23, 2010, 07:59:02 PM »
I close AND seal the gate!

<Soppy-ClearGenderRoles> Anyone around?
<Puniyo> Punii~?
<Reichertastic_Olaneriffic> Yo
<Reichertastic_Olaneriffic> Time to put a stop to Gate, once again?
<Soppy-ClearGenderRoles> Yep
<Soppy-ClearGenderRoles> 5 fight, -3 mod
<Soppy-ClearGenderRoles> roll 2d6
* Hatbot --> "Soppy-ClearGenderRoles rolls 2d6 and gets 10." [2d6=6, 4]
<Soppy-ClearGenderRoles> Done and sealed

Gloria Goldberg

Stats:
Sanity 1/6
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
4 Clue Tokens
5 Toughness in Monster Trophies (Shoggoth, Ghost, Dimensional Shambler)

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)
Red Sign of Shudde M'ell (Casting Mod: -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.)
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 6; Encounters)
« Reply #93 on: October 23, 2010, 09:01:08 PM »
Strago: Brian Burnham, the young manager of the store, offers you a bargain. Draw 1 Common Item — you may purchase it for $1 less than its list price.

http://www.arkhamhorrorwiki.com/Cavalry_Saber

Strago

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Re: Footsteps in the Dust (TURN 6; Encounters)
« Reply #94 on: October 24, 2010, 06:39:58 AM »
I do not purchase it.

AndrewRogue

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Re: Footsteps in the Dust (TURN 7; Upkeep/Movement)
« Reply #95 on: October 25, 2010, 05:49:30 AM »
The Stars, the stars...

Planetary Alignment
Environment (Mystic)
Gate Opens: ...
Clue Appears: The Black Cave
Monster Movement: Square/Diamond White, Circle Black

Thanks to the mystic energy generated by the planetary alignment, all Spells have a Sanity cost of 0.

CURRENT ENVIRONMENT: Planetary Alignment
CURRENT RUMOR: None

Sopko: Spending clues or drawing from the Dust Deck?

Random Consonant

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Re: Footsteps in the Dust (TURN 7; Upkeep/Movement)
« Reply #96 on: October 25, 2010, 06:55:27 AM »
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)

Tried to evade the Formless Spawn.  It did not go well, and Tommy is somehow punted to St. Mary's  Editing because somehow I forgot to account for the fact that Fight/Will was at 4/2 last turn.

[01:50] <RandomConsonant> Shifting Speed/Sneak to 3/1 because fail Focus is fail, let's ninja past the formless spawn.
[01:50] <RandomConsonant> roll 1d6 nin nin nin~
[01:50] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 1d6 nin nin nin~ and gets 4." [1d6=4]
« Last Edit: October 25, 2010, 07:08:48 PM by Random Consonant »

Magetastic

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Re: Footsteps in the Dust (TURN 7; Upkeep/Movement)
« Reply #97 on: October 25, 2010, 06:56:58 AM »
Ursula Downs

Sanity:
1/5
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
0 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)
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)
Gate Trophy (Plateau of Leng)
Gug Trophy (3 toughhness)
Byakhee Trophy (1 Toughness)

Personal Story:
Pass - When Ursula has at least 3 Monster Trophies (2/3) and 3 clue tokens (0/3), 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!
Apparently Ursula is the Near-Insane God of Battle and Boocs. Gug and Byakhee polished off without a single point of Stamina damage taken~

<Mage> Alright, time to see how horribly I die
<Mage> Flying Monstrosity or Many-Armed Horror, first?
<+RandomConsonant> If you're sneaking, do the hard one first, if you're fighting, do the easy one first
<Mage> It's harder to sneak, and either way, I die if I lose once to the hard one. >_>;
<Mage> So I'm thinking pump fight and just beat these sonsabitches to death.
<Mage> Funnily enough, I'm in no danger of Sanity death thanks to seeing Home before I came through the Gate, and also because the Stars are Lined Up.
<Mage> So I'm going to have 1 Will, and 4 Fight for this.
<Mage> Both Horror Checks I fail automatically. Whoo~
* Mage takes his 1+2 San damage, respectively
<Mage> 4 Fight, +3 from .38, -0 from Byakhee
<Mage> 7d6 to say Bye Bye, Birdie~
* +Hatbot --> "Mage rolls 7d6 to say Bye Bye, Birdie~ and gets 21."12 [7d6=3, 4, 2, 6, 3, 1, 2]
<Mage> Close, but that's a kill. >_>;
<Mage> Taking San damage from Gug then (the +2 mentioned earlier)
<Mage> 4 Fight, +6 from Holy Water, -2 from HOLY CRAP SO MANY ARMS WHAT IS THIS
<Mage> 8d6 to notdiepleasedon'tdieohmygodpleasedon'tdie
* +Hatbot --> "Mage rolls 8d6 to notdiepleasedon'tdieohmygodpleasedon'tdie and gets 30."12 [8d6=4, 3, 6, 3, 6, 5, 1, 2]
<Mage> ...
<+RandomConsonant> Splorch
<Mage> SUCCESS!
<Mage> Now to see if I ignore Overwhelming because Flesh Ward is hax.
<@Ranmilia> You killed the Guggernaut!  (bitch)
<Mage> 3 Lore, -2 from haxx
<Mage> 1d6 to become the near-insane God of Battle and Boocs
* +Hatbot --> "Mage rolls 1d6 to become the near-insane God of Battle and Boocs and gets 6."12 [1d6=6]
<+RandomConsonant> what
<+RandomConsonant> FLESH WARD
« Last Edit: October 25, 2010, 09:16:32 AM by Magetastic »
<%King_Meepdorah> roll 1d999 for "It was beauty...that killed the mage"?
* +Hatbot --> "King_Meepdorah rolls 1d999 for "It was beauty...that killed the mage"? and gets 999."12 [1d999=999]
<%King_Meepdorah> ...
<+superaway> ...Uh oh.
<+RandomConsonant> ...
* +superaway shakes head.

Hunter Sopko

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Re: Footsteps in the Dust (TURN 7; Upkeep/Movement)
« Reply #98 on: October 25, 2010, 08:35:04 AM »
Spending two clues to pass the first player token, upping my speed to 4 and hightailing it to the hospital for some $2 actual non-brain bandaids.

Gloria Goldberg

Stats:
Sanity 1/6
Stamina 4/4

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
$2
2 Clue Tokens
5 Toughness in Monster Trophies (Shoggoth, Ghost, Dimensional Shambler)
1 Gate Trophy (R'lyeh)

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)
Red Sign of Shudde M'ell (Casting Mod: -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.)
Rifle (2H Weapon, +5 Physical Combat)

Personal Story: Pass: Gain +1 Fight
« Last Edit: October 26, 2010, 02:33:02 AM by Hunter Sopko »

Talaysen

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Re: Footsteps in the Dust (TURN 7; Upkeep/Movement)
« Reply #99 on: October 25, 2010, 06:01:09 PM »
Vincent Lee

Location: Great Hall Of Celeano (2)

Stats
Sanity: 4 / 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
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
Elder Sign - Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track. / Price: $5

Skills
Expert Occultist - Any Phase: Exhaust to re-roll a Spell check.

Spells
Voice of Ra (Exhausted) - 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.
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
Casting Voice of Ra.

[2010-10-25 18:16:34] <Puniyo> Well, 3 Lore, -1 mod on Voice of Ra.
[2010-10-25 18:16:41] <LittleBobbyTables> Spent 2 at the hospital
[2010-10-25 18:16:56] <Puniyo> 2d6 for anshunt egiptian lazer beemz
[2010-10-25 18:16:58] * Hatbot --> "Puniyo rolls 2d6 for anshunt egiptian lazer beemz and gets 7." [2d6=2, 5]
[2010-10-25 18:17:12] <Puniyo> beem
[2010-10-25 18:17:20] * RandomConsonant looks up, nods
[2010-10-25 18:17:24] <Reichertastic_Olaneriffic> beem GET
« Last Edit: October 26, 2010, 12:17:36 AM by Talaysen »