Author Topic: Footsteps in the Dust (TURN 15; Encounters)  (Read 23511 times)

Sierra

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Re: Footsteps in the Dust (TURN 9; Movement)
« Reply #125 on: November 06, 2010, 03:38:51 AM »
Amanda Sharpe

Sanity: 2/5
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
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)
Flesh Ward (spell, casting mod -2, sanity cost 1, exhaust to ignore all stamina loss from one source)
Luck (skill, +1 luck, roll 1 bonus die when spending clue tokens for luck checks)
Expert Occultist (skill, exhaust to reroll a spell check)
Cross (magical weapon, +3 combat against undead, +1 horror, 1H, $3)
Cultes des Goules (unique item, exhaust and spend 2 movement points to make a lore check at -2, draw 1 spell/1 clue token/lose 2 sanity and discard on success, $3)

Trophies:

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

~

Not a heckuva lot else to do at the moment, so I guess I'll head back to the library for more encounterness.

Talaysen

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Re: Footsteps in the Dust (TURN 9; Movement)
« Reply #126 on: November 08, 2010, 01:52:04 AM »
Vincent Lee

Location: Train Station

Stats
Sanity: 3 / 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
1 Monster Trophy (Cultist, 1 toughness)
1 Gate Trophy (Great Hall Of Celeano)

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
Map of Arkham - Movement phase: Exhaust to get 1 extra movement point. / Price: $2

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.
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
Using Physician on myself, swiping the Map of Arkham from Amanda, and sitting at Train Station for an encounter.

AndrewRogue

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Re: Footsteps in the Dust (TURN 9; Movement)
« Reply #127 on: November 08, 2010, 02:59:08 AM »
Gloria/Soppy: Brain band-aids. To heal zombie wounds.

Finn/Strago: The stars are right...

Glancing behind you, you see that the beasts are still chasing you. Pass a Speed (-1) check or be Lost in Time and Space.

Ursula/Mage: "Testifying" Cooter Falwell latches onto you and rambles on about his spiritual beliefs. Make a Lore (-1) check. If you pass, then somewhere in Cooter's words you find a clue to the Mythos threat. Gain 1 Clue token, but lose 1 Sanity. If you fail, move to the street while you listen to Cooter ramble on about pure nonsense.

Tommy/RC: Best pay it back, or they shall be breaking your legs.

Amanda/Cid: You look up to see Abigail Foreman leaning over you with hands on hips and a frustrated look on her face. Make a Will (-1) check. If you pass, she helps you find the book you were looking for. Take the first Tome from the Unique Item deck. If you fail, you've made too much noise. She escorts you out of the Library. Move to the street.

Vincent/Tal: A well-dressed man is standing on the platform. He turns and greets you by name. Although he seems oddly familiar, you don't remember ever meeting him before. Then he steps off the platform into the path of a speeding train. Make a Speed (-1) check. If you pass, he vanishes as you leap right through him. On the ground, you find yourself clutching a scrap of paper. Gain 1 Spell. If you fail, he is obliterated before your eyes. Roll a die and lose that much Sanity.

Talaysen

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Re: Footsteps in the Dust (TURN 9; Encounters)
« Reply #128 on: November 08, 2010, 03:12:27 AM »
Vincent Lee

Location: Arkham Asylum

Stats
Sanity: 1 / 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 Monster Trophy (Cultist, 1 toughness)
1 Gate Trophy (Great Hall Of Celeano)

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

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.
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
[2010-11-07 21:06:12] <Puniyo> I guess I should try my luck with a clue?  My odds of going insane are pretty high if I don't...
[2010-11-07 21:06:25] <RandomConsonant> Go for it.[2010-11-07 21:06:52] <AndrewAmnesia> I havea feeling you will pass
[2010-11-07 21:07:08] <Puniyo> roll 1d6 for illusions
[2010-11-07 21:07:10] * Hatbot --> "Puniyo rolls 1d6 for illusions and gets 1." [1d6=1]
[2010-11-07 21:07:16] * Puniyo eyes Andrew.
[2010-11-07 21:07:24] <Puniyo> That wasn't even close.
[2010-11-07 21:07:34] <AndrewAmnesia> I apparently should say that more often[2010-11-07 21:07:38] <Puniyo> diaf
[2010-11-07 21:07:52] <Puniyo> 1d6 for how much crazies
[2010-11-07 21:07:52] * Hatbot --> "Puniyo rolls 1d6 for how much crazies and gets 5." [1d6=5]
[2010-11-07 21:07:59] <Puniyo> fuck you hatbot
[2010-11-07 21:08:02] <RandomConsonant> Entirely too much crazies.
[2010-11-07 21:08:09] <AndrewAmnesia> And Tal gets covered in dude

Dropping the map and cloak I guess.  Unless anyone else has a better idea...

Strago

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Re: Footsteps in the Dust (TURN 9; Encounters)
« Reply #129 on: November 08, 2010, 04:39:07 AM »
Finn is a speed demon.

> Witness?
<RandomConsonant> witness
> 3d6 to avoid being Lost in Time and Space, then.
* Hatbot --> "Strago rolls 3d6 to avoid being Lost in Time and Space, then. and gets 12."12 [3d6=4, 5, 3]
> Hoorah!

Magetastic

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Re: Footsteps in the Dust (TURN 9; Encounters)
« Reply #130 on: November 08, 2010, 05:49:00 PM »
Sanity: 1/5
Stamina:
5/5

Focus:
2

Speed: 2 3 4 [5]
Sneak: 3 2 1
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
4 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)
Gug Trophy (3 toughhness)
Byakhee Trophy (1 Toughness)

Personal Story:
Fail - Ursula is was Cursed.

!Actions!
I'm an idiot, poop, sorry.
« Last Edit: November 11, 2010, 06:21:29 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.

Sierra

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Re: Footsteps in the Dust (TURN 9; Encounters)
« Reply #131 on: November 08, 2010, 09:22:56 PM »
<Cidward> Hey hey!
<Cidward> Who's around?
<Cidward> No one, really?
<Cidward> Booo.
<RandomConsonant> hi
<Cidward> Yay.
<Cidward> So I have a will check to make.
<Cidward> It's at 4 right now, -1 for the roll.
<Cidward> roll 3d6 do I complete my PS?
* Hatbot --> "Cidward rolls 3d6 do I complete my PS? and gets 13."12 [3d6=6, 1, 6]
<Cidward> Huzzah.

AndrewRogue

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Re: Footsteps in the Dust (TURN 9; Encounters)
« Reply #132 on: November 10, 2010, 03:13:28 AM »
Amanda: http://www.arkhamhorrorwiki.com/The_King_in_Yellow_%28item%29

Thank God for the police...

Police Step Up Patrols in Northside!
Headline!
Gate Opens: Silver Twilight Lodge
Clue Appears: Graveyard (Enjoy, Ursula!)
Monster Movement: Circle White, Diamond/Square Black

Mythos Ability: All monsters in the Northside streets or locations are returned to the cup.

CURRENT ENVIRONMENT: Things of Darkness
CURRENT RUMOR: None

Amanda:
« Last Edit: November 10, 2010, 03:25:36 AM by AndrewRogue »

Talaysen

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Re: Footsteps in the Dust (TURN 10; Movement)
« Reply #133 on: November 10, 2010, 03:41:49 AM »
Vincent Lee

Location: Arkham Asylum

Stats
Sanity: 1 / 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 Monster Trophy (Cultist, 1 toughness)
1 Gate Trophy (Great Hall Of Celeano)

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

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.
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
Taking $1 from Tommy and going back to the Asylum for full sanity healing going to the Science Building to trade my gate trophy for clues.

Using Physician on Tommy too.
« Last Edit: November 10, 2010, 03:53:13 AM by Talaysen »

Random Consonant

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Re: Footsteps in the Dust (TURN 10; Movement)
« Reply #134 on: November 10, 2010, 04:04:04 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: 1/6
Stamina: 2/4

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:
$7
0 Clue Tokens
Rifle (2H Weapon, +5 Physical Combat, $6)
Speed Skill (+1 Speed, Clue Tokens spent on Speed checks yield an extra die)
Bank Loan (Roll a die each turn on upkeep, on a 1-3, pay $1 or discard all items and become unable to get another Bank Loan for the duration of the game.  Pay $10 to pay off the loan and discard this card.)
4 Monster Trophies (Byakhee, Zombie, Elder Thing x2, total toughness: 6)

Personal Story:
Pass: Become devoured (obviously not yet fufilled)
Fail: Terror Level reaches 5 (3/5)

Tommy flubs his loan check and pays $1 in interest, hops on a train to Innsmouth and engages in some gory combat action against horrible things.  Also I have no dice to roll against Martial Law and I don't care because I'm Tommy.

[22:55] <RandomConsonant> But enough talking more killing.
[22:55] <MishaArsellecLune> Die monster you don't belong in this world?
[22:55] <RandomConsonant> Gonna spend a dollar to hop over to Innsmouth where I find horrible creatures at the bus station.
[22:55] <AndrewAmnesia> 2
[22:55] <RandomConsonant> Shock and horror.
[22:55] <RandomConsonant> Just one for the train
[22:56] <RandomConsonant> oh right not that the gates sorry
[22:56] <AndrewAmnesia> I'm kinda curious what the next mythos is gonna be
[22:56] <RandomConsonant> Anywho, the Elder Things are very scary and Tommy screams like a little girl, but manages to hold on.
[22:56] <AndrewAmnesia> But I can't roll it ;_;
[22:56] =-= Smashy is now known as ScreamOVision
[22:57] <ScreamOVision> Scream
[22:57] <RandomConsonant> Elder Thing the first! Two toughness vs. my nine dice.
[22:57] =-= ScreamOVision is now known as Smashy
[22:57] <RandomConsonant> roll 9d6 for boomies
[22:57] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 9d6 for boomies and gets 38." [9d6=6, 1, 4, 6, 6, 1, 5, 6, 3]
[22:57] <Smashy> Boom
[22:57] <AndrewAmnesia> Dear lord
[22:57] <MishaArsellecLune> boom
[22:57] <Smashy> Headshot
[22:57] <RandomConsonant> Elder Thing #1 has been exploded.
[22:57] <AndrewAmnesia> NOT BILLY
[22:57] <AndrewAmnesia> YOU MONSTER
[22:57] <RandomConsonant> Second verse, same as the first.
[22:57] <RandomConsonant> roll 9d6 for more boomies
[22:57] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 9d6 for more boomies and gets 34." [9d6=3, 4, 2, 3, 6, 4, 4, 2, 6]
[22:58] <Smashy> Boom
[22:58] <Smashy> Headshot
[22:58] <RandomConsonant> Not as exploded, but still dead.
[22:58] <AndrewAmnesia> THOMAS
[22:58] <AndrewAmnesia> ;_;

Strago

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Re: Footsteps in the Dust (TURN 10; Movement)
« Reply #135 on: November 10, 2010, 04:50:28 AM »
Finn hangs around and gets ready to close the Gate.

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
$0

1 Monster Trophy (Maniac, 1 Toughness)

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)

Enchant Weapon (casting mod 0, 1 San cost, cast and exhaust to make one Physical weapon a Magical weapon until
the end of this combat)

- Personal Story, "Payback" -

Failed! Finn loses all of his Clue tokens, and receives one less Movement point per turn than usual.

Hunter Sopko

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Re: Footsteps in the Dust (TURN 10; Movement)
« Reply #136 on: November 11, 2010, 06:05:38 AM »
Moving Fight/Will to 1/4 and grabbing the Ruby of R'lyeh and Cross from others. I slip through the opening made by Ursula and head into the Lodge, taking out a Ghost on the way and gibbing to a Nightgaunt to head directly into the gate and not collect $200.

<Soppy-ClearGenderRoles> K. Mage looks like he cleared that Elder Thing out
<Soppy-ClearGenderRoles> Time to grab that Cross back and have some fun at the Gate
<AndrewAmnesia> Yo
<Soppy-ClearGenderRoles> Moving Will/Fight two to the left
<Soppy-ClearGenderRoles> Ruby allows me to get to the Lodge
<Soppy-ClearGenderRoles> So. Decision time. Take out Ghost first or just gib to Nightgaunt
<Soppy-ClearGenderRoles> And wow. Mage is an idiot
<Soppy-ClearGenderRoles> He could have just taken the one damage and rerolled instead of using those clues
<Soppy-ClearGenderRoles> Oh well
<Soppy-ClearGenderRoles> Anyway
<Soppy-ClearGenderRoles> Eh. Ghost time
<Soppy-ClearGenderRoles> 4 Will + 1 Cross. -2 mod. 3 dice
<Soppy-ClearGenderRoles> roll 3d6
* Hatbot --> "Soppy-ClearGenderRoles rolls 3d6 and gets 9." [3d6=6, 1, 2]
<Soppy-ClearGenderRoles> Pass
<Soppy-ClearGenderRoles> 3 Fight + 3 Cross - 3 mod
<Soppy-ClearGenderRoles> 3 dice
<Soppy-ClearGenderRoles> roll 3d6
* Hatbot --> "Soppy-ClearGenderRoles rolls 3d6 and gets 9." [3d6=6, 1, 2]
<Soppy-ClearGenderRoles> Dead Ghost
<Soppy-ClearGenderRoles> Okay. Nightgaunt time
<Soppy-ClearGenderRoles> 5 for will - 1. 4 dice
<Soppy-ClearGenderRoles> roll 4d6
* Hatbot --> "Soppy-ClearGenderRoles rolls 4d6 and gets 17." [4d6=3, 4, 4, 6]
<Soppy-ClearGenderRoles> Pass
<Soppy-ClearGenderRoles> Not using any weapons. Fight is 3. -2 mod. 1 dice. Two toughness monster. Autolose. I go into gate
<Soppy-ClearGenderRoles> Bada bing, bada boom. Crazy, Keith-like plan works for Soppy

Gloria Goldberg

Stats:
Sanity 6/6
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
$0
5 Clue Tokens
1 toughness of monster trophies (Ghost)
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)
Ruby of R'lyeh (Gain 3 movement points)
Cross (Magical weapon, +3 combat against undead, +1 horror, 1H, $3)

Personal Story: Pass: Gain +1 Fight

Magetastic

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Re: Footsteps in the Dust (TURN 10; Movement)
« Reply #137 on: November 11, 2010, 06:16:26 AM »
Sanity: 1/5
Stamina:
5/5

Focus:
2

Speed: 2 3 4 [5]
Sneak: 3 2 1
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
2 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)
Gug Trophy (3 toughhness)
Byakhee Trophy (1 Toughness)
Elder Thing Trophy (2 Toughness)

Personal Story:
Fail - Ursula is was Cursed.

!Actions!
Continuing to take down monstrosities while on the brink of insanity.

<Magesona> So.
<Magesona> Grabbing the cross off Soppy, pumping Will to 4, -3 mod
<Magesona> 2d6 to have seen this show before
* Hatbot --> "Magesona rolls 2d6 to have seen this show before and gets 6."12 [2d6=1, 5]
<Magesona> Whee~
<Magesona> So. No mods from the dude, 1 Fight, +3 from .38, and I have no other weapons unless Soppy has a one-handed weapon he'd like to toss my way.
<Magesona> 4d6 to come up with a witty one-liner
* Hatbot --> "Magesona rolls 4d6 to come up with a witty one-liner and gets 9."12 [4d6=1, 1, 1, 6]
<+RandomConsonant> ...
<Magesona> And this is where clue tokens come in! >_>
<Magesona> 1d6 to get a clue
* Hatbot --> "Magesona rolls 1d6 to get a clue and gets 4."12 [1d6=4]
<Magesona> 1d6 clue token the second
* Hatbot --> "Magesona rolls 1d6 clue token the second and gets 4."12 [1d6=4]
<+RandomConsonant> Oh dear
<Magesona> 1d6 seriously, Hatbot. SERIOUSLY?
* Hatbot --> "Magesona rolls 1d6 seriously, Hatbot. SERIOUSLY? and gets 6."12 [1d6=6]
* Magesona nods. Only took 3 clue tokens, but that sucker is down.
<%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 10; Movement)
« Reply #138 on: November 11, 2010, 03:52:36 PM »
Amanda Sharpe

Sanity: 2/6
Stamina: 6/6

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
4 clue tokens
Dread Curse of Azathoth (spell, casting mod -2, sanity cost 2, exhaust for +9 to combat checks, 2H)
Flesh Ward (spell, casting mod -2, sanity cost 1, exhaust to ignore all stamina loss from one source)
Luck (skill, +1 luck, roll 1 bonus die when spending clue tokens for luck checks)
Expert Occultist (skill, exhaust to reroll a spell check)
Cultes des Goules (unique item, exhaust and spend 2 movement points to make a lore check at -2, draw 1 spell/1 clue token/lose 2 sanity and discard on success, $3)

Trophies:

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

Personal story - Passed:

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 heads out into the streets to pass some stuff to Gloria, pauses to study 1x tome of cluegiving, then uses her remaining movement point to go see what's up in the administration building.

<Cidward> Anyway, 4 lore -2 = 2 dice.
<Cidward> roll 2d6 to hang in the court of the not-crimson king
* Hatbot --> "Cidward rolls 2d6 to hang in the court of the not-crimson king and gets 8."12 [2d6=3, 5]
<Cidward> Clues get.
<LucaTrulyworth> Hurray!
« Last Edit: November 11, 2010, 05:35:49 PM by El Cideon »

AndrewRogue

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Re: Footsteps in the Dust (TURN 10; Movement)
« Reply #139 on: November 12, 2010, 11:07:51 AM »
Tommy: Wipe the goo off those buses, man.

Finn: Close, close, close the gate.

Gloria: Suddenly you notice something you had previously missed. Gain 1 clue token.

Ursula: Wipe yourself off.

Amanda: Pass a Will (-1) check to get the Dean to offer you a retainer to write a manuscript for the college. Gain a Retainer card.

Vincent: Get a clue, man.

Hunter Sopko

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Re: Footsteps in the Dust (TURN 10; Movement)
« Reply #140 on: November 12, 2010, 01:57:15 PM »
Supposed to get a second encounter, but I highly doubt it'll be better than free clue. I'll remind you next time.

Gloria Goldberg

Stats:
Sanity 6/6
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
$0
6 Clue Tokens
1 toughness of monster trophies (Ghost)
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)
Ruby of R'lyeh (Gain 3 movement points)
Cross (Magical weapon, +3 combat against undead, +1 horror, 1H, $3)

Personal Story: Pass: Gain +1 Fight

Sierra

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Re: Footsteps in the Dust (TURN 10; Movement)
« Reply #141 on: November 12, 2010, 11:31:57 PM »
Amanda flunks out of school.

<Hikari> He lives...again.
<Hikari> So hey, I may as well deal with that encounter since the bot's back.
<Hikari> Who shall witness?
<LucaTrulyworth> witness
<Mykasi> Pi ka
<Hikari> Right. 4 will - 1 = 3 dice.
<Hikari> roll 3d6 for da monies
* Hatbot --> "Hikari rolls 3d6 for da monies and gets 8."12 [3d6=2, 3, 3]
<Hikari> L i t t l e m o n i e s.
<LucaTrulyworth> hatin'

Strago

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Re: Footsteps in the Dust (TURN 10; Movement)
« Reply #142 on: November 13, 2010, 05:16:22 AM »
Finn finally does something semi-useful and closes a gate.

> Hello!
> Witness?
<RandomConsonant> hi
> Huzzah!
> Alrighty. 4 Lore, City of the Great Race is +0.
> 4d6 to GATECLOSE
* Hatbot --> "Strago rolls 4d6 to GATECLOSE and gets 13."12 [4d6=1, 3, 5, 4]
> WOOT

AndrewRogue

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Re: Footsteps in the Dust (TURN 10; Movement)
« Reply #143 on: November 16, 2010, 11:00:08 PM »
Sorry. I've been feeling a bit sick/distressed. Fixing right now.

AndrewRogue

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Re: Footsteps in the Dust (TURN 10; Movement)
« Reply #144 on: November 16, 2010, 11:21:07 PM »
Even the gangs were pitching in...

Gangs clean up Easttown!
Headline!
Gate Opens: The Witch House
Clue Appears: The Black Cave
Monster Movement: Circle White, Diamond/Square Black

Mythos Ability: All monsters in the Easttown streets or locations are returned to the cup.

CURRENT ENVIRONMENT: Things of Darkness
CURRENT RUMOR: None

Amanda: Spending clues?

Random Consonant

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Re: Footsteps in the Dust (TURN 11; Movement)
« Reply #145 on: November 16, 2010, 11:51:44 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: 1/6
Stamina: 2/4

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:
$6
0 Clue Tokens
Rifle (2H Weapon, +5 Physical Combat, $6)
Speed Skill (+1 Speed, Clue Tokens spent on Speed checks yield an extra die)
Bank Loan (Roll a die each turn on upkeep, on a 1-3, pay $1 or discard all items and become unable to get another Bank Loan for the duration of the game.  Pay $10 to pay off the loan and discard this card.)
2 Monster Trophies (Byakhee, Zombie, Elder Thing x2, total toughness: 6)

Personal Story:
Pass: Become devoured (obviously not yet fufilled)
Fail: Terror Level reaches 5 (3/5)

Lost a dollar to loan interest, heading to Falcon Point for a generic encounter of genericness.

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Re: Footsteps in the Dust (TURN 11; Movement)
« Reply #146 on: November 17, 2010, 12:15:37 AM »
Kicking Speed/Sneak and Fight/Will to 3/1 and 2/3 respectively and waiting for my next encounter in Yuggoth PHASE 2! (Remember, draw two I pick one)

Gloria Goldberg

Stats:
Sanity 6/6
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
$0
6 Clue Tokens
1 toughness of monster trophies (Ghost)
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)
Ruby of R'lyeh (Gain 3 movement points)
Cross (Magical weapon, +3 combat against undead, +1 horror, 1H, $3)

Personal Story: Pass: Gain +1 Fight

Talaysen

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Re: Footsteps in the Dust (TURN 11; Movement)
« Reply #147 on: November 17, 2010, 03:31:09 AM »
Vincent Lee

Location: Arkham Asylum

Stats
Sanity: 1 / 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
$2
2 Clue Token
1 Monster Trophy (Cultist, 1 toughness)

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

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.
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
Going to Arkham Asylum and spending $2 to get full sanity back.

Magetastic

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Re: Footsteps in the Dust (TURN 11; Movement)
« Reply #148 on: November 17, 2010, 04:53:06 AM »
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
2 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)
Gug Trophy (3 toughhness)
Byakhee Trophy (1 Toughness)
Elder Thing Trophy (2 Toughness)
Unique Item From Mi-Go

Personal Story:
Fail - Ursula is was Cursed.

!Actions!
Monsters, brink of insanity, battle god, etc.

<Magesona> So what'd I miss?
<+RandomConsonant> The Mi-go has landed.
<+RandomConsonant> Right next to you, in fact.
<Magesona> It... has?
<Hikari> Yeah, that jerk.
<Magesona> Huh.
<Magesona> Well, I, uhm, have no way to sneak past it, so...
<Magesona> 4 Will, -1 mod
<Magesona> 3d6 to not go insane
* Hatbot --> "Magesona rolls 3d6 to not go insane and gets 7."12 [3d6=1, 5, 1]
<Magesona> Success!
<Magesona> 1 Fight, +3 from gun, and no monster mod
<Magesona> 4d6 for a shiny new pair of shoes. Or a booc. Or something.
* Hatbot --> "Magesona rolls 4d6 for a shiny new pair of shoes. Or a booc. Or something.  and gets 9."12 [4d6=1, 6, 1, 1]
<+RandomConsonant> good grief 1 is a popular number tonight
<+RandomConsonant> But the 6 is all that matters
<Magesona> And Hatbot flirts with danger as I get that something I needed. >_>;
<Magesona> Yay for new unique items~
<%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.

Strago

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Re: Footsteps in the Dust (TURN 11; Movement)
« Reply #149 on: November 17, 2010, 04:52:28 PM »
Finn fills some wimpy monsters full of lead.

> Who would like to witness me smashing some monsters?
Back: Away for 1hr 14mins 33secs
Away Deactivated:4 Auto Away reactivated
<Taishyr> yo
* Mage (~blahblah@96.49.115.212) has joined #rpgdlarkhamhorror
* Magesona (~blahblah@96.49.115.212) Quit (Ping timeout)
> Woot.
> Alright, we'll start with the easy Cultist.
> 0 Fight, +1 from Cultist wussiness, +6 from my Tommy Gun.
> 7d6
* Hatbot --> "Strago rolls 7d6 and gets 28."12 [7d6=3, 5, 6, 1, 4, 4, 5]
> There we go.
> On to the Deep One Hybrid.
> Horror check! 3 Will, -1 for scariness.
> 2d6
* Hatbot --> "Strago rolls 2d6 and gets 4."12 [2d6=3, 1]
> Bravery! Re-roll.
> 2d6
* Hatbot --> "Strago rolls 2d6 and gets 10."12 [2d6=6, 4]
> Righto, no Sanity damage.
> 0 Fight, +6 from the Tommy Gun, no mod from the enemy. I need one success.
> 6d6
* Hatbot --> "Strago rolls 6d6 and gets 28."12 [6d6=5, 4, 3, 5, 5, 6]
> Wow. Yep.


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
$0

3 Monster Trophies (Maniac, 1 Toughness / Cultist, 1 Toughness / Deep One Hybrid, 1 Toughness)

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)

Enchant Weapon (casting mod 0, 1 San cost, cast and exhaust to make one Physical weapon a Magical weapon until
the end of this combat)

- Personal Story, "Payback" -

Failed! Finn loses all of his Clue tokens, and receives one less Movement point per turn than usual.