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Author Topic: Eternal Recurrence of the Spotless Mind (Arkham)  (Read 22695 times)

Random Consonant

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #150 on: June 12, 2011, 05:37:01 AM »
Screw you too, Hatbot.

[00:35] <RandomConsonant> roll 2d6 to at least not get hurt on the way out
[00:35] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 2d6 to at least not get hurt on the way out and gets 5." [2d6=1, 4]
[00:35] <RandomConsonant> :(

Hunter Sopko

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #151 on: June 12, 2011, 05:38:03 AM »
Gardener's Place encounter:

A bit of dirt has been disturbed here, revealing an oddly shaped skull. Something warns you that touching it could be a bad idea, but it seems to glow with power at the same time. If you decide to touch it, draw 1 Skill and 1 Madness card.

Yakumo

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #152 on: June 12, 2011, 05:40:40 AM »
Leo isn't touching that thing, no sir.

Hunter Sopko

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #153 on: June 12, 2011, 05:52:19 AM »
An Evil Fog
Environment: Weather

Will checks in Arkham are made at a -1 penalty. Sneak checks in Arkham are made at a +1 bonus. Fliers do not move.

A gate attempts to open at the Graveyard, but is gateblocked by a seal! A clue appears at the Unvisited Isle.
 
Cross monsters move on White, doing nothing. Moon monsters move on Black, however the Wraith stays put due to both the Environment and Joe.

Random Consonant

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #154 on: June 12, 2011, 05:59:42 AM »
Joe Diamond, Private Eye

Location: Silver Twilight Lodge

Hunches - Any Phase - Whenever Joe spends a Clue Token, he gains an additional die to the check.

Stats:

Sanity: 2/4
Stamina: 1/6

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

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

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

Focus: 3

Inventory:
$0
0 Clue Tokens
.45 Automatic (1H Physical Common Weapon.  +4 Combat.  $5)
Knife (1H Physical Common Weapon.  +1 Combat.  $2)
Nameless Cults (Unique Tome.  Exhaust and spend 1 movement point to make a Lore (-1) check.  If successful, gain 1 spell, lose 1 sanity, and discard.  Otherwise derp happens.  $3)
Cavalry Sabre (1H Physical Common Weapon.  +2 Combat.  $3)
Expert Occultist (Skill.  Exhaust to re-roll a Spell Check.)
Bravery (Skill.  Exhaust to re-roll a Horror Check.)
Six monster trophies (Cultist x3, Dimensional Shambler, Byakhee, Elder Thing.  7 total toughness.)
Two gate trophies (Plateau of Leng, Abyss)

Personal Story Condition:
Pass: Spend 5 toughness in monster trophies and 1 Unique Item while at the Silver Twilight Lodge during Upkeep. (7/5 toughness, 1/1 unique item, not at Silver Twilight Lodge)
Fail: Discard a unique item. (Unique item not discarded.)

Let's try this again, shall we?  Hopefully this time with less being kicked out by lunatics.

[00:57] <RandomConsonant> *ahem* anyways, nothing to do but try and sneak past this wraith *again* thank you insane cultists
[00:58] <Yakumo> ...oh geez, I didn't even see that there. <_<
[00:58] <RandomConsonant> roll 5d6 nin nin nin~
[00:58] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 5d6 nin nin nin~ and gets 16." [5d6=1, 2, 3, 4, 6]

Yakumo

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #155 on: June 12, 2011, 06:22:27 AM »
Leo Anderson

Unique Ability: Leadership - Any Phase: Once per turn, Leo may prevent 1 sanity or 1 stamina loss for any investigator.

Stats:

Sanity: 5/5
Stamina: 3/5

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

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

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

Focus: 2

Inventory:
$9
6 Clue Tokens

Allies:
Cham (Exhaust for +1 to any check)
Zebulon Whateley (+1 Lore, +1 Will, exhaust to refresh 1 Spell)

Items:
Rifle (2H, +5 to combat checks) $6

Skills:
Psychology (add +1 to the result of any dice roll for will checks)

Task:
Patrolling the Streets (Easttown, Uptown, Police. 1 Common, $5 and a clue.)

Magic:
Enchant Weapon (Casting modifier 0, Sanity cost 1.  Cast and exhaust to make one Physical Weapon a Magical Weapon until the end of this combat.  Does not require hands.)
Cloud Kill (Casting modifier -1, Sanity cost 1.  One hand. -2 Stam, reduce toughness by 2 for all monsters in this location to a minimum of 1.)
Call Friend (Spell.  +0 Casting Modifier, 1 Sanity Cost.  Movement Phase: Cast and exhaust to choose an investigator that has not moved and automatically move them to your location.  That investigator may not move again this turn.)

Trophy:
1 Toughness (Ghost)
1 Gate

Personal Story Condition:
Failed: If Leo ever discards an ally, he is devoured instead.



No luck on the Nultros check for this turn.  Killing the Hummer that was hanging out in the Backwoods Country Streets, take a hit from it but am using my ability to soak part of the damage.

[00:59] <@Yakumo> Will checks are -1 so I only get one die for the Nultros check.
[00:59] <@Yakumo> roll d6 for Nultros
[00:59] * Hatbot --> "Yakumo rolls d6 for Nultros and gets 2." [d6=2]
[01:01] <@Yakumo> Mmm.  Cham?  Or just let Captain K try it? 
[01:02] <@Soppy-ElectricIceGrenadier> Gonna make the roll, Random? Or can't?
[01:02] <+RandomConsonant> Will -3
[01:02] <+RandomConsonant> This is so happening for me.
[01:03] <@Yakumo> I'll use Cham and try one more die, but I'm not wasting clues on this.
[01:03] <@Yakumo> roll d6 the second
[01:03] * Hatbot --> "Yakumo rolls d6 the second and gets 2." [d6=2]
[01:03] <@Yakumo> Nope.

[01:10] <@Yakumo> Shifting sliders to 4 fight/1 will, have +1 from an ally to counter the mythos so I'll get one die for the horror check.
[01:11] <@Yakumo> roll d6 horror check
[01:11] * Hatbot --> "Yakumo rolls d6 horror check and gets 6." [d6=6]
[01:11] <@Yakumo> Alright.  Hummer is -1, with the rifle I have 8 dice and need two successes.
[01:12] <@Yakumo> roll 8d6 to shut this thing up
[01:12] * Hatbot --> "Yakumo rolls 8d6 to shut this thing up and gets 19." [8d6=2, 1, 5, 3, 2, 2, 1, 3]
[01:12] <+RandomConsonant> ...
[01:12] <@Yakumo> Man.  Hatbot hates me.
[01:12] <+RandomConsonant> Ow.
[01:12] <@Soppy-ElectricIceGrenadier> Clang
[01:12] <@Soppy-ElectricIceGrenadier> 3 Stamina damage
[01:13] <@Yakumo> I could try clues, I only need one more success.
[01:13] <@Yakumo> Feels like a waste, though.  Eh, I'll take the hit and just reroll.  I can try clues on the next one if I need to.
[01:14] <@Yakumo> 8d6 to shut this thing up for real this time?
[01:14] * Hatbot --> "Yakumo rolls 8d6 to shut this thing up for real this time? and gets 34." [8d6=6, 2, 6, 6, 2, 1, 5, 6]
[01:14] <@Yakumo> ...fuck you, bot.  Fuck you.
[01:14] <@Yakumo> Where were all those a second ago?

Captain K.

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #156 on: June 12, 2011, 07:14:55 AM »
Michael McGlen

Location:  Downtown Streets -> The Unvisited Isle
Stats
Sanity 2/3
Stamina 5/7

Speed  2 3 4 [5]
Sneak  4 3 2 [1]
Fight 3 [4] 5 6
Will 5 [4] 3 2  (includes skill bonus)
Lore  [1] 2 3 4 (includes skill bonus)
Luck [3] 2 1 Z (adjusted left 1 space)
Focus 1

Unique Ability: Strong Body - Any Phase: Michael reduces all Stamina losses he suffers by 1, to a minimum of 0.

Inventory: $0, 7 clues

Common Items: Tommy Gun (2h, physical, +6 dice), Brass Knuckles (0h, physical, +1 die)

Unique Items: none

Skills: Will, Lore, Library Use (+1 to number shown on die for Lore checks)
Spells: Iron Wall

Special: nothing

Gate Trophies: Great Hall of Celeano (forgot to note this earlier)

Monster Trophies: Maniac (1 toughness), Chthonian (3 toughness), Basilisk (3 toughness)

Personal Story: If Michael has 5 or more monster trophies, place "This One's for Louis!" in play.  If Michael gains $5 or more, place "Crime Doesn't Pay" in play.

Action:  It all leads back to the Unvisited Isle.  That's where I first noticed the strangeness around here.

<Captain_K> We still need a Nultros check right?
<+RandomConsonant> We do
<Captain_K> Bad environment, so only 1 die.
<Captain_K> d6 for Nultros
* Hatbot --> "Captain_K rolls d6 for Nultros and gets 2." [d6=2]
<Captain_K> nope
<+RandomConsonant> And Soppy laughs.
<Captain_K> Oh no, that brings the terror level to... one.

Hunter Sopko

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #157 on: June 12, 2011, 02:35:33 PM »
Due to the Terror Level increase, Leatanna Scarlett (Strangers Ally) has left town!



Joe Diamond - Silver Twilight Lodge
You hear the quiet sounds of an intruder. If you investigate, you find a woman dressed in black. She attacks you as soon as she sees you. Pass a Fight (-1) check to subdue her long enough to explain your investigation. You find out that her name is Ruby Standish and that she was robbing the Lodge. However, upon hearing your tale, she agrees to join you. Take her Ally card. If it is not available, draw a Unique Item instead.

Ruby Standish's card is NOT availible.

Leo Anderson - Train Station
Streets are quiet... but you feel lucky you're not...

Michael McGlen - Unvisited Isle
Time and space distort around you! A gate and a monster appear!

You are voiped to the Great Hall of Celeano, and a Cultist appears!

Random Consonant

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #158 on: June 12, 2011, 06:37:52 PM »
Unique item get.

[13:36] <RandomConsonant> Well at least it's not RECRUITMENT DRIVE again
[13:36] <RandomConsonant> roll 1d6 for subdual
[13:36] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 1d6 for subdual and gets 6." [1d6=6]
[13:37] <RandomConsonant> whoo

Hunter Sopko

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #159 on: June 12, 2011, 11:56:21 PM »
You gain a Mi-Go Brain Case

Hunter Sopko

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #160 on: June 13, 2011, 12:39:51 AM »
Witch Burning Anniversary!
Headline

An ancient curse strikes Arkham, releasing 2 monsters (A Hunting Horror and a Maniac) into the Rivertown streets.

A gate attempts to open at the Unvisited Isle, causing a MONSTER SURGE! A Zombie emerges from the Unvisited Isle gate, a Naga from the Witch House gate, and a Dimensional Shambler from the Wizard Hill gate. A Cultist is sent to the Outskirts. A clue appears at the Science Building.
 
Moon monsters move on White, sending the Zombie and Cultist to the Merchant District Streets, and the Maniac to the French Hill Streets. Again, the Wraith does not move due to the Environment. Cross monsters move on Black, moving the Naga to the French Hill Streets as well.

Random Consonant

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #161 on: June 13, 2011, 01:28:51 AM »
Joe Diamond, Private Eye

Location: Ma's Boarding House

Hunches - Any Phase - Whenever Joe spends a Clue Token, he gains an additional die to the check.

Stats:

Sanity: 2/4
Stamina: 1/6

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

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

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

Focus: 3

Inventory:
$15
0 Clue Tokens
.45 Automatic (1H Physical Common Weapon.  +4 Combat.  $5)
Knife (1H Physical Common Weapon.  +1 Combat.  $2)
Cavalry Sabre (1H Physical Common Weapon.  +2 Combat.  $3)
Mi-Go Brain Case (Unique Item.  Exhaust and spend all movement points to switch places with any investigator or monster in Arkham.  $5)
Expert Occultist (Skill.  Exhaust to re-roll a Spell Check.)
Bravery (Skill.  Exhaust to re-roll a Horror Check.)
Two monster trophies (Dimensional Shambler, Byakhee.  2 total toughness.)

Personal Story Condition:
Passed.

Giving those nutters at the lodge three cultists, and elder thing, and that weird book that gentlemen gave me a while back, passing my PS and getting $15.  Then HOLY CRAP that damn spook brought friends.  Which I promptly sneak by and go to Ma's Boarding House where I will spend both gate trophies to get Jennifer Ashland (or if she runs off due to Nultros Terror Increase then Shadow) as an ally.

[20:06] <RandomConsonant> If worst comes to worst I'll have to discard the knife and probably the brain case, I dunno.
[20:07] <Yakumo> Eh, the brain case is pretty handy sometimes but you don't have a lot of options if you want to heal.
[20:07] <RandomConsonant> I really don't.
[20:08] <RandomConsonant> Emergency gate diving is too risky and anything else puts me in danger of the HH descending on me.
[20:08] <RandomConsonant> Unless you'd like to take my place (don't)
[20:08] <Yakumo> I do have enchant weapon... but that wouldn't help you get to the hospital. <_<
[20:09] <RandomConsonant> Soooo yeah.
[20:09] <RandomConsonant>   First order of buisness, the wraith
[20:09] <RandomConsonant> roll 5d6 nin nin nin~
[20:09] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 5d6 nin nin nin~ and gets 16." [5d6=5, 4, 2, 1, 4]
[20:09] <RandomConsonant> Number 2, Mr. Maniac
[20:09] <RandomConsonant> roll 4d6 nin nin nin~
[20:09] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 nin nin nin~ and gets 15." [4d6=5, 5, 4, 1]
[20:10] <RandomConsonant> Finally, the naga
[20:10] <RandomConsonant> roll 3d6 whoosh~
[20:10] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 3d6 whoosh~ and gets 15." [3d6=4, 5, 6]
[20:10] <Soppy-ElectricIceGrenadier> Nice
[20:10] <RandomConsonant> Flonne hype. The key to evade checks forever.
« Last Edit: June 13, 2011, 01:37:59 AM by Random Consonant »

Yakumo

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #162 on: June 13, 2011, 01:33:09 AM »
Leo Anderson

Unique Ability: Leadership - Any Phase: Once per turn, Leo may prevent 1 sanity or 1 stamina loss for any investigator.

Stats:

Sanity: 4/5
Stamina: 3/5

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

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

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

Focus: 2

Inventory:
$9
6 Clue Tokens

Allies:
Cham (Exhaust for +1 to any check)
Zebulon Whateley (+1 Lore, +1 Will, exhaust to refresh 1 Spell)

Items:
Rifle (2H, +5 to combat checks) $6

Skills:
Psychology (add +1 to the result of any dice roll for will checks)

Task:
Patrolling the Streets (Easttown, Uptown, Police. 1 Common, $5 and a clue.)

Magic:
Enchant Weapon (Casting modifier 0, Sanity cost 1.  Cast and exhaust to make one Physical Weapon a Magical Weapon until the end of this combat.  Does not require hands.)
Cloud Kill (Casting modifier -1, Sanity cost 1.  One hand. -2 Stam, reduce toughness by 2 for all monsters in this location to a minimum of 1.)
Call Friend (Spell.  +0 Casting Modifier, 1 Sanity Cost.  Movement Phase: Cast and exhaust to choose an investigator that has not moved and automatically move them to your location.  That investigator may not move again this turn.)

Trophy:
2 Toughness (Ghost, Dimensional Shambler)
1 Gate

Personal Story Condition:
Failed: If Leo ever discards an ally, he is devoured instead.



No dice to make Nultros' check this turn.  Killing the Shambler and heading into the gate.

[20:26] <@Yakumo> Anyway, while you decide that I'm going to go shoot up a shambler.  Or get lost.  One of the two.
[20:27] <+RandomConsonant> Eh, sure, let's take Jennifer Ashland, I could use some damage shaving.
[20:27] <@Yakumo> I'll just take the sanity hit and leave the ability for Other World encounters.  4 fight, +5 rifle, -2 shambler mod, need one success.
[20:28] <@Yakumo> roll 7d6 to make that monster shamble into the grave
[20:28] * +Hatbot --> "Yakumo rolls 7d6 to make that monster shamble into the grave and gets 21." [7d6=4, 5, 4, 1, 1, 1, 5]
[20:28] <@Soppy-ElectricIceGrenadier> Heh
[20:29] <@Yakumo> Alright.  Leo will dive headfirst into Yuggoth.  Hopefully with better results on the other end than I had earlier. <_<

Captain K.

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #163 on: June 13, 2011, 10:31:16 PM »
Michael McGlen

Location:  Great Hall of Celeano (area 1)

Stats
Sanity 2/3
Stamina 5/7

Speed  2 3 [4] 5 (adjusted left 1 space)
Sneak  4 3 [2] 1
Fight 3 [4] 5 6
Will 5 [4] 3 2  (includes skill bonus)
Lore  [1] 2 3 4 (includes skill bonus)
Luck [3] 2 1 Z
Focus 1

Unique Ability: Strong Body - Any Phase: Michael reduces all Stamina losses he suffers by 1, to a minimum of 0.

Inventory: $0, 7 clues

Common Items: Tommy Gun (2h, physical, +6 dice), Brass Knuckles (0h, physical, +1 die)

Unique Items: none

Skills: Will, Lore, Library Use (+1 to number shown on die for Lore checks)

Spells: Iron Wall

Special: nothing

Gate Trophies: Great Hall of Celeano

Monster Trophies: Maniac (1 toughness), Chthonian (3 toughness), Basilisk (3 toughness)

Personal Story: If Michael has 5 or more monster trophies, place "This One's for Louis!" in play.  If Michael gains $5 or more, place "Crime Doesn't Pay" in play.

Action:  This is that place I went to before.  Some kind of other world or something.

<+RandomConsonant> I didn't see if you rolled.
<Captain_K> k I probably dc'd before the roll came.
<Captain_K> d6 for Nultros check
* +Hatbot --> "Captain_K rolls d6 for Nultros check and gets 2." [d6=2]
<Captain_K> Swing and a miss.

Hunter Sopko

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #164 on: June 14, 2011, 02:49:14 AM »
Due to the Terror Level increase, Duke has left town!

Joe Diamond - Silver Twilight Lodge
Your big gate trophies manage to convince Jennifer Ashland to be your ally.



Other World

Leo Anderson - Yuggoth
Yellow - Suddenly, the things you've seen make sense! Gain 1 Clue token.

Michael McGlen - Great Hall of Celeano (Strangers Blue Encounter)
You come across a strange contraption, but the switch is stuck. Make a Fight (-1) check to force it to work. If you succeed, the machine begins a long chain reaction. Roll a die. On a success, you gain 2 Unique Items as they are launched from the end of the machine. Otherwise, the machine collapses and nothing happens.

Captain K.

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #165 on: June 14, 2011, 03:57:33 AM »
<+RandomConsonant> hi
<Captain_K> 3d6 to bang the machine
* +Hatbot --> "Captain_K rolls 3d6 to bang the machine and gets 7." [3d6=4, 1, 2]
<Captain_K> Aw.  :(

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #166 on: June 14, 2011, 04:24:35 AM »
Rivertown Residents Take Back Streets!
Headline

All monsters in the Rivertown streets or locations are returned to the cup.

A gate attempts to open at the Witch House, causing a MONSTER SURGE! A Star Spawn emerges from the Wizard's Hill gate and a Fire Vampire from the Unvisited Isle gate. Two monsters are sent to the Outskirts, which clears it and raises the Terror Level to 3! A clue appears at the Black Cave.
 
Circle monsters move on White, doing nothing due to the Environment. Diamond and Square monsters move on Black, also doing nothing.

Due to the Terror Level increase, Shadow has fled Arkham as fast as his huge paws could take him. Also, the General Store has CLOSED.


Random Consonant

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #167 on: June 14, 2011, 05:07:03 AM »
Joe Diamond, Private Eye

Location: St. Mary's Hospital

Hunches - Any Phase - Whenever Joe spends a Clue Token, he gains an additional die to the check.

Stats:

Sanity: 2/4
Stamina: 6/6

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

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

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

Focus: 3

Allies:
Jennifer Ashland (+1 Fight, exhaust to prevent 1 Stamina damage, cannot be used in battle against the GOO, though is not discarded.)

Inventory:
$13
0 Clue Tokens
.45 Automatic (1H Physical Common Weapon.  +4 Combat.  $5)
Knife (1H Physical Common Weapon.  +1 Combat.  $2)
Cavalry Sabre (1H Physical Common Weapon.  +2 Combat.  $3)
Mi-Go Brain Case (Unique Item.  Exhaust and spend all movement points to switch places with any investigator or monster in Arkham.  $5)
Expert Occultist (Skill.  Exhaust to re-roll a Spell Check.)
Bravery (Skill.  Exhaust to re-roll a Horror Check.)
Two monster trophies (Dimensional Shambler, Byakhee.  2 total toughness.)

Personal Story Condition:
Passed.

Moving to the Hospital and paying $2 for all the bandaids I can use.

Yakumo

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #168 on: June 14, 2011, 07:59:08 PM »
Leo Anderson

Unique Ability: Leadership - Any Phase: Once per turn, Leo may prevent 1 sanity or 1 stamina loss for any investigator.

Stats:

Sanity: 4/5
Stamina: 3/5

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

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

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

Focus: 2

Inventory:
$9
6 Clue Tokens

Allies:
Cham (Exhaust for +1 to any check)
Zebulon Whateley (+1 Lore, +1 Will, exhaust to refresh 1 Spell)

Items:
Rifle (2H, +5 to combat checks) $6

Skills:
Psychology (add +1 to the result of any dice roll for will checks)

Task:
Patrolling the Streets (Easttown, Uptown, Police. 1 Common, $5 and a clue.)

Magic:
Enchant Weapon (Casting modifier 0, Sanity cost 1.  Cast and exhaust to make one Physical Weapon a Magical Weapon until the end of this combat.  Does not require hands.)
Cloud Kill (Casting modifier -1, Sanity cost 1.  One hand. -2 Stam, reduce toughness by 2 for all monsters in this location to a minimum of 1.)
Call Friend (Spell.  +0 Casting Modifier, 1 Sanity Cost.  Movement Phase: Cast and exhaust to choose an investigator that has not moved and automatically move them to your location.  That investigator may not move again this turn.)

Trophy:
2 Toughness (Ghost, Dimensional Shambler)
1 Gate

Personal Story Condition:
Failed: If Leo ever discards an ally, he is devoured instead.



Exhausting Cham to make a one die attempt at Nultros' check succeeded.  Adjusting sliders and hanging out in Yuggoth.

[14:45] <@Yakumo> Blah.  I just realized Captain K was taking the environment into effect when he wasn't in Arkham.
[14:48] <@Yakumo> Actually... I think I'll exhaust Cham and at least make an attempt to make the check this turn, if anyone's around to witness.
[14:53] <+RandomConsonant> sure
[14:56] <@Yakumo> roll d6 for no terror
[14:56] * +Hatbot --> "Yakumo rolls d6 for no terror and gets 5." [d6=5]
[14:56] <@Yakumo> Whee~

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #169 on: June 15, 2011, 01:57:30 AM »
Michael McGlen

Location:  Great Hall of Celeano (area 2)

Stats
Sanity 2/3
Stamina 5/7

Speed  2 3 [4] 5
Sneak  4 3 [2] 1
Fight 3 [4] 5 6
Will 5 [4] 3 2  (includes skill bonus)
Lore  [1] 2 3 4 (includes skill bonus)
Luck [3] 2 1 Z
Focus 1

Unique Ability: Strong Body - Any Phase: Michael reduces all Stamina losses he suffers by 1, to a minimum of 0.

Inventory: $0, 7 clues

Common Items: Tommy Gun (2h, physical, +6 dice), Brass Knuckles (0h, physical, +1 die)

Unique Items: none

Skills: Will, Lore, Library Use (+1 to number shown on die for Lore checks)

Spells: Iron Wall

Special: nothing

Gate Trophies: Great Hall of Celeano

Monster Trophies: Maniac (1 toughness), Chthonian (3 toughness), Basilisk (3 toughness)

Personal Story: If Michael has 5 or more monster trophies, place "This One's for Louis!" in play.  If Michael gains $5 or more, place "Crime Doesn't Pay" in play.

Action:  No slider adjustments, waiting for encounter.

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #170 on: June 15, 2011, 03:33:21 AM »
Joe Diamond - St. Mary's Hospital
Band-aids~ Band-aids~

Other World

Leo Anderson - Yuggoth
Yellow - The sky is spinning. Pass a Will (-1) check or pass out and stay here next turn.

Michael McGlen - Great Hall of Celeano
Blue - As you read the page, you realize you have stumbled upon a written trap. Pass a Lore (-1) check or you are Cursed.

Captain K.

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #171 on: June 15, 2011, 04:58:41 AM »
Michael McGlen

Location:  Great Hall of Celeano (area 2)

Stats
Sanity 2/3
Stamina 5/7

Speed  2 3 [4] 5
Sneak  4 3 [2] 1
Fight 3 [4] 5 6
Will 5 [4] 3 2  (includes skill bonus)
Lore  [1] 2 3 4 (includes skill bonus)
Luck [3] 2 1 Z
Focus 1

Unique Ability: Strong Body - Any Phase: Michael reduces all Stamina losses he suffers by 1, to a minimum of 0.

Inventory: $0, 6 clues

Common Items: Tommy Gun (2h, physical, +6 dice), Brass Knuckles (0h, physical, +1 die)

Unique Items: none

Skills: Will, Lore, Library Use (+1 to number shown on die for Lore checks)

Spells: Iron Wall

Special: nothing

Gate Trophies: Great Hall of Celeano

Monster Trophies: Maniac (1 toughness), Chthonian (3 toughness), Basilisk (3 toughness)

Personal Story: If Michael has 5 or more monster trophies, place "This One's for Louis!" in play.  If Michael gains $5 or more, place "Crime Doesn't Pay" in play.

Action:  Hmm, these books everywhere seem to be important.  What does this one say?  Hmm, can't read it...

<Captain_K> If I spend a clue with Lore skill, I get two dice right?
<@Soppy-ElectricIceGrenadier> Yes
<Captain_K> k, spending a clue since I have 0 dice to start with.
<Captain_K> 2d6 4+ to pass
* +Hatbot --> "Captain_K rolls 2d6 4+ to pass and gets 8." [2d6=6, 2]
<Captain_K> K, no curse for me.

Yakumo

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #172 on: June 15, 2011, 05:08:24 AM »
Leo manages to keep his bearings and continue on his path to get the hell out of here.

[00:05] <@Yakumo> I suppose I should roll dice or something.
[00:05] <@Yakumo> Anyone around?
[00:05] <+RandomConsonant> .
[00:06] <@Yakumo> 'kay.  Will -1, luckily I bumped that up this turn so that's three dice, Psychology means I only need a 4.
[00:06] <@Yakumo> roll 3d6 to not get dizzy and pass out
[00:06] * +Hatbot --> "Yakumo rolls 3d6 to not get dizzy and pass out and gets 10." [3d6=1, 4, 5]

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #173 on: June 15, 2011, 05:13:59 AM »
The Stars Are Right
Rumor

Ongoing Effect: Roll a die at the end of every Mythos Phase while this card is in play (beginning the turn after it enters play). On a 1 or 2, place one doom token on the ancient one's doom track.

Pass: If a player discards an Ally card while in the Downtown streets during the Arkham Encounter Phase, return this card to the box. Each player draws 2 Common Items.

Fail: If the Ancient One awakens, return this card to the box.

A gate to the Dreamlands opens at the Science Building, swallowing the Clues that are there! The Cultist and Shoggoth that emerge are sent to the Outskirts.
 
Dash, Triangle and Star monsters move on White, doing nothing due to the Environment. Hex monsters move on Black, also doing nothing.

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Re: Eternal Recurrence of the Spotless Mind (Arkham)
« Reply #174 on: June 15, 2011, 05:26:25 AM »
Leo Anderson

Unique Ability: Leadership - Any Phase: Once per turn, Leo may prevent 1 sanity or 1 stamina loss for any investigator.

Stats:

Sanity: 4/5
Stamina: 3/5

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

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

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

Focus: 2

Inventory:
$9
6 Clue Tokens

Allies:
Cham (Exhaust for +1 to any check)
Zebulon Whateley (+1 Lore, +1 Will, exhaust to refresh 1 Spell)

Items:
Rifle (2H, +5 to combat checks) $6

Skills:
Psychology (add +1 to the result of any dice roll for will checks)

Task:
Patrolling the Streets (Easttown, Uptown, Police. 1 Common, $5 and a clue.)

Magic:
Enchant Weapon (Casting modifier 0, Sanity cost 1.  Cast and exhaust to make one Physical Weapon a Magical Weapon until the end of this combat.  Does not require hands.)
Cloud Kill (Casting modifier -1, Sanity cost 1.  One hand. -2 Stam, reduce toughness by 2 for all monsters in this location to a minimum of 1.)
Call Friend (Spell.  +0 Casting Modifier, 1 Sanity Cost.  Movement Phase: Cast and exhaust to choose an investigator that has not moved and automatically move them to your location.  That investigator may not move again this turn.)

Trophy:
2 Toughness (Ghost, Dimensional Shambler)
1 Gate

Personal Story Condition:
Failed: If Leo ever discards an ally, he is devoured instead.



Nultros' check succeeded.  Adjusting sliders and getting ready to close the gate to Yuggoth.  Hopefully.

[00:15] <@Soppy-ElectricIceGrenadier> Turn up
[00:15] * @Soppy-ElectricIceGrenadier points and laughs
[00:21] <@Yakumo> Meh, it's not really that bad with Nultros.  The worst part is probably losing the two clues. <_<
[00:23] <@Yakumo> I may as well do the Nultros check now though. 
[00:23] <@Yakumo> roll 2d6
[00:23] * +Hatbot --> "Yakumo rolls 2d6 and gets 12." [2d6=6, 6]
[00:23] <@Yakumo> Well.  That's definately taken care of. <_<