Author Topic: The dead have shambled back to their graves in Arkham.  (Read 19557 times)

Nitori

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #50 on: January 11, 2012, 01:27:54 AM »
Trish Scarborough

Sanity: 2/6
Stamina: 2/4

Fight/Sneak: (1/3) 2/4 3/5 4/6
Lore/Will: 2/1 3/2 4/3 (5/4)
Speed/Luck: 1/0 2/1 (3/2) 4/3

$1

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy

Blood Pact
Any Phase: While this card is refreshed, any time you would gain any amount of Stamina, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Sanity when you suffer a Sanity loss.

Upkeep: Exhaust Blood Pact and lose X Stamina to gain X Power.

Lucky Cigarette Case - Any: Discard Lucky Cigarette Case to re-roll any one Skill check.
Lantern - Bonus: +1 to Luck checks.

Star Spawn Trophy (3)
Fire Vampire Trophy (1)
Cultist Trophy (1)
Cultist Trophy (1)

1 Gate Trophy (Celeano/Great Race)

Cultes des Goules - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.

Bravery - Any Phase: Exhaust to re-roll a Horror check.


closed and sealed

[17:40] <Taco_MacArthur> i probably want andy to live before i try and close this
[17:41] <@Yakumo> Well, you could try it, and then wait for him if it doesn't work?
[17:41] <@Yakumo> Or just wait for him, whatever.
[17:42] <Taco_MacArthur> good idea
[17:43] <Taco_MacArthur> lore is 5, gate mod is -2, and then another -1
[17:43] <Taco_MacArthur> 2d6
[17:43] * Hatbot --> "Taco_MacArthur rolls 2d6 and gets 5."12 [2d6=1, 4]
[17:43] <Taco_MacArthur> time for waiting

[21:24] <BloodBowlRogue> Feel free
[21:24] <BloodBowlRogue> If I'm not around and more of you are, I fully give permission to determine how to use my reroll, as welll
[21:25] <Taco_MacArthur> 2d6 number two
[21:25] * Hatbot --> "Taco_MacArthur rolls 2d6 number two and gets 10."12 [2d6=6, 4]
[21:25] <Taco_MacArthur> signed, sealed, and delivered
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Yakumo

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #51 on: January 12, 2012, 02:54:14 AM »
Family Found Butchered!
Headline



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

A gate opens at the Graveyard, spawning a High Priest.  A clue appears at the Unvisited Isle.

Plus monsters move on black, the High Priest moves to the Rivertown Streets.

Professor Armitage has left town due to the terror level increase.

The first Reckoning card for this gate is Uncertain Future, which causes the discard pile to be shuffled into the Reckoning deck and a new card drawn.  The second Reckoning card is Dark Reward.  Each investigator with a Dark Pact gains 1 Power per Dark Pact he has.

Random Consonant

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #52 on: January 12, 2012, 03:41:11 AM »
Roland Banks, FBI

Location: City of the Great Race (2)

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 2 4 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 4/4
Stamina - 3/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$3
5 clue tokens
1 Monster Trophy (Zombie, total toughness: 1)
Bullwhip (1H Weapon, +1 Physical combat, exhaust to reroll one die on a combat check, $2.)
Wither (1H Spell, 0 sanity cost, 0 casting mod, cast and exhaust to gain +3 Magical combat until the end of the combat.)
Whiskey (Common item, discard to prevent one point of sanity loss, $1.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Passed.

Second verse, same as the first or something.

AndrewRogue

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #53 on: January 12, 2012, 06:52:12 AM »
Mandy Thompson

Stamina: 4/5
Sanity: 4/5

Speed/Sneak: 4/2
Fight/Will: 3/2
Lore/Luck: 2/2

$2, 0 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth, Silver Key

Personal Story: If 5 gates (0/5) are prevented from opening by elder signs, pass. If terror reaches 5 (1/5), fail.

Pass: Immediately close and seal a gate.
Fail: One less open gate is required for the AO to awaken

Trish: After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck.

Roland: After the initial setup, any time either you or your partner gains $1 or more (from any game effect other than this card), the other gains $1.

Since I am last and cannot be useful against the High Priest, Hightail it to the Newspaper!

Talaysen

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #54 on: January 13, 2012, 12:31:40 AM »
"Skids" O'Toole

Location: The Abyss (1)

Stats
Sanity: 3 / 3
Stamina: 6 / 7

Speed: 0 1 [2] 3
Sneak: 5 4 [3] 2 (+1)

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

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

Focus: 2

Unique Abilities
School of Hard Knocks - Any Phase: Once per skill check, "Skids" may roll two bonus dice for each "1" he rolled. He may do this either before or after spending Clue tokens on the roll.
Criminal Record - "Skids" cannot become the Deputy of Arkham, nor may he gain a Bank Loan.

Inventory
$5
1 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)
1 Gate Trophy (The Dreamlands)

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle (Exhausted)  - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible (Exhausted) - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8
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
Sneak - +1 Sneak / When you spend a Clue token to add to any Sneak check, add one extra bonus die.

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.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
Casting Voice of Ra, exhausting Motorcycle and King James Bible, then jumping into the gate at the Woods.  Heading into The Abyss.

[01/12/12 18:29:01] <RandomConsonant> also this is withness
[01/12/12 18:29:04] <RandomConsonant> *witness
[01/12/12 18:29:17] <AliciaFlorence> 1d6 to cast Voice of Ra
[01/12/12 18:29:18] * Hatbot --> "AliciaFlorence rolls 1d6 to cast Voice of Ra and gets 6." [1d6=6]
[01/12/12 18:29:27] <AliciaFlorence> yay

Nitori

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #55 on: January 14, 2012, 03:14:54 AM »
Trish Scarborough

Sanity: 2/6
Stamina: 2/4

Fight/Sneak: (1/3) 2/4 3/5 4/6
Lore/Will: 2/1 3/2 4/3 (5/4)
Speed/Luck: 1/0 2/1 (3/2) 4/3

$1

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy

Blood Pact
Any Phase: While this card is refreshed, any time you would gain any amount of Stamina, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Sanity when you suffer a Sanity loss.
1 power token

Upkeep: Exhaust Blood Pact and lose X Stamina to gain X Power.

Lucky Cigarette Case - Any: Discard Lucky Cigarette Case to re-roll any one Skill check.
Lantern - Bonus: +1 to Luck checks.

Star Spawn Trophy (3)
Fire Vampire Trophy (1)
Cultist Trophy (1)
Cultist Trophy (1)

1 Gate Trophy (Celeano/Great Race)

Cultes des Goules - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.

Bravery - Any Phase: Exhaust to re-roll a Horror check.

move to curious shoppe and take a normal encounter
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Yakumo

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #56 on: January 14, 2012, 03:29:35 AM »
Arkham Encounters

Trish Scarborough - You examine an obscene statue.  Pass a Luck(-2) check or else you feel a cold dread spread through your body as you hold it.  You are Cursed.

Mandy Thompson - Editor Doyle Jeffries is offering top dollar for anyone who can provide a first-hand account of the strange events plaguing Arkham.  You may move to the nearest Gate.  If you do, take a Retainer card and you are drawn through the gate.  If no Gates are open, nothing happens.


Other World Encounters

Roland Banks - There are two flasks here.  You may drink one to gain 1 Sanity and lose 1 Stamina or drink the other to gain 1 Stamina and lose 1 Sanity.

"Skids" O'Toole - Monsters lurk everywhere.  Pass a Sneak(-2) check or stay here next turn.

Random Consonant

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #57 on: January 14, 2012, 03:34:02 AM »
Drinking the +1 Stamina/-1 Sanity drink

Talaysen

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #58 on: January 14, 2012, 03:36:34 AM »
Passed.

[01/13/12 21:30:35] <Yakumo> Updated.
[01/13/12 21:33:29] <AliciaFlorence> Going to get my roll out of the way.
[01/13/12 21:34:01] <AliciaFlorence> Sneak -2, 3+1 Sneak, +1 from Voice of Ra, so 3 dice.
[01/13/12 21:34:04] <AliciaFlorence> 3d6
[01/13/12 21:34:05] * Hatbot --> "AliciaFlorence rolls 3d6 and gets 15." [3d6=5, 5, 5]
[01/13/12 21:34:16] <AliciaFlorence> ...k
[01/13/12 21:34:24] <RandomConsonant> 5

Nitori

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #59 on: January 14, 2012, 03:38:24 AM »
[23:37] <Taco-EphIsRoyKoopa> 3 luck
[23:37] <Taco-EphIsRoyKoopa> luck -2
[23:37] <Taco-EphIsRoyKoopa> 1d6
[23:37] * Hatbot --> "Taco-EphIsRoyKoopa rolls 1d6 and gets 5."12 [1d6=5]
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

AndrewRogue

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #60 on: January 14, 2012, 04:59:22 AM »
Sure. I'll take a retainer and head through the Graveyard Gate.

[21:00] <@Yakumo> Sure, just a sec while I load the program.
[21:01] <@Yakumo> Pass a Fight(-1) check to pry open a grate you find built into the wall.  Inside, you find something fascinating.  Draw 1 Unique Item.
[21:01] <@Yakumo> Er, -2, sorry.
[21:02] <BloodBowlRogue> I believe that would give me 0. Checking
[21:02] <BloodBowlRogue> Nope. I have 1.
[21:03] <BloodBowlRogue> Er.
[21:03] <BloodBowlRogue> 1 left
[21:03] <BloodBowlRogue> Fight 3 -2 = 1
[21:03] <BloodBowlRogue> roll 1d6
[21:03] * Hatbot --> "BloodBowlRogue rolls 1d6 and gets 5."12 [1d6=5]
[21:03] <BloodBowlRogue> BOO YAH
[21:04] <@Yakumo> It's a Book of Dzyan.
« Last Edit: January 14, 2012, 05:05:22 AM by AndrewRogue »

Yakumo

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #61 on: January 14, 2012, 05:23:55 AM »
Blood Magic
Environment: Mystic


Investigators who end their movement in the Rivertown streets may choose to delve into dark mysteries using their life force.  They roll dice equal to their current Stamina, and for every failed die, they lose 1 Stamina.  If this reduces them to 0 Stamina, they are Devoured and the player must start a new character.  Otherwise, they gain 3 Clue tokens.

A gate attempts to open at Independence Square but is prevented by a seal.  A clue appears at The Unnameable.

Square monsters move on white, the gate to Another Dimension moves to the Rivertown Streets.  Circle monsters move on black, the Witch moves to the French Hill Streets.

Random Consonant

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #62 on: January 14, 2012, 05:37:22 AM »
Roland Banks, FBI

Location: The Witch House

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 2 4 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 3/4
Stamina - 4/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$3
5 clue tokens
1 Monster Trophy (Zombie, total toughness: 1)
Bullwhip (1H Weapon, +1 Physical combat, exhaust to reroll one die on a combat check, $2.)
Wither (1H Spell, 0 sanity cost, 0 casting mod, cast and exhaust to gain +3 Magical combat until the end of the combat.)
Whiskey (Common item, discard to prevent one point of sanity loss, $1.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Passed.

Leaving gate, gotta close it up

Talaysen

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #63 on: January 14, 2012, 06:13:28 AM »
"Skids" O'Toole

Location: The Abyss (2)

Stats
Sanity: 3 / 3
Stamina: 6 / 7

Speed: 0 1 2 [3]
Sneak: 5 4 3 [2] (+1)

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

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

Focus: 2

Unique Abilities
School of Hard Knocks - Any Phase: Once per skill check, "Skids" may roll two bonus dice for each "1" he rolled. He may do this either before or after spending Clue tokens on the roll.
Criminal Record - "Skids" cannot become the Deputy of Arkham, nor may he gain a Bank Loan.

Inventory
$5
1 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)
1 Gate Trophy (The Dreamlands)

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle (Exhausted)  - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible (Exhausted) - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8
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
Sneak - +1 Sneak / When you spend a Clue token to add to any Sneak check, add one extra bonus die.

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.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
chillin'

AndrewRogue

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #64 on: January 16, 2012, 12:32:21 AM »
Mandy Thompson

Stamina: 4/5
Sanity: 4/5

Speed/Sneak: 4/2
Fight/Will: 3/2
Lore/Luck: 2/2

$3, 0 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth, Silver Key, Retainer

Personal Story: If 5 gates (0/5) are prevented from opening by elder signs, pass. If terror reaches 5 (1/5), fail.

Pass: Immediately close and seal a gate.
Fail: One less open gate is required for the AO to awaken

Trish: After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck.

Roland: After the initial setup, any time either you or your partner gains $1 or more (from any game effect other than this card), the other gains $1.

Gain a dollar for my Retainer and...

[16:30] <AndrewRogue> Do I keep my retainer?
[16:30] <AndrewRogue> roll 1d6
[16:31] * Hatbot --> "AndrewRogue rolls 1d6 and gets 4."12 [1d6=4]
[16:31] <AndrewRogue> Yus

Keep it! Roland gains a dollar as well.

Nitori

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #65 on: January 16, 2012, 02:45:12 AM »
Trish Scarborough

Sanity: 2/6
Stamina: 2/4

Fight/Sneak: (1/3) 2/4 3/5 4/6
Lore/Will: 2/1 3/2 (4/3) 5/4
Speed/Luck: 1/0 2/1 3/2 (4/3)

$1

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy

Blood Pact
Any Phase: While this card is refreshed, any time you would gain any amount of Stamina, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Sanity when you suffer a Sanity loss.
1 power token

Upkeep: Exhaust Blood Pact and lose X Stamina to gain X Power.

Lucky Cigarette Case - Any: Discard Lucky Cigarette Case to re-roll any one Skill check.
Lantern - Bonus: +1 to Luck checks.

Cultist Trophy (1)

Cultes des Goules - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.

Bravery - Any Phase: Exhaust to re-roll a Horror check.

move to police station and deputy up
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Yakumo

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #66 on: January 16, 2012, 03:06:49 AM »
Other World Encounters

"Skids" O'Toole - It takes you a moment to realize that the horrible screeching noise consists of English words spoken by something monstrous!  Lose 1 Sanity, but gain 1 Clue token.

Mandy Thompson - The colors are blinding.  Pass a Lore(-1) check or stay here next turn.

Random Consonant

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #67 on: January 16, 2012, 03:12:49 AM »
Roland Banks, FBI

Location: The Witch House

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 2 4 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 3/4
Stamina - 4/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$4
0 clue tokens
1 Monster Trophy (Zombie, total toughness: 1)
1 Gate Trophy (City of the Great Race)
Bullwhip (1H Weapon, +1 Physical combat, exhaust to reroll one die on a combat check, $2.)
Wither (1H Spell, 0 sanity cost, 0 casting mod, cast and exhaust to gain +3 Magical combat until the end of the combat.)
Whiskey (Common item, discard to prevent one point of sanity loss, $1.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Passed.

Gate closed through the power of whatevermancy, 5 clues to seal.

[22:09] <RandomConsonant> gate roll gate roll
[22:10] <RandomConsonant> lurker and relation cancel, 4 dice
[22:10] <RandomConsonant> roll 4d6 to whatevermance the gate shut
[22:10] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 to whatevermance the gate shut and gets 9." [4d6=1, 1, 5, 2]
[22:10] <RandomConsonant> aww yeah
« Last Edit: January 16, 2012, 03:14:27 AM by Random Consonant »

AndrewRogue

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #68 on: January 18, 2012, 03:19:07 AM »
Mandy Thompson

Stamina: 4/5
Sanity: 4/5

Speed/Sneak: 4/2
Fight/Will: 3/2
Lore/Luck: 2/2

$4, 0 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth, Silver Key, Retainer

Personal Story: If 5 gates (0/5) are prevented from opening by elder signs, pass. If terror reaches 5 (1/5), fail.

Pass: Immediately close and seal a gate.
Fail: One less open gate is required for the AO to awaken

Trish: After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck.

Roland: After the initial setup, any time either you or your partner gains $1 or more (from any game effect other than this card), the other gains $1.

[19:14] * @Yakumo pokes Andy.
[19:18] <BloodBowlRogue> roll 1d6 for LOREZ
[19:18] * Hatbot --> "BloodBowlRogue rolls 1d6 for LOREZ and gets 5."12 [1d6=5]
[19:18] <BloodBowlRogue> Success

Yakumo

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #69 on: January 18, 2012, 03:57:19 AM »
The Unraveling Tapestry
Rumor



Setup: Place 3 Clue tokens on this rumor.

Ongoing Effect: Each time a Gate opens, discard a clue token from this rumor.  Each time an investigator casts a spell, add a Clue token to this rumor.

Pass: When there are six Clue tokens on this rumor, return it to the box and each Investigator gains 1 Spell.

Fail: When there are 0 Clue Tokens on this rumor, return it to the box and each investigator loses 2 Sanity.

A gate opens at Hibb's Roadhouse.  No Clue appears.  An Elder Thing spawns with the gate.

Hexagon monsters move on black, the Ghoul moves to the French Hill Streets.

The Reckoning card for this gate opening is In Too Deep.  Each investigator with only 1 Dark Pact must immediately choose and take a second Dark Pact.

Random Consonant

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #70 on: January 18, 2012, 04:14:00 AM »
Roland Banks, FBI

Location: French Hill Streets

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 2 4 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 3/4
Stamina - 4/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$5
1 clue tokens
3 Monster Trophies (Zombie, Ghoul, Witch, total toughness: 3)
1 Gate Trophy (City of the Great Race)
Bullwhip (1H Weapon, +1 Physical combat, exhaust to reroll one die on a combat check, $2.)
Wither (1H Spell, 0 sanity cost, 0 casting mod, cast and exhaust to gain +3 Magical combat until the end of the combat.)
Whiskey (Common item, discard to prevent one point of sanity loss, $1.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Passed.

goin' out to French Hill Streets and whipping some dudes to death, this is the life edit for dollar

[23:03] <RandomConsonant> oh hey, there are dudes and they are in the way
[23:03] <RandomConsonant> Gotta go kill those dudes
[23:04] <RandomConsonant> Witness for killdudes
[23:05] <TacoMacArthur> killdudes
[23:05] <RandomConsonant> I possess all the will and have five dice for ghulhorror
[23:05] <RandomConsonant> roll 5d6 ghulhorror
[23:05] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 5d6 ghulhorror and gets 15." [5d6=5, 2, 3, 2, 3]
[23:06] <RandomConsonant> roll 4d6 ghulmurder
[23:06] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 ghulmurder and gets 12." [4d6=2, 5, 1, 4]
[23:06] <RandomConsonant> And now I will cast the godly wither
[23:06] <RandomConsonant> roll 4d6 wither I hardly knew 'er
[23:06] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 wither I hardly knew 'er and gets 11." [4d6=3, 4, 3, 1]
[23:06] <RandomConsonant> Balls
[23:07] <RandomConsonant> Oh well, two dice for witch
[23:07] <RandomConsonant> roll 2d6 whippit
[23:07] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 2d6 whippit and gets 9." [2d6=4, 5]
« Last Edit: January 20, 2012, 07:40:29 AM by Random Consonant »

Nitori

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #71 on: January 18, 2012, 05:31:20 AM »
Trish Scarborough

Sanity: 6/6
Stamina: 2/4

Fight/Sneak: 1/3 2/4 (3/5) 4/6
Lore/Will: 2/1 3/2 4/3 (5/4)
Speed/Luck: (1/0) 2/1 3/2 4/3

$2

Upkeep: Gain $1

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy

Blood Pact
Any Phase: While this card is refreshed, any time you would gain any amount of Stamina, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Sanity when you suffer a Sanity loss.
1 power token

Upkeep: Exhaust Blood Pact and lose X Stamina to gain X Power.


Soul Pact
Any Phase: While this card is refreshed, anytime you would gain any amount of Sanity, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Stamina when you suffer a Stamina loss.

Upkeep: Exhaust Soul Pact and lose X Sanity to gain X Power.

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

Deputy's Revolver - Type: Physical Weapon

Bonus: +3 Combat check

Deputy's Revolver cannot be lost or stolen unless you choose to allow it.

Hands: 1

Patrol Wagon

Movement: If you are in Arkham, you may move to any street area or location in Arkham instead of your normal movement.

Roll a die at the end of each Combat and whenever you return to Arkham from an Other World. On a 1, return this card to the box.

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

Lucky Cigarette Case - Any: Discard Lucky Cigarette Case to re-roll any one Skill check.
Lantern - Bonus: +1 to Luck checks.

Cultist Trophy (1)
Elder Thing Trophy (2)

Cultes des Goules - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.

Bravery - Any Phase: Exhaust to re-roll a Horror check.

moving to hibb's and gatejumping

[22:52] <Taco-KoIsASecretToEveryone> i live
[22:52] <Taco-KoIsASecretToEveryone> going to hibb's
[22:55] <Taco-KoIsASecretToEveryone> need witness
[22:56] <AliciaFlorence> witness
[22:57] <Taco-KoIsASecretToEveryone> 4 will, -3 horror check, 1 die
[22:58] <Taco-KoIsASecretToEveryone> 1d6
[22:58] * Hatbot --> "Taco-KoIsASecretToEveryone rolls 1d6 and gets 5."12 [1d6=5]
[22:58] <Taco-KoIsASecretToEveryone> 3 fight, +3 from revolver, +0 mod, 6 dice to get 2 successes
[22:58] <Taco-KoIsASecretToEveryone> 6d6
[22:58] * Hatbot --> "Taco-KoIsASecretToEveryone rolls 6d6 and gets 16."12 [6d6=1, 3, 5, 3, 3, 1]
[22:59] <AliciaFlorence> welp
[22:59] <Taco-KoIsASecretToEveryone> so i have a power token
[22:59] <Taco-KoIsASecretToEveryone> 1d6
[22:59] * Hatbot --> "Taco-KoIsASecretToEveryone rolls 1d6 and gets 3."12 [1d6=3]
[22:59] <Taco-KoIsASecretToEveryone> so i had a power token
[22:59] <AliciaFlorence> didn't you get another one from an earlier reckoning?
[22:59] <Taco-KoIsASecretToEveryone> i got another pact
[23:01] <Taco-KoIsASecretToEveryone> do we want to let andy reroll me or what
[23:02] <AliciaFlorence> http://www.rpgdl.com/forums/index.php/topic,5919.msg138378.html#msg138378
[23:02] <AliciaFlorence> Or is that the one you just spent?
[23:02] <AliciaFlorence> I don't need the reroll though.
[23:03] <AliciaFlorence> What happens if you just take the hit?
[23:03] <Taco-KoIsASecretToEveryone> i go down to 1 stamina
[23:04] <AliciaFlorence> Well that's not good.  I guess take it if no one else needs it?
[23:05] <Taco-KoIsASecretToEveryone> andy's in a gate himself

[04:50] <TacoMacArthur> 7d6
[04:50] * Hatbot --> "TacoMacArthur rolls 7d6 and gets 22."12 [7d6=2, 1, 2, 3, 4, 5, 5]
« Last Edit: January 21, 2012, 08:51:53 AM by Nitori »
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Talaysen

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #72 on: January 19, 2012, 12:33:13 AM »
"Skids" O'Toole

Location: Woods

Stats
Sanity: 2 / 3
Stamina: 6 / 7

Speed: 0 1 [2] 3
Sneak: 5 4 [3] 2 (+1)

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

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

Focus: 2

Unique Abilities
School of Hard Knocks - Any Phase: Once per skill check, "Skids" may roll two bonus dice for each "1" he rolled. He may do this either before or after spending Clue tokens on the roll.
Criminal Record - "Skids" cannot become the Deputy of Arkham, nor may he gain a Bank Loan.

Inventory
$5
2 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)
1 Gate Trophy (The Dreamlands)

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle   - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8
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
Sneak - +1 Sneak / When you spend a Clue token to add to any Sneak check, add one extra bonus die.

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.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
Waiting to close gate.  Exhaust King James Bible if I can.

AndrewRogue

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #73 on: January 20, 2012, 05:55:43 AM »
Mandy Thompson

Stamina: 4/5
Sanity: 4/5

Speed/Sneak: 4/2
Fight/Will: 3/2
Lore/Luck: 4/0

$6, 0 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth, Silver Key

Personal Story: If 5 gates (0/5) are prevented from opening by elder signs, pass. If terror reaches 5 (1/5), fail.

Pass: Immediately close and seal a gate.
Fail: One less open gate is required for the AO to awaken

Trish: After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck.

Roland: After the initial setup, any time either you or your partner gains $1 or more (from any game effect other than this card), the other gains $1.

Shift stuff, Retainer money (you too, Roland!) and...

[21:54] * Hatbot (~Hatbot@cpe-70-113-207-78.austin.res.rr.com) has joined #rpgdlarkhamhorror
[21:55] <DominionRogue> roll 1d6 you terrible traitor bot
[21:55] * Hatbot --> "DominionRogue rolls 1d6 you terrible traitor bot and gets 1."12 [1d6=1]
[21:55] <DominionRogue> Not funny
[21:55] <DominionRogue> =(

...lose the retainer

Yakumo

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #74 on: January 21, 2012, 12:19:40 PM »
Other World Encounters

Trish Scarborough - The night stars change and the brazen temple doors open, pouring forth a vast, black corpulence.  Roll a die and lose that much Sanity.