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Author Topic: Strangers From Another World (Arkham Game)  (Read 19110 times)

Yakumo

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Re: Strangers From Another World (Arkham Game)
« Reply #125 on: February 27, 2010, 08:08:18 PM »
Passed the hard check, flubbed the easy one.  Love you too, Hatebot.

[15:00] <@Yakumo> Anyway, typoes aside, guess I should make my rolls if anyone's around to see them.
[15:02] <@Yakumo> Or I could just wander off to do something else and come back to this later if nobody is. <_<
[15:03] <+Shale> I'm here.
[15:04] <SpectralSoppy> Oh. My bad.
[15:05] <+Shale> Too late?
[15:05] <@Yakumo> Nah, I just went to grab a drink.
[15:06] <@Yakumo> Anyway.  With the skill my will's at 3, -1 for two dice.
[15:06] <@Yakumo> 2d6
[15:06] * Hatbot --> "Yakumo rolls 2d6 and gets 7." [2d6=1, 6]
[15:06] <@Yakumo> I could reroll that one but there's no point.
[15:06] <+Shale> You could be even MORE persuasive.
[15:06] <@Yakumo> My luck, on the other hand, is 6 with the skill, -1 again so five dice.
[15:06] <@Yakumo> 5d6
[15:06] * Hatbot --> "Yakumo rolls 5d6 and gets 11." [5d6=1, 4, 3, 2, 1]
[15:06] <+Shale> >____________>
[15:06] <@Yakumo> Reroll those ones.
[15:06] <@Yakumo> 2d6
[15:06] * Hatbot --> "Yakumo rolls 2d6 and gets 5." [2d6=2, 3]
[15:06] <+Shale> Oy.
[15:07] <SpectralSoppy> Wow
[15:07] <@Yakumo> Kick Hatbot in the teeth but not really care since I can't do much with a tome anyway.
[15:07] <+Shale> Hello, Hatebot. We missed you.

Sierra

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Re: Strangers From Another World (Arkham Game)
« Reply #126 on: February 28, 2010, 04:19:46 AM »
Arianna Lanathan

Sanity: 2/3
Stamina: 6/7

Focus: 1

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

Fight: 2 3 4 [5]
Will: 6 5 4 [3]

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

Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.

Inventory:

$7
0 clue tokens
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Yithian Rifle (magical weapon, exhaust before making a combat check to add +6 to check/spend all focus to refresh, 2H, $6)
Find Gate (spell, casting modifier -1, sanity cost 1, cast and exhaust to return to Arkham from an other world)
Cross (magical weapon, +0 to combat check/+3 if opponent is undead, +1 to horror check, 1H, $3)

Personal story:

Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)

Trophies:

Cultist (1 toughness)
Zombie (1 toughness)
Gate (Underworld)

~

Arianna spends all her clues to seal the Underworld gate.

<Cidward> Hokay!
<Cidward> Underworld gate sealing.
<Cidward> Fight is at 5, mod is -1.
<Cidward> Witness is who?
<SpectralSoppy> Yo
<Cidward> roll 4d6 signed, sealed, delivered?
* Hatbot --> "Cidward rolls 4d6 signed, sealed, delivered? and gets 14."12 [4d6=2, 2, 6, 4]
<Cidward> Barely.

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #127 on: February 28, 2010, 04:25:19 AM »
Lodge Members Watch the Night!
Headline

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

A gate to the Unknown Kadath opens at the Unvisited Isle, eating up a clue and spawning a Dark Young and a Dimensional Shambler. A clue appears at the Science Building.

Circle monsters move on White, Square and Diamond monsters move on Black, sending the speedy Dimensional Shambler to the Miskatonic University Streets.

A White Circle/Black Square,Diamond rift progress marker is added. It is for St. Erasmus' House.

Yakumo

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Re: Strangers From Another World (Arkham Game)
« Reply #128 on: February 28, 2010, 06:43:33 AM »
Hunter Sopko

Sanity 2/5
Stamina 3/5

Focus: 2

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
Luck: [5] 4 3 2 (+1)

Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check.  On a success, he gains 1 of the appropriate stat.

Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.


Inventory:

1 Clue Token

Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)


Personal Story: Passed!  Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
------------
Passed the Nightmares check, heading to St. Erasmus House for an encounter.

[01:40] <Strago> Wordplay.
[01:41] <@Yakumo> Oh, hey.  While there's people here I'll try the Nightmare check.
[01:41] <@Yakumo> 2d6
[01:41] * Hatbot --> "Yakumo rolls 2d6 and gets 10." [2d6=6, 4]
[01:42] <SpectralSoppy> You were moving to St. Erasmus, Yakko?
[01:42] <@Yakumo> Yeah.

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #129 on: February 28, 2010, 04:01:46 PM »
So I'm either going to borrow $1 from someone and go get Asylum therapy, or take a big chance and fight my way through that Dark Young into the Unknown Kadath gate. Thoughts?

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #130 on: February 28, 2010, 11:00:09 PM »
Niniel, the Tattooed Lady

Sanity: 3/4
Stamina: 3/6

Focus: 2

Skills
Speed  1  2  [3]  4
Sneak  5  4  [3]  2

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

Lore  0  [1+1]  2  3
Luck  3  [2]  1  0

Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.

Inventory:
$2
6 Clues
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Spear: Two-handed physical weapon, +3 to combat checks. Exhaust for a +2 bonus to one evade check.
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Dark Cloak: +1 to Evade checks.
Crystal of the Elder Things: Cancel the sanity cost of a spell three times. 3/3 uses remaining.
Special card: Do not take a gate trophy for the next gate you close.

8 Toughness worth of monster trophies (Skeleton, Cultist, Nightgaunt, Zombie, Skeleton)

Quest Status:

Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 1

Shifting fight to maximum, preparing to seal.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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

Sierra

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Re: Strangers From Another World (Arkham Game)
« Reply #131 on: March 01, 2010, 01:33:11 AM »
Arianna Lanathan

Sanity: 2/3
Stamina: 6/7

Focus: 1

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

Fight: 2 3 4 [5]
Will: 6 5 4 [3]

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

Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.

Inventory:

$6
0 clue tokens
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Yithian Rifle (magical weapon, exhaust before making a combat check to add +6 to check/spend all focus to refresh, 2H, $6)
Find Gate (spell, casting modifier -1, sanity cost 1, cast and exhaust to return to Arkham from an other world)
Cross (magical weapon, +0 to combat check/+3 if opponent is undead, +1 to horror check, 1H, $3)

Personal story:

Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)

Trophies:

Cultist (1 toughness)
Zombie (1 toughness)
Gate (Underworld)

~

Arianna spends focus to refresh the gun, passes Norman a buck in the street so he can get brain-aids, then heads to the curiositie shoppe or however the bugger it's spelled.

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #132 on: March 01, 2010, 01:34:47 AM »
Norman will head for the Asylum for treatment, and grab a dollar from Arianna on the way so that he can actually afford it. Updating character sheet with that in mind.

Norman Withers, the Astronomer

- Stats -

Sanity 4/4
Stamina 1/4

In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.

- Skills (Focus: 2) -

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

Fight  0 1 2 [3]
Will   4 3 2 [1]

Lore  2 3 4 [5]
Luck  5 4 3 [2] (+2)

- Inventory -

$0
2 Clue Tokens

1 Monster Trophy (Witch)
2 Gate Trophies (Yuggoth, R'yleh)

Eric Colt, Ally (+2 Speed, take no damage from the Nightmarish ability)

Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)

Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Find Gate (casting mod -1, san cost 1, Cast and exhaust to immediately return to Arkham from an Other World.)

Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Enchanted Jewelery (Put 1 Stamina token from the bank on Enchanted Jewelry to avoid losing 1 Stamina. If there are 3 Stamina tokens on it, discard Enchanted Jewelry.)
Crystal of the Elder Things (Place 1 Sanity token from the bank on Crystal of the Elder Things to avoid paying the entire Sanity cost of a spell you are casting. If there are 3 Sanity tokens on it, discard Crystal of the Elder Things. 2/3)

- Personal Story -

Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [2/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]

Talaysen

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Re: Strangers From Another World (Arkham Game)
« Reply #133 on: March 01, 2010, 02:56:05 AM »
Keith Chiemi

Location: Miskatonic University Streets

Stats
Sanity: 2 / 2
Stamina: 3 / 6

Speed: 3 4 5 [6]
Sneak: 3 2 1 [0]

Fight: 3 [4] 5 6
Will: 4 [3] 2 1

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

Focus: 2

Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.

Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.

Inventory
1 Clue token

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
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
.38 Revolver - Type: Physical weapon / Bonus: +3 Combat check / Hands: 1 / Price: $4

Unique Items

Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.

Spells

Gate Trophies
R'lyeh

Monster Trophies
Star Spawn (3)
Dimensional Shambler (1)

Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.

Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper

Current Action
Moving to Miskatonic University Streets, blowing up a Shambler.

[20:48] <MishaArsellecLune> Killing the Shambler I suppose.
[20:49] <GoodeTwinne> K
[20:51] <MishaArsellecLune> Guess I can do that now.
[20:52] <MishaArsellecLune> Going to pump Will so I get one die on the horror check.
[20:52] <MishaArsellecLune> 1d6
[20:52] * Hatbot --> "MishaArsellecLune rolls 1d6 and gets 6." [1d6=6]
[20:52] <xorn-thesunisstrong> <_<
[20:52] <MishaArsellecLune> ...unexpected.
[20:53] <MishaArsellecLune> 4 Fight, +3 Revolver, +2 Derringer, -2 mod => 7 dice
[20:53] <MishaArsellecLune> 7d6 TAKE THE SHOT!
[20:53] * Hatbot --> "MishaArsellecLune rolls 7d6 TAKE THE SHOT! and gets 25." [7d6=3, 4, 5, 4, 2, 6, 1]
[20:53] <MishaArsellecLune> Good enough.

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #134 on: March 01, 2010, 07:02:38 AM »
Arkham
Keith- Miskatonic University Streets
Feels good being faster than the fast monsters. It's your lot in life.

Niniel- The Woods
The gate looms. Seems to be a rug.

Hunter- St Erasmus House
Doc Warren comes around to check up on the old timers here, and offers to take a look at you too. If you accept, pass a Luck -1 check to gain 1 Stamina. If you fail, he makes a mistake due to his encroaching senility and you lose 1 Stamina.

Arianna- Curiositie Shoppe
Your choices are Livre d'Ivon, Crystal of the Elder Things, Elder Sign

Norman- Arkham Asylum
Part of your therapy is music by the Soggy Bottom Boys! Songs of salvation to salve the soul.

Other World
Harkan- Great Hall of Celaneo (Green Expansion Encounter!)
You trip over a brick in the road. You check underneath it to find... some strange coins? They could be valuable! Gain $3.

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #135 on: March 01, 2010, 07:04:33 AM »
<Shale> Still here?
<SpectralSoppy> Yup
<MishaArsellecLune> ~
<Shale> 5d6 for gateing.
<Hatbot> ACTION --> "Shale rolls 5d6 for gateing. and gets 19." [5d6=1, 6, 4, 5, 3]
<Shale> There. One seal down.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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

Yakumo

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Re: Strangers From Another World (Arkham Game)
« Reply #136 on: March 01, 2010, 07:06:35 AM »
I accept the offer and gain 1 Stamina.

[02:04] <@Yakumo> Oh, hey, decent chance of getting out of Nultros 1-shot range.
[02:05] <+Shale> (I pay the five clues, obviously)
[02:05] <@Yakumo> Luck is still at 6, so 5 dice.
[02:05] <@Yakumo> 5d6 for partial heals?
[02:05] * Hatbot --> "Yakumo rolls 5d6 for partial heals? and gets 22." [5d6=6, 6, 5, 2, 3]
[02:05] <+Shale> And take a gate tro....dammit!
[02:05] <@Yakumo> Yay~

Sierra

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Re: Strangers From Another World (Arkham Game)
« Reply #137 on: March 01, 2010, 09:38:49 PM »
Arianna Lanathan

Sanity: 2/3
Stamina: 6/7

Focus: 1

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

Fight: 2 3 4 [5]
Will: 6 5 4 [3]

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

Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.

Inventory:

$3
0 clue tokens
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Yithian Rifle (magical weapon, exhaust before making a combat check to add +6 to check/spend all focus to refresh, 2H, $6)
Find Gate (spell, casting modifier -1, sanity cost 1, cast and exhaust to return to Arkham from an other world)
Cross (magical weapon, +0 to combat check/+3 if opponent is undead, +1 to horror check, 1H, $3)
Elder Sign (unique item, spend 1 stamina and 1 sanity to auto-seal a gate and remove 1 doom token from the track, $5)

Personal story:

Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)

Trophies:

Cultist (1 toughness)
Zombie (1 toughness)
Gate (Underworld)

~

Elder Sign? *glomp*

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #138 on: March 01, 2010, 09:44:14 PM »
Scientist Warns of Dimensional Rift!
Headline

All Dimensional Shamblers and Hounds of Tindalos are returned to the cup. If one or more monster is returned to the cup, raise the terror level by 1.

A gate attempts to open at the Unvisited Isle, causing a MONSTER SURGE! A Gug, Ghoul and Moon Beast spawn at the Unvisited Isle, while a Nightgaunt, Moon Beast and Vampire spawn at the Graveyard. A clue appears at the Science Building.

Hex monsters move on White, moving the Ghoul to the Merchant District Streets. Dash, Triangle and Star monsters move on Black, moving the Gug and Moon Beast to the Merchant District Streets and the second Moon Beast to the Rivertown Streets. The Nightgaunt moves to the Sky.

A White Hex/Black Dash, Triangle, Star rift progress token is added. It is for The Rope and Anchor.
« Last Edit: March 01, 2010, 09:54:55 PM by Hunter Sopko »

Sierra

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Re: Strangers From Another World (Arkham Game)
« Reply #139 on: March 01, 2010, 10:51:38 PM »
Arianna Lanathan

Sanity: 2/3
Stamina: 2/7

Focus: 1

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

Fight: 2 3 [4] 5
Will: 6 5 [4] 3

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

Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.

Inventory:

$3
1 clue token
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Credit Rating (skill, exhaust instead of spending $2)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Yithian Rifle (magical weapon, exhaust before making a combat check to add +6 to check/spend all focus to refresh, 2H, $6)
Find Gate (spell, casting modifier -1, sanity cost 1, cast and exhaust to return to Arkham from an other world)
Cross (magical weapon, +0 to combat check/+3 if opponent is undead, +1 to horror check, 1H, $3)

Personal story:

Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens): 1/3
Fail: Another investigator is devoured (effect: gain 1 madness card)

Trophies:

Cultist (1 toughness)
Zombie (1 toughness)
Ghoul (1 toughness)
Gate (Underworld)

~

Arianna sets a ghoul on fire just to watch him burn, then lets herself get devoured just to get a clue. Fight/Will moved 1 to the left so I wouldn't be able to kill the moon beast. Flare gun and elder sign also handed off to Norman.

<Cidward> Okay. Fight is going down to 4 so I can't accidentally kill the moon beast. Which makes me more likely to pass horror checks, unfortunately, but eh.
<Cidward> 4 fight, may as well use kerosene on the ghoul so +4, -1 mod. Need 1 success. Should be easy. Horror check first, no mod on that so 4d6.
<Cidward> roll 4d6 am I afeared?
* Hatbot --> "Cidward rolls 4d6 am I afeared? and gets 19."12 [4d6=4, 5, 4, 6]
<Cidward> No I am not.
<Cidward> Okay, combat.
<MishaArsellecLune> Ghouls are not scary.
<Cidward> roll 7d6 BURN TO THE GROUND
* Hatbot --> "Cidward rolls 7d6 BURN TO THE GROUND and gets 23."12 [7d6=1, 6, 1, 5, 2, 5, 3]
<Cidward> Burned.
<Cidward> Now to see whether the moon beast burns throuh my sanity or stamina first. -1 mod so 3 dice on horror checks, combat checks are autofail. 2 sanity/6 stamina at the start of combat.
<Cidward> roll 3d6 for once we want to fail Hatbot
* Hatbot --> "Cidward rolls 3d6 for once we want to fail Hatbot and gets 15."12 [3d6=4, 6, 5]
<Cidward> Boo.
<Cidward> 4/7 stamina.
<Cidward> Next horror check!
<Cidward> roll 3d6
* Hatbot --> "Cidward rolls 3d6 and gets 9."12 [3d6=1, 5, 3]
<Shale> You only check horror once.
<Cidward> Oh?
<Shale> You pass or fail for the whole fight.
<Cidward> Dur.
<Cidward> Okay then, he just wears down my stamina and I am et.
<Shale> You are at 1 stamina, delayed, get a clue.
<Cidward> And get a clue for it.
<Shale> Luckily you can choose to ignore the gug for as long as the moon beast is there instead, because 1 stamina in that neighborhood is not a fun place to be.
<MishaArsellecLune> 2 stamina
<Cidward> Ah, right.

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #140 on: March 01, 2010, 11:06:42 PM »
Niniel, the Tattooed Lady

Sanity: 3/4
Stamina: 3/6

Focus: 2

Skills
Speed  1  [2]  3  4
Sneak  5  [4]  3  2

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

Lore  0  [1+1]  2  3
Luck  3  [2]  1  0

Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.

Inventory:
$2
1 Clue
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Spear: Two-handed physical weapon, +3 to combat checks. Exhaust for a +2 bonus to one evade check.
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Dark Cloak: +1 to Evade checks.
Crystal of the Elder Things: Cancel the sanity cost of a spell three times. 3/3 uses remaining.
Special card: Do not take a gate trophy for the next gate you close.

8 Toughness worth of monster trophies (Skeleton, Cultist, Nightgaunt, Zombie, Skeleton)

Quest Status:

Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 1

Niniel goes hunting for Serpent People, and finds some rocks. DIE, ROCKS!

<Shale> Okay, sure. Let's deal with the one in Uptown.
<SpectralSoppy> First to attack you must pass an Evade check!
<Shale> Right. So, dropping speed/sneak to 2/4.
<Shale> Fight/Will at 4/2.
<Shale> 4 sneak, -2 check, +1 from cloak.
<Shale> 3d6
<Hatbot> ACTION --> "Shale rolls 3d6 and gets 10." [3d6=4, 3, 3]
<Shale> Well, damn.
<MishaArsellecLune> Bleh.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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

VySaika

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Re: Strangers From Another World (Arkham Game)
« Reply #141 on: March 01, 2010, 11:12:27 PM »
Harkan Ashland, the Magic Student

Sanity: 4/6
Stamina: 4/4

Focus: 1

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

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

Lore  2  3  4  [5]
Luck  4  3  2  [1]

Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.

Inventory:
$3
0 Clues
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Shotgun: 2h Weapon, +4 combat, 6s count double

Trophies
Witch - 1 toughness
Elder Thing - 2 toughness
Unknown Kadath - Gate Trophy

Quest Status:

Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.

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

Chillin' at the graveyard, waiting to close a gate.

> has someone passed Nightmares this tur yet?
<SpectralSoppy> No one's even rolled for it
> okay
> 2d6 nightmares
* Hatbot --> "ZombieGate rolls 2d6 nightmares and gets 10." [2d6=6, 4]
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Yakumo

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Re: Strangers From Another World (Arkham Game)
« Reply #142 on: March 01, 2010, 11:32:17 PM »
Hunter Sopko

Sanity 2/5
Stamina 4/5

Focus: 2

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
Luck: [5] 4 3 2 (+1)

Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check.  On a success, he gains 1 of the appropriate stat.

Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.


Inventory:

1 Clue Token

Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)


Personal Story: Passed!  Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
------------
Taking a walk to the Congregational Hospital for an encounter.

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #143 on: March 02, 2010, 04:34:50 AM »
Norman adjusts his Fight/Will to 1/3 and moves to the Northside Streets, firing off his new Flare Gun to attract the attention of a Nightgaunt. He then flubs his Horror check (boooooo) and his Combat check (yaaaaaay), sending him flying off into the Unvisited Isle's gate to Unknown Kadath.

> Okay, I love this plan.
> So, I refocus Fight/Will to 1/3.
> Move to the Northside streets.
> Fire off the Flare Gun, discarding it.
> The Nightgaunt is then all up in my grill, and so I fight it.
> (Grille?)
> Horror check! 3 Will, -1 Mod, 2 dice.
> 2d6
* Hatbot --> "Strago rolls 2d6 and gets 8."12 [2d6=4, 4]
> Mrfff. Worth blowing Clues not to take 1 San damage?
> I'm thinking not, but: second opinion?
<Shale> I say keep 'em.
> Yar. Corroboration.
> Anyway, Fight is at 1, and the 'gaunt's mod is -2.
> So since I don't pull out my gun, I lose and am sucked into the Unknown Kadath gate at the Unvisited Isle.
> That was some nice thinking, team.


Norman Withers, the Astronomer

- Stats -

Sanity 3/4
Stamina 1/4

In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.

- Skills (Focus: 2) -

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

Fight  0 [1] 2 3
Will   4 [3] 2 1

Lore  2 3 4 [5]
Luck  5 4 3 [2] (+2)

- Inventory -

$0
2 Clue Tokens

1 Monster Trophy (Witch)
2 Gate Trophies (Yuggoth, R'yleh)

Eric Colt, Ally (+2 Speed, take no damage from the Nightmarish ability)

Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)

Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Find Gate (casting mod -1, san cost 1, Cast and exhaust to immediately return to Arkham from an Other World.)

Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Enchanted Jewelery (Put 1 Stamina token from the bank on Enchanted Jewelry to avoid losing 1 Stamina. If there are 3 Stamina tokens on it, discard Enchanted Jewelry.)
Crystal of the Elder Things (Place 1 Sanity token from the bank on Crystal of the Elder Things to avoid paying the entire Sanity cost of a spell you are casting. If there are 3 Sanity tokens on it, discard Crystal of the Elder Things. 2/3)
Elder Sign (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.)

- Personal Story -

Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [2/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]

Talaysen

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Re: Strangers From Another World (Arkham Game)
« Reply #144 on: March 02, 2010, 07:13:38 AM »
Keith Chiemi

Location: Rivertown Streets

Stats
Sanity: 2 / 2
Stamina: 3 / 6

Speed: 3 4 [5] 6
Sneak: 3 2 [1] 0

Fight: [3] 4 5 6
Will: [4] 3 2 1

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

Focus: 2

Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.

Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.

Inventory
1 Clue token

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
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
.38 Revolver - Type: Physical weapon / Bonus: +3 Combat check / Hands: 1 / Price: $4

Unique Items

Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.

Spells

Gate Trophies
R'lyeh

Monster Trophies
Star Spawn (3)
Dimensional Shambler (1)
Moon Beast (3)

Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.

Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper

Current Action
Move to Rivertown, blow up the Moon-beast.

[01:09] <MishaArsellecLune> Okay, Fight/Will to 3/4 because I would like to not go insane thanks.
[01:09] <MishaArsellecLune> 3d6 horrors
[01:09] * Hatbot --> "MishaArsellecLune rolls 3d6 horrors and gets 8." [3d6=1, 1, 6]
[01:10] <MishaArsellecLune> ...good thing I did, too.
[01:10] <SpectralSoppy> Yay
[01:10] <MishaArsellecLune> 6d6 TAKIN' THE SHOT!
[01:10] * Hatbot --> "MishaArsellecLune rolls 6d6 TAKIN' THE SHOT! and gets 23." [6d6=5, 6, 1, 4, 1, 6]
[01:10] <MishaArsellecLune> ...and it's dead.
[01:11] <SpectralSoppy> Keith is good at what he does
[01:11] <MishaArsellecLune> Blowing shit up?
[01:11] <Shale> And stabbing it with swords.
[01:12] <SpectralSoppy> Tal's got it
[01:12] <SpectralSoppy> He's Mr. Collateral Damage

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #145 on: March 02, 2010, 07:53:17 PM »
Arkham
Keith- Rivertown Streets
Sure is a lot of noise coming from across the street...

Niniel- Uptown Streets
You fail to find your elusive foe...

Hunter- Congregational Hospital
Taking a wrong turn, you wind up in a supply closet and the door locks behind you. You are Delayed while you wait for someone to let you out.

Harkan- Graveyard
The gate looms. The vampire waves.

Arianna- Merchant District Streets
It's a dead man's party, who could ask for more?

Other World
Norman- Unknown Kadath (Red Expansion Encounter!)
The Other Worlds seem to affect people differently... If you have a Male adventurer, make a Fight (-2) check and regain 1 Stamina for each success. If you have a Female investigator, make a Will (-2) check and regain 1 Sanity for each success.

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #146 on: March 02, 2010, 08:19:03 PM »
Gate said for somebody else to make his roll. So we did!

<Shale> Okay then.
<Shale> It's four dice, soooooo...
<Shale> 4d6
<Hatbot> ACTION --> "Shale rolls 4d6 and gets 16." [4d6=3, 2, 6, 5]
<Shale> And there we are.
<AishaRomandine> Gate closes Gate.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #147 on: March 03, 2010, 12:20:06 AM »
Hunter's new encounter: "You seem like you've got a level head. Care to help me with an experiment?" If you pass a Lore -2 check or discard research materials, Dr. Herbert West offers to join you in thanks for your assistance. Take his ally card or if its not available, gain 3 monster trophies from the monster cup at random, ignoring endless. (His Ally card is availible)

Yakumo

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Re: Strangers From Another World (Arkham Game)
« Reply #148 on: March 03, 2010, 12:30:51 AM »
Hunter Sopko

Sanity 1/5
Stamina 4/5

Focus: 2

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
Luck: [5] 4 3 2 (+1)

Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check.  On a success, he gains 1 of the appropriate stat.

Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.


Inventory:

1 Clue Token

Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)


Personal Story: Passed!  Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
------------
Can't possibly pass this check.  Lost one sanity from using the Eye.

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #149 on: March 03, 2010, 01:23:45 AM »
Bummer that my Fight score's all low right now. I can't pass it and don't want to spend Clues.