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Author Topic: Strangers From Another World (Arkham Game)  (Read 18489 times)

Sierra

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Re: Strangers From Another World (Arkham Game)
« Reply #50 on: February 15, 2010, 05:55:09 AM »
Arianna Lanathan

Sanity: 3/3
Stamina: 7/7

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:

$2
3 clue tokens
Spear (physical weapon, +3 to combat check/exhaust for +2 to evade check, 2H, $5)
Enchanted Jewelry (unique item, put 1 stamina token on enchanted Jewelry to avoid losing 1 stamina/discard at third token, $3)
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)
Whiskey (common item, discard to reduce sanity loss by 1, $1)
Shotgun (physical weapon, +4 to combat check/6's count as 2 successes, 2H, $6)
.45 Automatic (physical weapon, +4 to combat check, 1H, $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)

~

Arianna buys herself a .45 because she's apparently not enough of a walking arsenal yet. Again abusing Credit Rating to save money.

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #51 on: February 15, 2010, 05:58:24 AM »
Oh, and for the sake of clarity/completion: Norman will not invoke his unique ability upon the closing of this gate to Yuggoth, as getting rid of a Dhole seems like a pretty good idea to him.

VySaika

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Re: Strangers From Another World (Arkham Game)
« Reply #52 on: February 15, 2010, 09:37:29 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
1 Clues
Flare Gun: Discard while in the streets to move all monsters in the Sky to my area.
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Meteor Storm: 2h spell, -3 Casting Mod, 3 San cost. Cast and discard to insta-gib all monsters in my area and claim their sorry asses as trophies.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.

Trophies
Witch - 1 toughness
Unknown Kadath - Gate Trophy

Quest Status:

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

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

Gate closed~

> alright, time to close a gate
<Soppy-ElectricGrenadier> Woo
> anyone around for witnessing?
> well, that answers that
<Soppy-ElectricGrenadier> Not I
<MishaArsellecLune> Witness.
<Cidward> Yoyo.
* Soppy-ElectricGrenadier puts Tal into Witness Protection
<MishaArsellecLune> :(?
<Cidward> Tal has just been erased?
> I'm at Lore 5, using Cham for +2, the gate's mod is -1. So 6 dice
> roll 6d6 for gate closure
* Hatbot --> "Gate-weekend rolls 6d6 for gate closure and gets 21." [6d6=3, 1, 2, 6, 6, 3]
<MishaArsellecLune> Might as well wait before using Cham.
<Soppy-ElectricGrenadier> Why? It's per turn. Nothing else after that
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #53 on: February 15, 2010, 10:41:15 PM »
As Hunter walked up to 607 Water Street, he paused out of caution as the old man who lived there stood at the front porch, waiting for him. This town was turning out to be far beyond what he had expected. The second he stepped off the train he was assaulted by something scaly, gooey and utterly unknown to even him. Luckily for him that Arianna gave him that weird rifle. His powers nigh unusable on this world, for the first time in a thousand years he needed to rely on his wits alone. Of course, that didn’t stop him from running straight into a flesh golem as he rounded a bend. Unfortunately, there had seemed to be no way to reload the odd gun, so he simply took the easy route and ran away from it. Seriously, a flesh golem? In this world? Did they really have the technology or magical capacity to put something like Frankenstein’s monster together in this world already?

He shook his head, clearing out that fragment of Matthew’s memory. Memories of a world he never knew, the world that Matthew ne Karnage and the other “gods” molded in their own image to make Amaryllis. Earth. It was still hard to believe he was really there. It would be less than a hundred years until that happened. He thought what might happen if he tracked down their ancestors and stopped it, but immediately his mind jumped to Back to the Future and how messing with that kind of stuff is bad. It was also the dumb, hare-brained kind of idea he would have acted on many, many, many years ago. He was thankful for the opportunity to change from that.  With things like this constantly popping in and out of his head, it was no wonder he’d almost gotten his head taken off.

The old man watching him impassively, seemingly waiting for Hunter to commit to the act. When Hunter finally stepped onto the walkway towards the house, the man rushed out to him. Hunter noticed something in the man’s hand and took a defensive step back. As the man drew closer, he slowed, allowing Hunter to identify what was in his hand. It was just a small leather pouch. Hunter could only guess what was inside. The man stopped in front of him, an intent look in his unblinking eyes.

“I know why you’re here.” the man said.

Hunter lifted an eyebrow. “Did the bank call ahead?”

The man shoved the small pouch at him. “Take this. Wear it.”

Hesitantly, Hunter took the pouch. He could feel a faint glimmer of something emanating from it. He looked inside, only to find at the small amount of money that he was supposed to collect. It certainly wasn’t the contents that were giving him that feeling. It was the pouch itself.

He finally looked back up to the old man, only to find he had vanished from sight. Not only that, the house had undergone a complete transformation as well. What had been a slightly worn, yet cared for and lived in house when he approached was now boarded up, looking nearly condemned. He looked closely at the numbers on the side.

607 Water Street.

All Hunter could do was sigh and move on. He scratched his head a bit, rubbing at the lump he’d gotten from running into the flesh golem. He had hoped he was past this sort of situation, but it didn’t appear to be happening until he got Arianna and himself home. He could only hope that the group from the other other world, the group that blonde guy was in, was up to the task of setting things right here.

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #54 on: February 15, 2010, 10:47:01 PM »
Dreams of a Sunken City
Environment: Mystic

Investigators cannot gain Sanity except by receiving psychiatric care at Arkham Asylum (or from Carolyn Fern).

A gate to The Underworld opens at Independence Square, spawning a Cultist and a Skeleton. A clue appears at The Unnamable.

Cross monsters move on White, Moon Monsters move on Black, moving the Serpent People to the French Hill Streets, one Cultist to the Rivertown Streets, the Flesh Golem to the South Shore Streets, and the new Cultist and Skeleton to the Downtown Streets.

A rift progress token is added to Cross White/Black Moon. It is for the Congregational Hospital.

Talaysen

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Re: Strangers From Another World (Arkham Game)
« Reply #55 on: February 15, 2010, 11:03:11 PM »
Keith Chiemi

Location: R'lyeh (2)

Stats
Sanity: 4 / 4
Stamina: 6 / 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
3 Clue tokens

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

Unique Items

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

Spells

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 Fight/Will over one, move to second area of R'lyeh, wait to get screwed over.

Sierra

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Re: Strangers From Another World (Arkham Game)
« Reply #56 on: February 15, 2010, 11:43:42 PM »
Arianna Lanathan

Sanity: 2/3
Stamina: 7/7

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:

$2
3 clue tokens
Spear (physical weapon, +3 to combat check/exhaust for +2 to evade check, 2H, $5)
Enchanted Jewelry (unique item, put 1 stamina token on enchanted Jewelry to avoid losing 1 stamina/discard at third token, $3)
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)
Whiskey (common item, discard to reduce sanity loss by 1, $1)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)

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)

~

Arianna moves to the downtown streets and engages in MORTAL KOMBAT against something she badly outclasses. Cultist fall down go boom, Arianna takes 1 sanity damage from nightmarish. She then trades away her guns for the awesome power of BURNING things.

<Cidward> So, witness for horrific cultist overkill gogogo?
<Yakumo> I think I'm gonna go get drunk.
<Yakumo> Sure why not.
<Cidward> Okay!
<Cidward> Fight is at 5, shotgun adds 4, cultist mod is +1. I need one success.
<Cidward> This is awesome.
<Yakumo> While I'm thinking about it, d6 Nultros will check.
<Yakumo> d6
* Hatbot --> "Yakumo rolls d6 and gets 5."12 [d6=5]
<Cidward> Yay~
<Yakumo> Woo!  I mattered!
<Cidward> Yay!
<RandomConsonant> Yay~
<Cidward> Aaaaand--
<Cidward> roll 10d6
* Hatbot --> "Cidward rolls 10d6 and gets 35."12 [10d6=3, 1, 4, 1, 5, 4, 5, 4, 5, 3]
<Cidward> Headsplode.
<Yakumo> Not as messy as it could have been but certainly effective.
<RandomConsonant> Well then.
<Cidward> Downside, I take 1 sanity.
« Last Edit: February 16, 2010, 02:32:18 AM by El Cideon »

Yakumo

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Re: Strangers From Another World (Arkham Game)
« Reply #57 on: February 15, 2010, 11:44:15 PM »
Hunter Sopko

Sanity 4/5
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
Yithian Rifle - Exhaust before making a Combat check to gain +6 to that check. Yithian Rifle only refreshes if you spend all of your Focus to do so.
Lucky Cigarette Case - Discard Lucky Cigarette Case to re-roll any one Skill check.
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.
Terrible Old Man's fetish bag - Instead of losing 1 stamina, you may put a clue token on this card. Return this card to the box if it ever has 3 clue tokens on it.
2 toughness in monster trophies(Formless Spawn)


Personal Story:

Pass- Don't be devoured before the battle with the Great Old One.
Effect- Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.

Fail- Be knocked to 0 Sanity or 0 Stamina during the game.
Effect- Lose 1 Focus

----------------
Passed Nultros' will check for the team, and am now going to check out the Congregational Hospital.

[18:38] <@Yakumo> While I'm thinking about it, d6 Nultros will check.
[18:38] <Cidward> This is awesome.
[18:38] <@Yakumo> d6
[18:38] * Hatbot --> "Yakumo rolls d6 and gets 5." [d6=5]
[18:38] <@Yakumo> Woo!  I mattered!
[18:38] <Cidward> Yay~
« Last Edit: February 16, 2010, 08:19:06 PM by Yakumo »

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #58 on: February 16, 2010, 02:19:33 AM »
Sanity: 3/4
Stamina: 6/6

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
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Cross: +1 to horror che...wow, deja vu.
Dark Cloak: +1 to Evade checks.
Shotgun: Two-handed physical weapon, +4 to combat checks, 6s count double.

3 Toughness worth of monster trophies (Skeleton, Cultist)

Quest Status:

Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 0

Take the shotgun from Ms. Leviathan and go to the Downtown Streets, where I prove that ninja assassins can barely hit the broad side of a barn with a shotgun, and then backstab the skeleton to death (double-death?) with crosses.

<Shale> I'm gonna steal a shotgun and go monster-killing.
<Shale> Speed/sneak at 3 each, Fight/Will at 5/1.
<Shale> Cultist first. Not gong to try to sneak, so we go right to the face-shooting.
<Shale> 5 fight, +4 weapon, +1 mod.
<Shale> roll 10d6
<Hatbot> ACTION --> "Shale rolls 10d6 and gets 35." [10d6=1, 3, 2, 5, 5, 4, 3, 4, 4, 4]
<Shale> That....was way too close. But it worked.
<Shale> Now, the skeleton!
<Shale> Gonna try to get my first Attack From The Shadows trophy.
<Shale> 3 sneak, -2 awareness, +1 from the cloak.
<Shale> 2d6
<Hatbot> ACTION --> "Shale rolls 2d6 and gets 7." [2d6=2, 5]
<Shale> Snuck.
<MishaArsellecLune> Woosh~
<Shale> I get one combat check. -2 mod, 5 fight, +6 from two crosses.
<Shale> 9d6
<Hatbot> ACTION --> "Shale rolls 9d6 and gets 31." [9d6=6, 5, 3, 5, 2, 3, 1, 5, 1]
<Shale> Yoink!
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #59 on: February 16, 2010, 02:27:43 AM »
Norman will use his focus to reload the Ythian Rifle, then move to the Downtown Streets and trade his Kerosene for Arianna's .45.


Norman Withers, the Astronomer

- Stats -

Sanity 2/6
Stamina 4/4

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]
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] (+1)

- Inventory -

$3
4 Clue Tokens

1 Monster Trophy (Witch)
1 Gate Trophy (Yuggoth)

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

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

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)
Whiskey (discard to reduce any Sanity loss by 1)

- Personal Story -

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

VySaika

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Re: Strangers From Another World (Arkham Game)
« Reply #60 on: February 16, 2010, 03:18:05 AM »
I'll update my sheet later, suffice to say I'm several shades of @_@, x_x and -_-; all right now

> I don't think I can escape the ghost, so I'm gonna throw my cat at it and risk another encounter at the Witch House I suppose
<xornwhale> <_<
* Soppy-ElectricGrenadier chuckles
> The question is, do I leave Fight/Will at 3/3 and hope to resist the San damage with 1 die, or just take it for one more Fight die?
> Eh, i'll risk leaving it at 3/3
<MishaArsellecLune> I'd just take the San damage in that position, but I can see the merits of either way.
> I'm not sure I want to drop my will down before whatever the witch house trhows at me is the thing
<MishaArsellecLune> Oh, good point.
> SO, here we go
> 1d6 horror check
* Hatbot --> "Gatewalker rolls 1d6 horror check and gets 5." [1d6=5]
<MishaArsellecLune> ...nice.
<Soppy-ElectricGrenadier> Woo
> Well now. I ain't afraida no ghost~
> And fight time
> 3 Fight, -3 mod, means I use Cham to get anything done here
> roll 2d6 go kitty go
* Hatbot --> "Gatewalker rolls 2d6 go kitty go and gets 7." [2d6=4, 3]
<MishaArsellecLune> Kitty is ineffective.
> I have one clue, gotta spend it I think
<MishaArsellecLune> If you don't you're in the Hospital.
> roll 1d6 clue time
* Hatbot --> "Gatewalker rolls 1d6 clue time and gets 1." [1d6=1]
> Sadness
<MishaArsellecLune> :(

> Yeah, I suppose I can resort to Meteor Storm if I can cast that after failing my first combat check
> ruling on that?
<MishaArsellecLune> It's risky since if you fail you eat the San cost from it too, but it does give you a chance of staying alive.
<Soppy-ElectricGrenadier> You can. Any phase, two handed.
> alright, may as well. Lore 5, -3 mod
> roll 2d6 blahblahblahMETEORSTORM
* Hatbot --> "Gatewalker rolls 2d6 blahblahblahMETEORSTORM and gets 5." [2d6=3, 2]
> or not
<MishaArsellecLune> ...that is some serious Hatebot.
<xornwhale> ...;_;

<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #61 on: February 16, 2010, 10:08:25 AM »
When Arianna pulled the shotgun’s trigger, it was the first time she had killed in a very, very long time. In fact it was something she promised she would never do again. In the olden days she would have simply wiped it clean off the face of existence as all knew it with a swipe of her claw. However, with her right arm mostly out of commission, she was left with less elegant solutions to the problem.

She had just exited the general store after a small shopping spree in which she was beginning to be thankful for all that time in Whittyre, as well as the lessons Leatanna gave her. It allowed her to carefully select which firearms were most appropriate, and which were just junk. She had gone to the store after lunch, after running into the man Hunter had run into from Chrysalis. His name was Keith, and he managed to explain to her what exactly might be happening in town. He had seemed calm and rational, so it was probably in her best interest to believe him. She agreed to help them immediately, offering to go procure some supplies. He gave her the money Hunter had lent him before heading off to an unknown destination. Luckily the line of credit she had gotten vis-a-vis Hunter at the store was still good as well, so she ended up splurging on the firearms.

A black robed figure was upon her immediately, rushing down on her and screaming in strange tongues. She was able to pick one word out though, thanks to her conversation with Keith… Nultros. She actually had initially tried to use her right arm’s power, but it could still barely move, much less attack. When her back hit a wall she dropped the things she was carrying before she ducked out of the way, allowing the man or woman, to smack right into the wall as if it didn’t even see it. It turned to her and sized her up once again, preparing to charge. She looked around for her spear, but it was on the far side of the alley. The closest weapon she could see was the shotgun, which lay at the person’s feet. It was strange that it didn’t move to grab it, but the person was obviously not in their right mind.

When it charged again, Arianna ducked out of the way once again, diving for the shotgun. She even had ample time to load it as the black robed figure turned around to find her once again. She had a few seconds to realize what she was doing, and all at once it depressed her. It didn’t stop her from pulling the trigger though.

The bark of the shotgun stood out heavily against the silence of the streets. The shot probably echoed all the way to the edge of town. Oddly, there were no cries of surprise, no lights turning on, nor were there people heading outside to see. All there was was a voice coming from the shadows behind her.

“Miss, you are aware that murder is a capital crime, yes?”

Arianna immediately turned and raised the shotgun at the source of the voice. What made her pause was the second oddity she had seen that night. Dressed completely in non-descript gray robes, it’s face covered by a gray cloth as well, the figure that stepped out had an imposing aura that Arianna rarely felt. All the more surprising given that Arianna stood almost a foot taller than the newcomer. She had to stay on her toes.

“Who are you?” she asked.

“I am the Capuchin. It is my duty to bring people like you to justice.”

The voice was gender-neutral, as well as eerily calm and reasonable, yet there was a certain strength and power behind it.

“Will you be lowering your weapon?” it asked simply. There was no trace of a threat, but Arianna had a good idea
what would happen if she didn’t, so she complied for now.

“Are you the vigilante that showed up in the past week or so?”

“Yes.”

“Then do you know Keith Chiemi?”

It seemed to pause. “How do you know that name?”

All at once the Capuchin seemed a snake coiling to strike, so she dropped the shotgun in order to prevent a misunderstanding. “I met him today. He explained to me the situation regarding your group and Nultros. My companion and I have agreed to help.”

It was silent for a long moment before it spoke again. “Mr. Chiemi is not one to give secrets out lightly. What exactly qualifies you to help?”

Arianna was beginning to get annoyed, and she pointed to the black robed figure that had assaulted her. “You must have seen it attacking me. Whatever or whoever that was, that was nothing. Just trust me on this. We’re the same as you. We just want to go home. Just let us help you.” she replied sternly.

The Capuchin nodded. “I see. I cannot accept such help lightly, but if you insist, I suppose I cannot stop you.” It began to walk away before Arianna stopped it.

“Hold on. Take this.” Arianna lifted the shotgun off the ground and shoved it into the Capuchin’s arms. “You’re unarmed. You’ll need this.”

“The Capuchin needs to weapons, Ms…?”

“Lanathan. Arianna Lanathan.”

“I have taken down demons and monsters, even fought Nultros without the aid of such weapons. It is of no use to me.”

“I can say the same. But as you probably realized, whatever power you had where you were from is not effective here. Just take it. You know how to use it, right?”

Again the Capuchin paused and seemed to consider the offer more seriously. It took a while before finally deciding. “I do. Keith was very proficient with crossbows back home, so he sought out weapons such as these when we arrived here.”

Arianna moved to her bag, which still lay where it had fallen out of her arms. She procured the ammunition for the gun and handed that to the Capuchin as well. It slowly reloaded the weapon with unsure hands, but it did not make a mistake. It slipped the box of ammunition under its robes before turning its head quickly, looking in the direction of approaching footsteps.

It was a bearded old man, and he was frantically flagging them down. He and he alone seemed to have noticed the ruckus. He also appeared to be on his last legs as he neared them, collapsing to his knees once he arrived. He looked to the Capuchin, speaking between heaving breaths.

“You… vigilante… yes?”

The Capuchin nodded. “I am the Capuchin. Are you in danger, sir?”

He shook his head frantically. “Yes… no… not anymore. Woman attacked… Nultros… Just got back from God knows where…”

The Capuchin and Arianna looked at each other. Arianna shrugged. She had no idea who the man was.

“Who are you?” the Capuchin asked.

“My name is… Norman Withers… I work… for the University,” the man paused, seeming to finally catch his breath, “I’ve been looking into the rumors about people from another world, as well as an evil that’s been lurking around the city. I was just attacked at the historical society by a woman claiming to be working for a being called Nultros… it was talking to someone else though? Someone who wasn’t even there. Said his name was Ashland.”

The Capuchin double-took at the name. “That is the name of one of my companions. Do you know what happened to him?”

The old man shook his head. “No. He wasn’t there. The woman attacked me and chased me to the basement and… well, long story short she is dead. I was pulled into some weird place… some other planet I even think, but I don’t know if that was real or not.”

“It was most likely real, Mr. Withers. I do not know what you are trying to do, but you would be safer leaving this matter to us.” It turned back to Arianna. “Ms. Lanathan, I thank you for your help and commend your efforts. Do not be overzealous in your pursuits though. I wish you luck.”

“Wait…!” the old man cried, but no sooner had he said that had the Capuchin merged back into the shadows, leaving him alone with Arianna, who began explaining everything to him in further detail.

The gunshot that rang out to the north a few minutes later was ominous indeed.
« Last Edit: February 16, 2010, 10:15:09 AM by Hunter Sopko »

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #62 on: February 16, 2010, 10:21:04 AM »
Arkham
Niniel- Nin nin nin~

Hunter- You notice a creepy old man dragging a sack near the graveyard. If you want to investigate his suspicious activity, pass a Sneak (-2) check to gain 1 Unique Item and 1 Spell. If you fail, roll 2 dice and add them together. You lose that many total points of Sanity and/or Stamina, split up however you like.

Harkan- Oh right, you ARE scared of ghosts.

Arianna- Your precious items all gone!

Norman- Well, you're now ill-prepared against witches, but everything else dies to a .45!

Other World
Keith- Flight! You throw all behind you, lest all be lost! Discard a Spell and a Weapon or lose 3 Stamina.

Edit: As a note to Yakko, even if you decline the encounter you still remove the rift token.

Yakumo

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Re: Strangers From Another World (Arkham Game)
« Reply #63 on: February 16, 2010, 08:21:18 PM »
I'll just ignore the creepy old man.

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Re: Strangers From Another World (Arkham Game)
« Reply #64 on: February 16, 2010, 10:05:05 PM »
Keith Chiemi

Location: R'lyeh (2)

Stats
Sanity: 4 / 4
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
3 Clue tokens

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

Unique Items

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

Spells

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
Don't have any spells so I lose Stamina.

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Re: Strangers From Another World (Arkham Game)
« Reply #65 on: February 17, 2010, 12:24:14 AM »
Harkan Ashland, the Magic Student

Sanity: 1/6
Stamina: 1/4

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
Flare Gun: Discard while in the streets to move all monsters in the Sky to my area.
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Meteor Storm: 2h spell, -3 Casting Mod, 3 San cost. Cast and discard to insta-gib all monsters in my area and claim their sorry asses as trophies.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.

Trophies
Witch - 1 toughness
Unknown Kadath - Gate Trophy

Quest Status:

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

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

A G-G-G-GHOST!?

Recuperating at the Hospital. Also I apparently lose half my items and clues, but I had no clues left and only one item so it appears I don't lose anything?
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #66 on: February 17, 2010, 12:41:56 AM »
Common Items, Unique Items and Spells count towards that total, Gate. So you'll have to ditch 2 of them.

VySaika

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Re: Strangers From Another World (Arkham Game)
« Reply #67 on: February 17, 2010, 02:01:55 AM »
Alright, so I'll drop the Flare Gun and Meteor Storm. A 3 San cost, -3 mod spell is just too pricy for that risk.
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

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Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #68 on: February 17, 2010, 05:13:46 AM »
Blood Magic
Environment: Mystic

Investigators who end their movement in 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, causing a MONSTER SURGE! A Zombie, Nightgaunt, and Star Spawn pop out of the gate at Independence Square. A Warlock, Leng Spider, and Dark Young jump out of the Silver Twilight Lodge gate. A clue appears at the Unnamable.

No monsters move.

A rift progress token is added to the Square Diamond White/Circle Black track. It is for the Congregational Hospital.

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Re: Strangers From Another World (Arkham Game)
« Reply #69 on: February 17, 2010, 05:37:55 AM »
Norman passes Find Gate to the Capuchin while making his way over to Arkham Asylum. He will spend $2 to heal his Sanity up to full in the encounters phase. Character sheet being adjusted right now to that effect.

Norman Withers, the Astronomer

- Stats -

Sanity 6/6
Stamina 4/4

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]
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] (+1)

- Inventory -

$1
4 Clue Tokens

1 Monster Trophy (Witch)
1 Gate Trophy (Yuggoth)

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)

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)
Whiskey (discard to reduce any Sanity loss by 1)

- Personal Story -

Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [1/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]
« Last Edit: February 17, 2010, 06:12:23 AM by Strago »

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Re: Strangers From Another World (Arkham Game)
« Reply #70 on: February 17, 2010, 05:45:22 AM »
Niniel, the Tattooed Lady

Sanity: 3/4
Stamina: 6/6

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
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Cross: +1 to horror che...wow, deja vu.
Dark Cloak: +1 to Evade checks.
Shotgun: Two-handed physical weapon, +4 to combat checks, 6s count double.
Find Gate: Upkeep. 1 Sanity cost, -1 spell check. Cast and exhaust to return to Arkham from another world.

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

Quest Status:

Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 0

Niniel passes the Will check for the team, sneaks past the Star Spawn, obliterates the zombie and nightgaunt, and prepares to ninja the shit out of that gate.

<Strago> Oh, somebody needs to make a Will check to prevent horror rising, yes?
<Shale> d6
<Hatbot> ACTION --> "Shale rolls d6 and gets 5." [d6=5]
<Shale> Done!
<Strago> Word.
<Soppy-ElectricGrenadier> Choose your first victim, Shale!
<Shale> Star Spawn first, because it is big and ugly and game-changing if I can't dodge it.
<Shale> 4 sneak, -1 mod, +1 from the Dark Cloak.
<Shale> 4d6
<Hatbot> ACTION --> "Shale rolls 4d6 and gets 14." [4d6=3, 2, 4, 5]
<Shale> Whew.
<Shale> Zmobie next.
* PsychicDeathBird is now known as IdleYoshi
<Shale> 2 will, -1 horror check, +2 from two crosses.
<Shale> 3d6
<Hatbot> ACTION --> "Shale rolls 3d6 and gets 11." [3d6=6, 1, 4]
<Shale> 4 fight, -1 combat check, +6 from two crosses.
<Shale> 9d6
<Hatbot> ACTION --> "Shale rolls 9d6 and gets 32." [9d6=1, 6, 3, 6, 3, 4, 2, 6, 1]
<Shale> Nightgaunt! Same horror check as the zmobie.
<Shale> 3d6
<Hatbot> ACTION --> "Shale rolls 3d6 and gets 9." [3d6=3, 2, 4]
<Shale> Okay, I eat one point of sanity damage.
<Shale> Wait, no. Bravery.
<Shale> 3d6
<Hatbot> ACTION --> "Shale rolls 3d6 and gets 12." [3d6=4, 3, 5]
<Strago> Nice.
<Shale> Okay, -2 combat mod, 4 fight, +4 from shotgun. Six dice, need two hits, sixes are autowin.
<Shale> 6d6
<Hatbot> ACTION --> "Shale rolls 6d6 and gets 23." [6d6=6, 3, 1, 6, 1, 6]
<Shale> ...anybody got a sponge?
<Shale> I got nightgaunt on me.
"Sufficiently advanced magic is indistinguishable from technology."
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[23:02] <Veryslightlymad> CK dreams about me starring in porno?
[23:02] <CmdrKing> Pretty sure.

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Re: Strangers From Another World (Arkham Game)
« Reply #71 on: February 17, 2010, 06:29:22 AM »
Harkan Ashland, the Magic Student

Sanity: 1/6
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:
$1
0 Clues
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.

Trophies
Witch - 1 toughness
Unknown Kadath - Gate Trophy

Quest Status:

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

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

Staying at the hospital, paying for treatment.
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

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Re: Strangers From Another World (Arkham Game)
« Reply #72 on: February 17, 2010, 07:33:52 AM »
Hunter Sopko

Sanity 4/5
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
1 Clue Token
Yithian Rifle - Exhaust before making a Combat check to gain +6 to that check. Yithian Rifle only refreshes if you spend all of your Focus to do so.
Lucky Cigarette Case - Discard Lucky Cigarette Case to re-roll any one Skill check.
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.
Terrible Old Man's fetish bag - Instead of losing 1 stamina, you may put a clue token on this card. Return this card to the box if it ever has 3 clue tokens on it.
2 toughness in monster trophies(Formless Spawn)


Personal Story:

Pass- Don't be devoured before the battle with the Great Old One.
Effect- Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.

Fail- Be knocked to 0 Sanity or 0 Stamina during the game.
Effect- Lose 1 Focus

----------------
Going to hang out at the Hospital to remove another marker.

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Re: Strangers From Another World (Arkham Game)
« Reply #73 on: February 17, 2010, 11:13:10 PM »
Keith Chiemi

Location: R'lyeh (2)

Stats
Sanity: 4 / 4
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
3 Clue tokens

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

Unique Items

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

Spells

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 Fight to 6 in preparation of gate closing.

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Re: Strangers From Another World (Arkham Game)
« Reply #74 on: February 18, 2010, 02:06:00 AM »
Arianna Lanathan

Sanity: 2/3
Stamina: 7/7

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:

$2
5 clue tokens
Spear (physical weapon, +3 to combat check/exhaust for +2 to evade check, 2H, $5)
Enchanted Jewelry (unique item, put 1 stamina token on enchanted Jewelry to avoid losing 1 stamina/discard at third token, $3)
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)
Whiskey (common item, discard to reduce sanity loss by 1, $1)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)

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)

~

Arianna heads to the Unnameable to get a clue. Twice! Also exhausting Credit Rating to refresh the kerosene supply.