Author Topic: Footsteps in the Dust (TURN 15; Encounters)  (Read 21470 times)

Magetastic

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Re: Footsteps in the Dust (TURN 2; Upkeep/Movement)
« Reply #25 on: October 07, 2010, 06:29:29 AM »
Ursula Downs

Sanity:
4/5
Stamina:
5/5

Focus:
2

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

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

Lore: 0 1 [2] 3
Luck: 5 4 [3] 2

Quick-witted - Arkham Encounter: Ursula may have an encounter at a location even after using a location ability that would normally be taken instead.

Adventurer - Arkham Encounter: After reading her Arkham encounter, but before making any die rolls, Ursula may spend 1 Clue token to cancel the encounter entirely.

Inventory:
$7
5 Clue Tokens
.38 Revolver (1H, physical, +3 to combat, $4)
Knife (1H, physical, +1 to combat, $2)
Holy Water (2H, magical, discard to gain +6 to combat, $4)
Stealth (Skill, exhaust to re-roll evade check)

Personal Story:
Pass - When Ursula has at least 3 Monster Trophies (0/3) and 3 clue tokens (5/3), she draws 5 Unique Items and chooses 2 to keep. The rest are discarded.
Fail - If Ursula goes insane, or the Terror level reaches 3 (0/3), Ursula is Cursed.

!Actions!

Passing Vincent in Southside to sell him my Wither for some quick cash, then continuing on to the General Store to buy some stuffs as well as have an encounter.
<%King_Meepdorah> roll 1d999 for "It was beauty...that killed the mage"?
* +Hatbot --> "King_Meepdorah rolls 1d999 for "It was beauty...that killed the mage"? and gets 999."12 [1d999=999]
<%King_Meepdorah> ...
<+superaway> ...Uh oh.
<+RandomConsonant> ...
* +superaway shakes head.

Strago

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Re: Footsteps in the Dust (TURN 2; Upkeep/Movement)
« Reply #26 on: October 07, 2010, 06:41:59 AM »
Since I don't know when El Cid will be around, I'll note here that if Amanda happens to pass through the Miskatonic, Merchant District, or Northside streets and wants to toss Finn a dollar, then I'd definitely be able to jump in the Gate at Devil's Reef next turn.

Not a necessity, but it seems like it's worth mentioning.

Sierra

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Re: Footsteps in the Dust (TURN 2; Upkeep/Movement)
« Reply #27 on: October 07, 2010, 11:07:39 AM »
Amanda Sharpe

Sanity: 5/5
Stamina: 5/5

Focus: 3

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

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

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

Studious: Whenever Amanda draws one or more cards from the Skill deck, she draws one extra card and then discards one of the cards.

Inventory:

$0
3 clue tokens
Elder Sign (unique item, lose 1 sanity and 1 stamina to close gate and remove 1 doom token from track, $5)
Dread Curse of Azathoth (spell, casting mod -2, sanity cost 2, exhaust for +9 to combat checks, 2H)
Luck (skill, +1 luck, roll 1 bonus die when spending clue tokens for luck checks)
Expert Occultist (skill, exhaust to reroll a spell check)

Personal story:

Pass: Draw three unique items (effect: maximum sanity and stamina increased by 1)
Fail: Two open gates to R'leyh (effect: devoured, replaced by Deep One, add 1 token to Deep Ones Rising track)

~

Amanda is willing to indulge her bootlegger friend and lend him a dollar (possibly in exchange for some moonshine to ward off the dreams) before picking up a clue at the Unvisited Isle.

Strago

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Re: Footsteps in the Dust (TURN 2; Upkeep/Movement)
« Reply #28 on: October 07, 2010, 01:57:47 PM »
Hmm. Finn is generally willing to sell booze to minors, but I know that he's going to be taking 2 Sanity damage when he beats up the Elder Thing next turn, leaving him at 2/4 as he jumps in to a Gate. Not to mention that the Esoteric Order of Dagon strikes me as a place wherein I might very well go a little crazy. I think I might want the extra assurance of Whiskey, there.

Sierra

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Re: Footsteps in the Dust (TURN 2; Upkeep/Movement)
« Reply #29 on: October 07, 2010, 08:47:19 PM »
Haha. I didn't genuinely notice that you had booze in your inventory, I was just speaking for flavor. Keep it man, you need it more than I do if you're gate-jumping.

AndrewRogue

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Re: Footsteps in the Dust (TURN 2; Upkeep/Movement)
« Reply #30 on: October 08, 2010, 05:30:19 AM »
Soppy:

Soppy- Gloria Goldberg: A monster appears! SHI-


El Cid- Amanda Sharpe: Looking up at the night sky from the island, you see constellations that you've never seen before. The entire sky is different here! Lose 1 Sanity and gain 1 Clue token.

Tal- Vincent Lee: The streets are quiet tonight. At least they are down here.

Random- Tommy Muldoon: Your peril clears your mind. Pass a Will +0 check to restore your sanity to its maximum value.

Mage- Ursula Downs: You notice that some of the locals have an odd, fish-like quality to them that sets your teeth on edge. Lose 1 Sanity. Of course, that won't stop you from SHOPPING! http://www.arkhamhorrorwiki.com/Ancient_Tome
http://www.arkhamhorrorwiki.com/Knife
http://www.arkhamhorrorwiki.com/Cavalry_Saber

Strago- Finn Edwards: There Was an encounter here. It is gone now.

Strago- Finn Edwards: You are invited to take the first Oath of Dagon. If you refuse, lose 1 Stamina and move to the street. If you accept, lose 2 Sanity and make a Lore (-1) check, gaining a Clue token for each success.
« Last Edit: October 08, 2010, 05:46:21 AM by AndrewRogue »

Random Consonant

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Re: Footsteps in the Dust (TURN 2; Encounters)
« Reply #31 on: October 08, 2010, 05:33:54 AM »
+1 Sanity is me.

[00:31] * RandomConsonant checks, sees PERIL
[00:31] <Mari> PERIL?
[00:31] <RandomConsonant> PERIL! Of the mind-clearing variety, it seems.
[00:31] <RandomConsonant> I can do that real quick, only one die for the check though
[00:32] <RandomConsonant> roll 1d6 for PERIL!
[00:32] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 1d6 for PERIL! and gets 5." [1d6=5]

Strago

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Re: Footsteps in the Dust (TURN 2; Encounters)
« Reply #32 on: October 08, 2010, 05:47:43 AM »
Finn refuses the creepy fish-priests.

Sierra

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Re: Footsteps in the Dust (TURN 2; Encounters)
« Reply #33 on: October 08, 2010, 06:00:08 AM »
Amanda Sharpe

Sanity: 4/5
Stamina: 5/5

Focus: 3

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

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

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

Studious: Whenever Amanda draws one or more cards from the Skill deck, she draws one extra card and then discards one of the cards.

Inventory:

$0
4 clue tokens
Elder Sign (unique item, lose 1 sanity and 1 stamina to close gate and remove 1 doom token from track, $5)
Dread Curse of Azathoth (spell, casting mod -2, sanity cost 2, exhaust for +9 to combat checks, 2H)
Luck (skill, +1 luck, roll 1 bonus die when spending clue tokens for luck checks)
Expert Occultist (skill, exhaust to reroll a spell check)

Personal story:

Pass: Draw three unique items (effect: maximum sanity and stamina increased by 1)
Fail: Two open gates to R'leyh (effect: devoured, replaced by Deep One, add 1 token to Deep Ones Rising track)

~

Just posting updated sheet.
« Last Edit: October 08, 2010, 06:02:40 AM by El Cideon »

Hunter Sopko

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Re: Footsteps in the Dust (TURN 2; Encounters)
« Reply #34 on: October 08, 2010, 07:02:18 AM »
Did Gloria ever mention that she was an author of KUNG FU NOVELS?

<Soppy-ClearGenderRoles> So
<Soppy-ClearGenderRoles> One dice
<RandomConsonant> Well if Flesh Ward gets used I will laugh
* HazamaHatOnly is now known as AndrewRogue
<Soppy-ClearGenderRoles> 1d6
* Hatbot --> "Soppy-ClearGenderRoles rolls 1d6 and gets 5." [1d6=5]
<Soppy-ClearGenderRoles> HA.
<Soppy-ClearGenderRoles> HA.
<Soppy-ClearGenderRoles> Bitches.

Gloria Goldberg

Stats:
Sanity 6/6
Stamina 4/4

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

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

Lore  1  2  [3]  4   
Luck  5  4  [3]  2 

Focus: 2

Unique Ability:
Psychic Sensitivity - Other World Encounter: When drawing gate encounters in Other Worlds, Gloria draws two cards that match the color of one of the Other World's encounter symbols, then chooses whichever one of the two she wants. This ability does not work when drawing location encounters in Arkham.

Inventory
$7
4 Clue Tokens

Fight skill (+1 to Fight, roll an extra die for each clue spent on Fight checks)
Food (Discard Food to reduce any Stamina loss by 1)
Lantern (+1 to Luck checks)
Flesh Ward (Casting Mod: -2. Sanity Cost: 1. Cast and exhaust to ignore all Stamina loss being dealt to you from one source. Discard this spell if the Ancient One awakens)
Flesh Ward
Rifle (2H Weapon, +5 Physical Combat)

Personal Story: Pass: Possess 5 Clue Tokens (4/5)
                      Fail: Driven Insane

Magetastic

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Re: Footsteps in the Dust (TURN 2; Encounters)
« Reply #35 on: October 08, 2010, 07:19:26 AM »
Ursula Downs

Sanity:
3/5
Stamina:
5/5

Focus:
2

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

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

Lore: 0 1 [2] 3
Luck: 5 4 [3] 2

Quick-witted - Arkham Encounter: Ursula may have an encounter at a location even after using a location ability that would normally be taken instead.

Adventurer - Arkham Encounter: After reading her Arkham encounter, but before making any die rolls, Ursula may spend 1 Clue token to cancel the encounter entirely.

Inventory:
$3
5 Clue Tokens
.38 Revolver (1H, physical, +3 to combat, $4)
Knife (1H, physical, +1 to combat, $2)
Holy Water (2H, magical, discard to gain +6 to combat, $4)
Stealth (Skill, exhaust to re-roll evade check)
Ancient Tome (Tome, Spend 2 movement to make a Lore(-1) check. If success, draw a spell and discard Ancient Tome. If fail, nothing happens. $4)

Personal Story:
Pass - When Ursula has at least 3 Monster Trophies (0/3) and 3 clue tokens (5/3), she draws 5 Unique Items and chooses 2 to keep. The rest are discarded.
Fail - If Ursula goes insane, or the Terror level reaches 3 (0/3), Ursula is Cursed.

!Actions!
Creeped out by fish-dudes, Ursula is gonna grab an Ancient Tome to distract her.
<%King_Meepdorah> roll 1d999 for "It was beauty...that killed the mage"?
* +Hatbot --> "King_Meepdorah rolls 1d999 for "It was beauty...that killed the mage"? and gets 999."12 [1d999=999]
<%King_Meepdorah> ...
<+superaway> ...Uh oh.
<+RandomConsonant> ...
* +superaway shakes head.

AndrewRogue

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Re: Footsteps in the Dust (TURN 2; Encounters)
« Reply #36 on: October 10, 2010, 07:25:37 AM »
Is it possible that there was some ulterior motive behind everything that was going on? Could it be the result of some mastermind? Or were these just the paranoid thoughts of burgeoning madness?

Plans in Motion
Rumor
Gate Opens: None. Instead, two Doom Tokens are added to the Doom Track.
Clue Appears: Nowhere
Monster Movement: Dash/Triangle/Star/Cross/Circle White, Square/Diamond/Moon/Hexagon Black

Ongoing Effect: At the end of every Mythos Phase (beginning the turn after this card enters play), roll a die. On a 1 or 2, add one uprising token to the Deep Ones Rising track.
Pass: If the Feds Raid Innsmouth track is filled, resolve it, then return this card to the box.
Fail: If the Ancient One awakens, return this card to the box.

CURRENT ENVIRONMENT: No One Can Help You Now
CURRENT RUMOR: Plans in Motion

Due to monsters taking a trip into the vortex, 2 tokens have been added to the Deep Ones Rising track and the Terror Level has increased by 2. As a result, Ruby Standish and Eric Colt will no longer be attending the festivities.

Do you draw a card from the Dust Deck, Sopko? Or do you spend the clues?
« Last Edit: October 10, 2010, 07:39:34 AM by AndrewRogue »

Random Consonant

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Re: Footsteps in the Dust (TURN 3; Upkeep/Movement)
« Reply #37 on: October 10, 2010, 07:30:50 AM »
Tommy Muldoon

Special Abilities:

Hero - Mythos Phase: Before a mythos card is drawn, Tommy may make one or more monsters adjacent to his location move to his location, regardless of their normal movement.

On The Force - Any Phase: Tommy can never be arrested.  In addition, it only costs him 1 gate trophy or 5 toughness worth of monster trophies to become Deputy of Arkham.

Stats:

Sanity: 6/6
Stamina: 3/4

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

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

Lore: zero 1 2 [3]
Luck: 6 5 4 [3]

Focus: 1

Inventory:
$0
0 Clue Tokens
Rifle (2H Weapon, +5 Physical Combat, $6)
Speed Skill (+1 Speed, Clue Tokens spent on Speed checks yield an extra die)
1 Monster Trophy (Byakhee, total toughness: 1)

Personal Story:
Pass: Become devoured (obviously not yet fufilled)
Fail: Terror Level reaches 5 (2/5)

Shifting Lore/Luck over one, farting around in the Plateau of Leng.
« Last Edit: October 10, 2010, 07:34:22 AM by Random Consonant »

Strago

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Re: Footsteps in the Dust (TURN 3; Upkeep/Movement)
« Reply #38 on: October 10, 2010, 07:52:39 AM »
Finn fails once again at reading the Cabala. He drops his two Clue tokens on the Yellow track, then heads to the Marsh Refinery, picks up another Clue, and awaits a marshy encounter.

Finn Edwards, the Bootlegger

- Status -

Sanity 3/4
Stamina 5/6

Slippery - Mythos: When moon monsters move, Finn may choose to move as a normal moon monster. He does not need
to make any Evade checks when doing so.

Holdout - Any Phase: Finn never has to discard items or lose money, even when he is knocked unconscious or
driven insane. He must still pay costs as usual.

- Skills (Focus: 1) -

Speed  3 4 [5] 6
Sneak  5 4 [3] 2 (+2)

Fight  [zero] 1 2 3
Will   [3] 2 1 0

Lore  1 2 3 [4]
Luck  4 3 2 [1]

- Inventory -

1 Clue
$2

Sneak (+1 Sneak, when spending a Clue token on a Sneak check add one extra die)
Sneak (+1 Sneak, when spending a Clue token on a Sneak check add one extra die)
Bravery (exhaust to re-roll a Horror check)

Tommy Gun (physical weapon, 2H, +6 to Combat checks)

Research Materials (any phase: discard instead of spending 1 Clue token)
Whiskey (any phase: discard to reduce any San loss by 1)

Cabala of Saboth (movement: exhaust and spend 2 movement points to make a Lore (-2) check. If you pass,
draw 1 Skill and discard Cabala of Saboth. If you fail, nothing happens)
Dragon's Eye (any phase: exhaust and lose 1 San after drawing a gate or location to draw a new card in its place)

- Personal Story, "Payback" -

Pass: If Finn has 3 or more Monster Trophies, including a Cultist, put "Best Served Cold" in play. [0/3]
Fail: If the Terror Level reaches 3, put "Cut Your Losses" in play. [2/3]
« Last Edit: October 10, 2010, 08:00:21 AM by Strago »

Talaysen

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Re: Footsteps in the Dust (TURN 3; Upkeep/Movement)
« Reply #39 on: October 10, 2010, 08:11:01 AM »
Vincent Lee

Location: Science Building

Stats
Sanity: 5 / 5
Stamina: 5 / 5

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

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

Lore: 2 3 4 [5]
Luck: 4 3 2 [1]

Focus: 2

Unique Abilities
Physician - Upkeep: Dr. Lee may restore 1 Stamina  to himself or another character in his location. He cannot raise a character's Stamina higher than that character's maximum Stamina.

Inventory
$1
2 Clue Tokens

Common Items
Dark Cloak - Bonus: +1 Evade check / Price: $2
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3

Unique Items

Skills
Expert Occultist - Any Phase: Exhaust to re-roll a Spell check.

Spells
Voice of Ra - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.
Flesh Ward - Casting Modifier: -2 / Sanity Cost: 1 / Any Phase: Cast and exhaust to ignore all Stamina loss being dealt to you from one source. Discard this spell if the Ancient One awakens.
Wither - Casting Modifier: +0 / Sanity Cost: 0 / Any Phase: Cast and exhaust to gain +3 to Combat checks until the end of this combat. / Hands: 1

Personal Story
PASSED

Pass - Discard 5 Clue tokens in a street area during Upkeep.
Effect - Gain 2 extra movement points each turn.  Physician can target any investigator in the neighborhood.

Fail - Have 3 or more monster trophies.
Effect - Maximum Sanity is reduced by 1.


Current Action
Move Speed and Fight over one.  Spend five Clues to pass my PS, then head up to Merchant District to hand Amanada the Map of Arkham and $2.  After that, go to Science Building to grab the clue there.

Random Consonant

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Re: Footsteps in the Dust (TURN 3; Upkeep/Movement)
« Reply #40 on: October 10, 2010, 08:15:51 AM »
[02:05] <AndrewRogue> Who is posting for Cid?
[02:05] <RandomConsonant> Hm?
[02:06] <AndrewRogue> Cid's gone for the weekend, so you all have communal control
[02:06] <AndrewRogue> Just need to know someone who will officially post for him
[02:07] <RandomConsonant> Ah.
[02:07] <RandomConsonant> Guess I will if there aren't any objections?
[02:09] <Strago> Fine by me.

So yeah.  If Cid objects to this course of action he can feel free to beat me senseless with some large blunt object.

Amanda Sharpe

Sanity: 4/5
Stamina: 5/5

Focus: 3

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

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

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

Studious: Whenever Amanda draws one or more cards from the Skill deck, she draws one extra card and then discards one of the cards.

Inventory:

$1
4 clue tokens
Elder Sign (unique item, lose 1 sanity and 1 stamina to close gate and remove 1 doom token from track, $5)
Map of Arkham (Exhaust to gain 1 extra movement, $2)
Dread Curse of Azathoth (spell, casting mod -2, sanity cost 2, exhaust for +9 to combat checks, 2H)
Luck (skill, +1 luck, roll 1 bonus die when spending clue tokens for luck checks)
Expert Occultist (skill, exhaust to reroll a spell check)

Personal story:

Pass: Draw three unique items (effect: maximum sanity and stamina increased by 1)
Fail: Two open gates to R'leyh (effect: devoured, replaced by Deep One, add 1 token to Deep Ones Rising track)

Amanda exhausts the Map of Arkham, goes to the Train Station, buys a ticket to Innsmouth, and moves to the Innsmouth Shore in anticipation of dropping some clues on the Feds track next turn.

Hunter Sopko

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Re: Footsteps in the Dust (TURN 3; Upkeep/Movement)
« Reply #41 on: October 10, 2010, 05:49:10 PM »
I draw from the Dust Deck yet again! I also shift my speed to two and hop into the Black Cave for the clue to pass my PS, which adds another +1 to my Fight!

Gloria Goldberg

Stats:
Sanity 6/6
Stamina 4/4

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

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

Lore  1  2  [3]  4   
Luck  5  4  [3]  2 

Focus: 2

Unique Ability:
Psychic Sensitivity - Other World Encounter: When drawing gate encounters in Other Worlds, Gloria draws two cards that match the color of one of the Other World's encounter symbols, then chooses whichever one of the two she wants. This ability does not work when drawing location encounters in Arkham.

Inventory
$7
5 Clue Tokens

Fight skill (+1 to Fight, roll an extra die for each clue spent on Fight checks)
Food (Discard Food to reduce any Stamina loss by 1)
Lantern (+1 to Luck checks)
Flesh Ward (Casting Mod: -2. Sanity Cost: 1. Cast and exhaust to ignore all Stamina loss being dealt to you from one source. Discard this spell if the Ancient One awakens)
Flesh Ward
Rifle (2H Weapon, +5 Physical Combat)

Personal Story: Pass: Gain +1 Fight

Magetastic

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Re: Footsteps in the Dust (TURN 3; Upkeep/Movement)
« Reply #42 on: October 10, 2010, 06:16:53 PM »
Ursula Downs

Sanity:
3/5
Stamina:
5/5

Focus:
2

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

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

Lore: 0 1 2 [3]
Luck: 5 4 3 [2]

Quick-witted - Arkham Encounter: Ursula may have an encounter at a location even after using a location ability that would normally be taken instead.

Adventurer - Arkham Encounter: After reading her Arkham encounter, but before making any die rolls, Ursula may spend 1 Clue token to cancel the encounter entirely.

Inventory:
$3
5 Clue Tokens
.38 Revolver (1H, physical, +3 to combat, $4)
Knife (1H, physical, +1 to combat, $2)
Holy Water (2H, magical, discard to gain +6 to combat, $4)
Stealth (Skill, exhaust to re-roll evade check)
Spell (Does spell-type stuff. I dunno, I'm waitin' for my shiny new spellz, yo)

Personal Story:
Pass - When Ursula has at least 3 Monster Trophies (0/3) and 3 clue tokens (5/3), she draws 5 Unique Items and chooses 2 to keep. The rest are discarded.
Fail - If Ursula goes insane, or the Terror level reaches 3 (2/3), Ursula is Cursed.

!Actions!
Ursula reads a good book to distract herself from the fish-dudes so she can get back to buying stuff and having encounters, and is successful at doing so, earning her a spell!

<Reichertastic_CthulhuBurger> witnesses?
<%Smashy> beep?
<Reichertastic_CthulhuBurger> Cool. Reading book.
<Reichertastic_CthulhuBurger> Lore is now at 3, don't need to move anywhere, check is at -1, I believe? So that's 2 dice
<Reichertastic_CthulhuBurger> 2d6 to distract myself from creepy fish dudes with a good book.
<%Smashy> Lore-1 yes
* Hatbot --> "Reichertastic_CthulhuBurger rolls 2d6 to distract myself from creepy fish dudes with a good book. and gets 9."12 [2d6=6, 3]
<Reichertastic_CthulhuBurger> Success!
<Reichertastic_CthulhuBurger> Apparently explorers are the most literate people in the world. Awesome.
<%King_Meepdorah> roll 1d999 for "It was beauty...that killed the mage"?
* +Hatbot --> "King_Meepdorah rolls 1d999 for "It was beauty...that killed the mage"? and gets 999."12 [1d999=999]
<%King_Meepdorah> ...
<+superaway> ...Uh oh.
<+RandomConsonant> ...
* +superaway shakes head.

AndrewRogue

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Re: Footsteps in the Dust (TURN 3; Upkeep/Movement)
« Reply #43 on: October 11, 2010, 03:39:31 AM »
Soppy:

Soppy- Gloria Goldberg: In the darkness you happen upon the remains of a previous spelunker. Make a Luck (+0) check and consult the chart below:

Successes:

    0) The body begins to bloat and splits open, releasing the horror within. Lose 1 Sanity and a monster appears!
    1) The body has been ripped apart as if shredded by a powerful monster. Lose 1 Sanity.
    2+) Searching the body you find something intersting. Draw 1 Common Item.

El Cid- Amanda Sharpe: The coast is quiet.

Tal- Vincent Lee: A chemical brew bubbles on a nearby Bunsen burner. It smells delicious. If you drink it, make a  Luck (+0) check. If you pass, the strange liquid fortifies you. Roll a die and gain that many points, split between your Stamina and Sanity however you like. If you fail, the liquid turns out to be coffee. Gain 1 Stamina.

Random- Tommy Muldoon: A vast stirring rumbles through the Plateau. Pass a Sneak (+0) check or roll a die and lose that much Stamina.

Mage- Ursula Downs: The shopkeeper notices one of the items you're carrying and his face lights up. "Say, I've been looking for one of those. You wouldn't mind parting with it, would ya? I can pay well." You may sell any of your Common Items for twice its listed price.

http://www.arkhamhorrorwiki.com/.38_Revolver
http://www.arkhamhorrorwiki.com/Dynamite
http://www.arkhamhorrorwiki.com/Cross

Strago- Finn Edwards: Jacob Marsh greets you warmly. "Of course I know you! I know know do i KNOW u? IA! IA! IA! The eye of the dragon sees sees sees all.

From the catwalk above, you have a clear view of the assembly line and the shambling, monstrous workers. Make a Lore (-1) check to realize what they really are. If you pass, gain 1 Clue token and lose 1 Sanity.
« Last Edit: October 11, 2010, 03:46:01 AM by AndrewRogue »

Random Consonant

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Re: Footsteps in the Dust (TURN 3; Encounters)
« Reply #44 on: October 11, 2010, 03:49:28 AM »
Whee free ticket to gjland.  Good thing I only had the rifle so I don't lose anything.

[22:46] <RandomConsonant> roll 1d6
[22:46] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 1d6 and gets 6." [1d6=6]

Talaysen

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Re: Footsteps in the Dust (TURN 3; Encounters)
« Reply #45 on: October 11, 2010, 03:57:30 AM »
[2010-10-10 21:57:46] <PamelaIbis> I will roll for lulz then.
[2010-10-10 21:57:53] <PamelaIbis> roll 1d6
[2010-10-10 21:57:53] * Hatbot --> "PamelaIbis rolls 1d6 and gets 1." [1d6=1]

Strago

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Re: Footsteps in the Dust (TURN 3; Encounters)
« Reply #46 on: October 11, 2010, 04:15:42 AM »
Finn knocks back some Whiskey to lessen the Dragon Eye's unpleasant effects.

> Lore check for my encounter!
> 4 Lore, -1.
Back: Away for 56mins 57secs
Away Deactivated:4 Auto Away reactivated
> 3d6
* Hatbot --> "Strago rolls 3d6 and gets 7."12 [3d6=4, 1, 2]
> Ah well. Neither Clue nor Sanity loss.

Magetastic

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Re: Footsteps in the Dust (TURN 3; Encounters)
« Reply #47 on: October 11, 2010, 07:37:52 AM »
Ursula Downs

Sanity:
3/5
Stamina:
5/5

Focus:
2

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

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

Lore: 0 1 2 [3]
Luck: 5 4 3 [2]

Quick-witted - Arkham Encounter: Ursula may have an encounter at a location even after using a location ability that would normally be taken instead.

Adventurer - Arkham Encounter: After reading her Arkham encounter, but before making any die rolls, Ursula may spend 1 Clue token to cancel the encounter entirely.

Inventory:
$4
5 Clue Tokens
.38 Revolver (1H, physical, +3 to combat, $4)
Cross (1H, Magical, +3 to combat if against Undead, +1 to Horror Checks, $3)
Holy Water (2H, magical, discard to gain +6 to combat, $4)
Stealth (Skill, exhaust to re-roll evade check)
Heal (Spell, Casting mod +1, Sanity cost 1, cast and exhaust to give one investigator in the area stamina equal to the successes I roll; stamina cannot be divided)

Personal Story:
Pass - When Ursula has at least 3 Monster Trophies (0/3) and 3 clue tokens (5/3), she draws 5 Unique Items and chooses 2 to keep. The rest are discarded.
Fail - If Ursula goes insane, or the Terror level reaches 3 (2/3), Ursula is Cursed.

!Actions!
Bartering off my Knife for that shiny Cross he has on display, and... one more dollar would be nice, too. Yeah? Awesome.
<%King_Meepdorah> roll 1d999 for "It was beauty...that killed the mage"?
* +Hatbot --> "King_Meepdorah rolls 1d999 for "It was beauty...that killed the mage"? and gets 999."12 [1d999=999]
<%King_Meepdorah> ...
<+superaway> ...Uh oh.
<+RandomConsonant> ...
* +superaway shakes head.

Hunter Sopko

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Re: Footsteps in the Dust (TURN 3; Encounters)
« Reply #48 on: October 11, 2010, 02:49:00 PM »
I search that corpse like it was OK at an airport!

<Soppy-RobIsTharkad> Hola muchachos
<Soppy-RobIsTharkad> Anyone here?
<AndrewRogue> Yo
* Ciddead has quit IRC (Ping timeout)
<Soppy-RobIsTharkad> Rolling!
<Soppy-RobIsTharkad> Luck+0 check. Luck is currently 3, +1 from the Lantern, so 4.
<Soppy-RobIsTharkad> roll 4d6
* Hatbot --> "Soppy-RobIsTharkad rolls 4d6 and gets 17." [4d6=3, 5, 5, 4]
<Soppy-RobIsTharkad> Draw 1 Common item!
<AndrewRogue> I will check what that is in a moment
<Soppy-RobIsTharkad> K
<AndrewRogue> Sopko: You acquire WHISKEY

Stats:
Sanity 5/6
Stamina 4/4

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

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

Lore  1  2  [3]  4   
Luck  5  4  [3]  2 

Focus: 2

Unique Ability:
Psychic Sensitivity - Other World Encounter: When drawing gate encounters in Other Worlds, Gloria draws two cards that match the color of one of the Other World's encounter symbols, then chooses whichever one of the two she wants. This ability does not work when drawing location encounters in Arkham.

Inventory
$7
5 Clue Tokens

Fight skill (+1 to Fight, roll an extra die for each clue spent on Fight checks)
Food (Discard Food to reduce any Stamina loss by 1)
Lantern (+1 to Luck checks)
Flesh Ward (Casting Mod: -2. Sanity Cost: 1. Cast and exhaust to ignore all Stamina loss being dealt to you from one source. Discard this spell if the Ancient One awakens)
Flesh Ward
Rifle (2H Weapon, +5 Physical Combat)
Whiskey (Discard Whiskey to reduce any Sanity loss by 1)

Personal Story: Pass: Gain +1 Fight

AndrewRogue

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Re: Footsteps in the Dust (TURN 3; Encounters)
« Reply #49 on: October 12, 2010, 01:18:48 PM »
Sopko acquired Whiskey. Fitting.