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Author Topic: The dead have shambled back to their graves in Arkham.  (Read 16664 times)

Yakumo

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The dead have shambled back to their graves in Arkham.
« on: January 02, 2012, 02:12:17 AM »


First player bolded as usual.

AndrewRogue - Mandy Thompson
Random Consonant - Roland Banks
Talaysen - "Skids" O'Toole
Nitori - Trish Scarborough


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

Rumor: The Unraveling Tapestry(2 Clues)
Ongoing effect - Each time a gate opens, discard a Clue token from this rumor.  Each time an investigator casts a spell, add a Clue token to this rumor.
Pass - When there are 6 Clue tokens on this rumor, return it to the box and each investigator gains 1 Spell.
Fail - When there are 0 Clue tokens on this rumor, return it to the box and each investigator loses 2 Sanity.
« Last Edit: March 13, 2012, 12:38:17 AM by Yakumo »

Yakumo

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Re: The dead are walking in Arkham...(Setting up, don't post!)
« Reply #1 on: January 02, 2012, 02:15:02 AM »
Monsters:

: French Hill Streets

: Black Cave

: Science Building


Gates:

: Hibb's Roadhouse - Devouring Gate.  An investigator in the same location as this gate when it opens is Devoured.

: Black Cave - Gate of Madness.  If an investigator fails an attempt to close this gate, they lose 1 sanity.

: Graveyard

: Science Building
« Last Edit: March 06, 2012, 06:03:14 PM by Yakumo »

Yakumo

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Re: The dead are walking in Arkham...(Setting up, don't post!)
« Reply #2 on: January 02, 2012, 02:17:33 AM »


Doom Track: 8/12
Open Gates: 4/7
Monster Limit: 4/7
Outskirts: 0/4
Terror Level: 1/10

« Last Edit: March 04, 2012, 02:05:33 AM by Yakumo »

Yakumo

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Re: The dead are walking in Arkham...(Setting up, don't post!)
« Reply #3 on: January 02, 2012, 02:18:22 AM »
Arkham Locations

Bank of Arkham
Bank Loan: Instead of having an encounter here, you may take out a Bank Loan if you don't have one yet.

Arkham Asylum
Psychiatric Care: Instead of having an encounter here, you may recover sanity by receiving psychiatric care. You may either regain 1 Sanity for free, or pay $2 to restore your Sanity to its maximum value.

Curiositie Shoppe
Shop: Instead of having an encounter here, you may draw 3 Unique Items and purchase one of them for its list price. Discard the other two items.

Police Station
Deputized: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to become the Deputy of Arkham. Take the Deputy of Arkham card.

General Store
Shop: Instead of having an encounter here, you may draw 3 Common Items and purchase one of them for its list price. Discard the other two items.

Science Building
Dissection: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain 2 clue tokens.

Administration
Classes: Instead of having an encounter here, you may pay $8 to draw 2 Skills. Keep one of them and discard the other.

Silver Twilight Lodge
Inner Sanctum: If you have a Silver Twilight Membership, then you look at the Inner Sanctum entry when having encounters here.

St. Mary's Hospital
Medical Care: Instead of having an encounter here, you may recover Stamina by receiving medical care. You may either regain 1 Stamina for free, or pay $2 to restore your Stamina to its maximum value.

Ma's Boarding House
Recruit:Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take any 1 Ally of your choice from the Ally deck.

Ye Olde Magick Shoppe
Magic Lessons: Instead of having an encounter here, you may pay $5 to draw 2 Spells. Keep one of them and discard the other.

South Church
Blessing: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to have any investigator you choose be Blessed.

River Docks
Shady Character: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain $5.

Yakumo

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Re: The dead are walking in Arkham...(Setting up, don't post!)
« Reply #4 on: January 02, 2012, 02:22:37 AM »
The Chill of the Grave
Environment: Mystic

All undead monsters have their toughness increased by 1.

A gate to The Abyss opens at the Unvisited Isle, devouring a clue and spawning a Fire Vampire.  A clue appears at the Science Building.

No monsters move.

The new year is beginning in Arkham, but the seasonal chill seems a bit different than usual, as if it isn't content to chill the body but reaches into your very soul.  There have been rumors that several graves have been disturbed.  Even more disquieting are the people who claim they've seen the dead walking, though that story has been laughed off so far.  The laughter has a nervous tinge, however, and something doesn't feel right...
« Last Edit: January 02, 2012, 02:32:23 AM by Yakumo »

AndrewRogue

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Re: The dead are walking in Arkham...(Turn 1)
« Reply #5 on: January 02, 2012, 03:25:43 AM »
Mandy Thompson

Stamina: 5/5
Sanity: 5/5

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

$6, 4 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth

Go to Science Building. Acquire 2 Clues.

Don't want to gate without 5 clues at least!
« Last Edit: January 02, 2012, 03:06:17 PM by AndrewRogue »

Nitori

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Re: The dead are walking in Arkham...(Turn 1)
« Reply #6 on: January 02, 2012, 03:41:38 AM »
Trish Scarborough

Sanity: 5/6
Stamina: 4/4

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

$4
6 clue tokens

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

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


Lucky Cigarette Case - Any: Discard Lucky Cigarette Case to re-roll any one Skill check.
Dynamite - Type: Physical weapon, Bonus: +8 Combat check (Discard after use), Hands: 2
Fine Clothing - Bonus: +1 to all skill checks during Arkham encounters. Discard Fine Clothing when you lose any amount of Stamina.

Cultes des Goules - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.
The King in Yellow - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, gain 4 Clue tokens, lose 1 Sanity and discard The King in Yellow. If you fail nothing happens.

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

Read KiY, move to Shoppe, have normal encounter

[23:44] <+TacoMacArthur> actually wait reading is movement
[23:44] <+TacoMacArthur> let's go big
[23:44] <+TacoMacArthur> 4 lore, kiy is lore -2
[23:45] <+TacoMacArthur> 2d6
[23:45] * +Hatbot --> "TacoMacArthur rolls 2d6 and gets 10."12 [2d6=4, 6]
« Last Edit: January 02, 2012, 03:50:51 AM by Nitori »
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Random Consonant

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Re: The dead are walking in Arkham...(Turn 1)
« Reply #7 on: January 02, 2012, 03:42:42 AM »
Roland Banks, FBI

Location: Hibb's Roadhouse

Abilities:

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

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

Stats:

Sanity - 4/4
Stamina - 6/6

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

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

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

Focus: 3

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

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

Inventory:
$3
3 clue tokens
Bullwhip (1H Weapon, +1 Physical combat, exhaust to reroll one die on a combat check, $2.)
Zanthu Tablets (Tome, exhause and spend 2 movement points to make a Lore -2 check, on a success, draw five spells and keep one, then discard.  On failure, lose one sanity, $7.)

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

Personal Story:
Pass: Possess five clue tokens (3/5)
Fail: Roland is arrested or driven insane

Moving to Hibb's Roadhouse and grabbing the clue there.

Talaysen

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Re: The dead are walking in Arkham...(Turn 1)
« Reply #8 on: January 02, 2012, 05:07:34 PM »
"Skids" O'Toole

Location: Historical Society

Stats
Sanity: 3 / 3
Stamina: 7 / 7

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

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

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

Focus: 2

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

Inventory
$5
4 Clue Tokens

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

Unique Items

Skills
Sneak - +1 Sneak / When you spend a Clue token to add to any Sneak check, add one extra bonus die.

Spells

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

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

Personal Story
Pass - Gain 5 clue tokens. (1 / 5)
Effect - +1 Lore and draw a spell.  +1 maximum Sanity

Fail - Less than 3 clue tokens on the board. (7 / 2)
Effect - Remove remaining clue tokens on the board.

Current Action
Exhaust Motorcycle and King James Bible.  Move to Historical Society and grab the clue.

Yakumo

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Re: The dead are walking in Arkham...(Turn 1)
« Reply #9 on: January 02, 2012, 06:15:14 PM »
Arkham Encounters

Mandy Thompson - Baffled scientists show you a wax cylinder which has apparently recorded the voices of people in the future, warning of what is to come.  Make a Lore(-2) check.  If you pass, you may look at the top three cards of the Mythos deck and then return them to the top of the deck in any order you choose.

Roland Banks - A stranger buys you a drink.  You may search the common item deck for a whiskey card and take it.

"Skids" O'Toole - "After my husband passed away, I thought the Society would be interested in his documents.  He was very influential in Arkham."  Make a Luck(-2) check to see if the curator recognizes their arcane significance.  If you pass, gain 1 Spell as the Society passes these papers off to you.

Trish Scarborough - You weed through piles of junk looking for something useful.  Make a Luck(-1) check to see what you find.  If you pass, your search has resulted in success.  You may look at the top cards of both the Common and Unique Items decks.  You may purchase one, both, or neither at list price.  If you fail, there is little of interest here, but you may look at the top card of the Common Item deck and purchase it for its list price.

Nitori

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #10 on: January 02, 2012, 06:22:26 PM »
[14:21] <TacoMacArthur> 3 luck, luck -1, +1 from FINE CLOTHING
[14:21] <TacoMacArthur> 3d6
[14:21] * +Hatbot --> "TacoMacArthur rolls 3d6 and gets 10."12 [3d6=3, 6, 1]
[14:21] <TacoMacArthur> I live
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Talaysen

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #11 on: January 02, 2012, 06:30:25 PM »
"Skids" O'Toole

Location: Historical Society

Stats
Sanity: 3 / 3
Stamina: 7 / 7

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

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

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

Focus: 2

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

Inventory
$5
4 Clue Tokens

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

Unique Items

Skills
Sneak - +1 Sneak / When you spend a Clue token to add to any Sneak check, add one extra bonus die.

Spells
Voice of Ra - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

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

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

Personal Story
Pass - Gain 5 clue tokens. (1 / 5)
Effect - +1 Lore and draw a spell.  +1 maximum Sanity

Fail - Less than 3 clue tokens on the board. (7 / 2)
Effect - Remove remaining clue tokens on the board.

Current Action
[01/02/12 12:26:49] <AliciaFlorence> 2d6
[01/02/12 12:26:51] * Hatbot --> "AliciaFlorence rolls 2d6 and gets 8." [2d6=6, 2]

Voice of Ra get.

Yakumo

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #12 on: January 02, 2012, 06:39:08 PM »
The top cards of the common and unique item decks are Lantern and Alien Statue, for Nitori.

Nitori

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #13 on: January 02, 2012, 07:01:54 PM »
gonna buy that lantern
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

AndrewRogue

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #14 on: January 03, 2012, 02:20:55 AM »
Pass.

Yakumo

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #15 on: January 03, 2012, 03:00:47 AM »
Double the Trouble
Headline


Two gates open this turn, but no doom tokens are added to the doom track.

A gate opens at The Witch House.  A second gate attempts to open at the Unvisited Isle, causing a monster surge.  A clue appears at the Science Building, going to Mandy, and a second clue appears at the Black Cave.

A Star Spawn and a Cultist are spawned at the Unvisited Isle.  A Dark Young, Formless Spawn, and Chthonian spawn at The Witch House.

All monsters move.  The Star Spawn, Fire Vampire, and Cultist move to the Merchant District streets.  The Formless Spawn moves to the French Hill streets.  The Chthonian causes all investigators to lose one Stamina.

The Reckoning card for this turn in Power Decays.  Each investigator loses 1 Stamina for each Power he has.  No investigators have Power so there is no effect.


[21:33] <+AndrewRogue> Fucking Dominion some days
[21:35] * @Yakumo pulls monsters. Uh. Screwed doesn't sound too far off. >_>
[21:42] <@Yakumo> d6
[21:42] * +Hatbot --> "Yakumo rolls d6 and gets 4." [d6=4]

Random Consonant

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #16 on: January 03, 2012, 03:27:26 PM »
Roland Banks, FBI

Location: Black Cave

Abilities:

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

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

Stats:

Sanity - 4/4
Stamina - 5/6

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

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

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

Focus: 3

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

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

Inventory:
$3
5 clue tokens
Bullwhip (1H Weapon, +1 Physical combat, exhaust to reroll one die on a combat check, $2.)
Zanthu Tablets (Tome, exhause and spend 2 movement points to make a Lore -2 check, on a success, draw five spells and keep one, then discard.  On failure, lose one sanity, $7.)
Whiskey (Common item, discard to prevent one point of sanity loss, $1.)

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

Personal Story:
Passed.

Trotting over to the Black Cave, grabbing the clues there and passing my PS.

Nitori

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #17 on: January 04, 2012, 04:17:09 AM »
Trish Scarborough

Sanity: 3/6
Stamina: 3/4

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

$1
5 clue tokens

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

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

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

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

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

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


moving to merchant district to blow stuff up, used andy's roll


[00:00] <TacoMacArthur> fight to 4, speed to 2, will to 2, blowing up merchant monsters
[00:07] <TacoMacArthur> fighting cultist first, 4 fight + 1 for 5 die to get 2 successes
[00:08] <TacoMacArthur> roll 5d6
[00:08] * +Hatbot --> "TacoMacArthur rolls 5d6 and gets 20."12 [5d6=4, 6, 4, 5, 1]
[00:09] <TacoMacArthur> fighting star spawn next, autofail horror for -2 san, use dynamite, 4 fight + 8 - 3 for 9 die for 3 successes
[00:09] <TacoMacArthur> roll 9d6
[00:09] * +Hatbot --> "TacoMacArthur rolls 9d6 and gets 35."12 [9d6=4, 5, 3, 6, 2, 3, 4, 3, 5]
[00:10] <TacoMacArthur> fighting vampire next, 4 fight - 2 for 2 die for 1 success
[00:10] <TacoMacArthur> roll 2d6
[00:10] * +Hatbot --> "TacoMacArthur rolls 2d6 and gets 8."12 [2d6=4, 4]
[00:10] <TacoMacArthur> well balls
[00:10] <+RogueEffect> Anyone else have important rolls?
[00:11] <+RogueEffect> And do you have any clues?
[00:11] <TacoMacArthur> i have six clues
[00:11] <+RogueEffect> Use 1
[00:11] <+RogueEffect> If it doesn't work, I'll reroll you
[00:11] <TacoMacArthur> oh right that mechanic
[00:11] <TacoMacArthur> burning 1 clue bro
[00:11] <TacoMacArthur> 1d6
[00:11] * +Hatbot --> "TacoMacArthur rolls 1d6 and gets 2."12 [1d6=2]
[00:12] <+RogueEffect> Lemme make sure your win on the board is key
[00:12] <+RogueEffect> Or not. Internet is hating.
[00:12] <TacoMacArthur> if i take a hit i'm sitting on 1 stam with 5 clues with a cthlonian on the board
[00:13] <+RogueEffect> Go ahead. Take my reroll.
[00:13] <TacoMacArthur> cool
[00:13] <TacoMacArthur> i reroll the clue too right
[00:13] <+RogueEffect> Yeaha
[00:13] <+RogueEffect> All dice rolled. That's why I wanted you to use it first
[00:13] <TacoMacArthur> roll 3d6
[00:13] * +Hatbot --> "TacoMacArthur rolls 3d6 and gets 13."12 [3d6=6, 3, 4]
[00:13] <TacoMacArthur> done and done
[00:14] <+RogueEffect> Make sure to note you used my roll
« Last Edit: January 04, 2012, 05:55:23 AM by Nitori »
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Talaysen

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #18 on: January 04, 2012, 07:45:53 AM »
"Skids" O'Toole

Location: Woods

Stats
Sanity: 3 / 3
Stamina: 6 / 7

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

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

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

Focus: 2

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

Inventory
$5
5 Clue Tokens

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

Unique Items

Skills
Sneak - +1 Sneak / When you spend a Clue token to add to any Sneak check, add one extra bonus die.

Spells
Voice of Ra (Exhausted) - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

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

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

Personal Story
Pass - Gain 5 clue tokens. (2 / 5)
Effect - +1 Lore and draw a spell.  +1 maximum Sanity

Fail - Less than 3 clue tokens on the board. (5 / 2)
Effect - Remove remaining clue tokens on the board.

Current Action
Failed to cast Voice of Ra.  Exhaust Motorcycle and King James Bible, then move to Woods and grab the clue there.
« Last Edit: January 06, 2012, 02:59:30 AM by Talaysen »

Random Consonant

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #19 on: January 05, 2012, 06:27:02 AM »
[00:48] *Yakumo prods BloodBowlRogue.
[00:49] <Yakumo> It's been over 48 hours. You guys want to pick for him?
[01:01] <RandomConsonant> I vote for gate tossing
[01:12] <Yakumo> Any other thoughts on the matter?
[01:14] <RandomConsonant> Not without looking at how much focus Mandy has first
[01:15] <Yakumo> Mandy's got 2 focus.
[01:17] *RandomConsonant checks stuff, yeah okay, to the abyss, no slider changes I suppose
[01:19] <RandomConsonant> Past that I'd probably inquire as to whether or not anyone wants Mandy's Ancient Tablet, buuut kind of quiet around here so.
[01:19] <RandomConsonant> (not that it likely matters anyways)
[01:23] <Yakumo> Well if you don't mind posting that, I'll work on the update. That's what I was expecting him to do but he never got around to confirming it and I wasn't going to move him arbitrarily. <_<

As noted, moving Mandy to the Unvisited Isle and sending her headlong into the Abyss.

Yakumo

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #20 on: January 05, 2012, 06:35:16 AM »
Arkham Encounters

Roland Banks - A monster appears!  You are fighting a Zombie.



"Skids" O'Toole - You notice an odd symbol carved into a tree. It leads you to another tree with a symbol carved into it. Make a Lore (-1) check to follow the path of symbols. If you pass, you discover it leads to an unusual object hidden under a rock. Gain 1 Unique Item. If you fail, lose 1 Stamina as you become increasingly exhausted.


Other World Encounters

Mandy Thompson - What was that?  Lose 1 Sanity.

AndrewRogue

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #21 on: January 05, 2012, 03:03:41 PM »
Mandy Thompson

Stamina: 5/5
Sanity: 4/5

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

$6, 4 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth

~Really, 48 hours already? Go figure. Sorry!

Random Consonant

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #22 on: January 06, 2012, 12:30:27 AM »
Undead is loathed.  Edit: hey look ma I'm an idiot who forgets what the mythos is.

[19:27] <RandomConsonant> Oh hey a Hatbot
[19:27] <RandomConsonant> Zitness for Wombie
[19:28] <AliciaFlorence> zitness
[19:28] <RandomConsonant> roll 4d6 horror
[19:28] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 horror and gets 21." [4d6=6, 5, 6, 4]
[19:28] <RandomConsonant> roll 4d6 loathing
[19:28] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 loathing and gets 14." [4d6=3, 6, 4, 1]
[19:33] <TacoMacArthur> i thought undead had +1 toughness
[19:33] <RandomConsonant> oh shit you're right
[19:33] <RandomConsonant> My bad
[19:34] <RandomConsonant> roll 1d6 BULLWHIP
[19:34] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 1d6 BULLWHIP and gets 4." [1d6=4]
[19:34] <RandomConsonant> do i take the hit or do I clue
[19:34] <RandomConsonant> Eh, I'll take the hit
[19:34] <AliciaFlorence> How much is the hit?
[19:35] <RandomConsonant> roll 3d6 let's try this again
[19:35] <RandomConsonant> -2 stam
[19:35] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 3d6 let's try this again and gets 15." [3d6=4, 5, 6]
[19:35] <RandomConsonant> there we go
« Last Edit: January 06, 2012, 12:37:29 AM by Random Consonant »

Talaysen

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #23 on: January 06, 2012, 12:40:07 AM »
[01/05/12 18:37:51] <AliciaFlorence> I have a Lore check to make.
[01/05/12 18:37:59] <AliciaFlorence> 2d6
[01/05/12 18:38:00] * Hatbot --> "AliciaFlorence rolls 2d6 and gets 2." [2d6=1, 1]
[01/05/12 18:38:08] <RandomConsonant> YESZ
[01/05/12 18:38:25] <RandomConsonant> WEAPONIZE YOUR BAD LUCK
[01/05/12 18:38:50] <AliciaFlorence> Well I get to reroll those.  TIMES TWO
[01/05/12 18:39:06] <AliciaFlorence> 4d6
[01/05/12 18:39:07] * Hatbot --> "AliciaFlorence rolls 4d6 and gets 13." [4d6=5, 5, 2, 1]

Yakumo

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #24 on: January 06, 2012, 02:34:14 AM »
Andy, the Chthonian 'moved', you should've lost Stamina from that.

Skids gets the Ruby of R'lyeh.