Author Topic: The dead have shambled back to their graves in Arkham.  (Read 16662 times)

Random Consonant

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #100 on: March 06, 2012, 07:40:30 PM »
Roland Banks, FBI

Location: Rivertown Streets

Abilities:

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

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

Stats:

Sanity - 1/4
Stamina - 4/6

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

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

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

Focus: 3

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

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

Inventory:
$3
1 clue tokens
5 Monster Trophies (Zombie, Ghoul, Witch, Byahkee, Shoggoth, total toughness: 7)
1 Gate Trophy (City of the Great Race)
Wither (1H Spell, 0 sanity cost, 0 casting mod, cast and exhaust to gain +3 Magical combat until the end of the combat.)

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.

Fleeing like a madman (which I kind of am at this point) edit: i am a derp and forgot to add back the gate trophy after i decided not to spend it herp derp

[14:31] <RandomConsonant> It keeps happening
[14:33] <Yakumo> Man, you still got off light even with that. Well, you specifically didn't but as a whole.
[14:34] <RandomConsonant> Yes this was more a things keep falling on my head statement
[14:34] <RandomConsonant> But while you're here I need to ninja past some dudes
[14:35] <Yakumo> Good luck with that.
[14:36] <RandomConsonant> speed slider all the way to the left because let's not make this harder than it needs to be
[14:36] <RandomConsonant> roll 5d6 for cthtonian
[14:36] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 5d6 for cthtonian and gets 23." [5d6=4, 6, 2, 5, 6]
[14:36] <RandomConsonant> roll 4d6 for polyp
[14:36] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 for polyp and gets 18." [4d6=4, 5, 4, 5]
[14:37] <RandomConsonant> Oh Hatbot, casually mocking my paranoia
« Last Edit: March 13, 2012, 12:07:36 AM by Random Consonant »

Talaysen

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #101 on: March 07, 2012, 12:14:06 AM »
"Skids" O'Toole

Location: Dreamlands (2)

Stats
Sanity: 2 / 3
Stamina: 4 / 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
8 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)

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

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8

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
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
dreamin' mk2

Nitori

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #102 on: March 09, 2012, 09:03:30 PM »
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)

$3
2 clue tokens

Upkeep: Gain $1

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

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

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

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

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


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

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

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

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

Deputy's Revolver - Type: Physical Weapon

Bonus: +3 Combat check

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

Hands: 1

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

Lantern - Bonus: +1 to Luck checks.

Cultist Trophy (1)
Elder Thing Trophy (2)

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

Put me on the Unnamable
<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 #103 on: March 10, 2012, 04:31:48 AM »
Mandy Thompson

Stamina: 3/5
Sanity: 2/5

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

$1, 2 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth, Silver Key, Cabala of Saboth, Soul Pact, 0 Power

Keep on movin'

Yakumo

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Re: The dead are walking in Arkham...(Turn 1 Encounters)
« Reply #104 on: March 11, 2012, 12:07:55 AM »
Arkham Encounters

Trish Scarborough - Pass a Luck(-1) check to find a hidden cache concealed in the wall of an upstairs bedroom.  Draw 1 Unique Item.


Other World Encounters

Mandy Thompson - You are surrounded by thousands of tiny blue men.  Make a Will(-1) [2] check(or discard a Whiskey card to pass it automatically) to talk them out of robbing you, or lose all your Common Items.  They seem oddly uninterested in your Unique Items and money.

"Skids" O'Toole - A bored cat challenges you to a riddle contest.  Make a Lore(+0) [2] check.  If you pass, the cat leads you to a cache containing 1 Unique Item.  If you fail, you are delayed.

AndrewRogue

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Re: The dead are walking in Arkham...
« Reply #105 on: March 12, 2012, 06:26:15 AM »
Mandy Thompson

Stamina: 3/5
Sanity: 2/5

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

$1, 2 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth, Silver Key, Cabala of Saboth, Soul Pact, 0 Power

Provide Wee Mad Arthur and his kin with some booze.

Nitori

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Re: The dead are walking in Arkham...
« Reply #106 on: March 12, 2012, 11:43:21 PM »
[19:42] <LittleAnnieAdderall> luck -1, 3 luck, +1 luck, 3 dice
[19:42] <LittleAnnieAdderall> 3d6
[19:42] <AliciaFlorence> He has a pact but it doesn't look like he can get three power from it anyway.
[19:42] * Hatbot --> "LittleAnnieAdderall rolls 3d6 and gets 9."12 [3d6=1, 6, 2]
<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...
« Reply #107 on: March 13, 2012, 12:00:35 AM »
"Skids" O'Toole

Location: Dreamlands (2)

Stats
Sanity: 2 / 3
Stamina: 4 / 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
6 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)

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

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8

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
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
Passed the check.

[03/12/12 17:42:23] <AliciaFlorence> Well I get two dice on this check and need two successes...
[03/12/12 17:42:34] <AliciaFlorence> 2d6
[03/12/12 17:42:35] * Hatbot --> "AliciaFlorence rolls 2d6 and gets 4." [2d6=2, 2]
[03/12/12 17:42:41] <Yakumo> He hasn't actually been rolling to get rid of it though, so technically if he had been he might not be anymore.  Only has two clues anyway though.
[03/12/12 17:42:57] <LittleAnnieAdderall> luck -1, 3 luck, +1 luck, 3 dice
[03/12/12 17:43:05] <AliciaFlorence> He has a pact but it doesn't look like he can get three power from it anyway.
[03/12/12 17:43:06] <LittleAnnieAdderall> 3d6
[03/12/12 17:43:07] * Hatbot --> "LittleAnnieAdderall rolls 3d6 and gets 9." [3d6=1, 6, 2]
[03/12/12 17:44:13] <AliciaFlorence> Anyway, I get delayed if I fail this.  I do have 8 clues but I need 5 to seal...
[03/12/12 17:44:17] <Yakumo> There is also Mandy's reroll, remember.
[03/12/12 17:44:44] <AliciaFlorence> Oh, right.
[03/12/12 17:44:46] <AliciaFlorence> Hm...
[03/12/12 17:44:58] <Yakumo> And yours if you get 1s.
[03/12/12 17:45:30] <AliciaFlorence> How does that work with Mandy's reroll anyway?
[03/12/12 17:45:50] <AliciaFlorence> Can I use it on the first roll and the reroll or just once overall?
[03/12/12 17:46:47] <Yakumo> Mandy's reroll is once per turn.
[03/12/12 17:47:00] <Yakumo> Or do you mean yours combined with hers?
[03/12/12 17:47:13] <AliciaFlorence> Yes.
[03/12/12 17:48:13] <Yakumo> Yours says once per skill check.  Mandy's says you're rerolling dice used in a skill check, not making a new check.
[03/12/12 17:48:37] --> HaplessHero has joined this channel (~chatzilla@adsl-99-30-93-40.dsl.sfldmi.sbcglobal.net).
[03/12/12 17:48:58] <Yakumo> You get to keep successes with Mandy's reroll.  You reroll failures.
[03/12/12 17:49:06] <-- RandomConsonant has left this server (Ping timeout).
[03/12/12 17:49:20] *** HaplessHero is now known as RandomConsonant.
[03/12/12 17:50:05] * AliciaFlorence blinks.
[03/12/12 17:50:10] <AliciaFlorence> I didn't realize it was that good.
[03/12/12 17:50:36] <Yakumo> Unique Ability: Research - Any Phase: Once per turn, Mandy can activate this ability after any investigator (including herself) makes a skill check. That investigator then re-rolls all of the dice rolled for that check that did not result in successes.
[03/12/12 17:51:04] <AliciaFlorence> So it says.
[03/12/12 17:51:52] <AliciaFlorence> Well does anyone object in me taking that then?
[03/12/12 17:52:30] <AliciaFlorence> I assume Andy isn't even going to attempt his roll.
[03/12/12 17:52:30] <Yakumo> There's no rolls left to make since Nitori passed his, unless the Mythos has something.  And frankly, if you make this there's a good chance the game is over next turn.
[03/12/12 17:52:40] <Yakumo> He had whiskey to skip it.
[03/12/12 17:52:55] <AliciaFlorence> Oh, he already posted derp.
[03/12/12 17:53:01] <AliciaFlorence> Okay then.
[03/12/12 17:53:13] <AliciaFlorence> Going to put some clues on it first I guess.
[03/12/12 17:53:28] <AliciaFlorence> 1d6 clue first
[03/12/12 17:53:29] * Hatbot --> "AliciaFlorence rolls 1d6 clue first and gets 6." [1d6=6]
[03/12/12 17:54:01] <AliciaFlorence> Hmm... reroll the two or clue again...
[03/12/12 17:56:04] <AliciaFlorence> Probably don't need to, but I'll use another clue to be safe.  Have plenty.
[03/12/12 17:56:10] <Yakumo> My opinion would be to maximize the chances of success on this roll since you will have a +0 on the Dreamlands gate.
[03/12/12 17:56:24] <AliciaFlorence> Yeah, that's what I was checking.
[03/12/12 17:56:28] <Yakumo> Since even though Random forgot to put it back, he never actually spent that last gate trophy.
[03/12/12 17:56:49] <AliciaFlorence> ?
[03/12/12 17:57:26] <Yakumo> His character sheet is missing it now because of that change of mind I mentioned earlier.  He should have a gate trophy, so your relationship cancels the GOO's ability and gives a total 0 mod.
[03/12/12 17:57:40] <AliciaFlorence> The gate is +1, isn't it?
[03/12/12 17:57:56] <Yakumo> Is it?  I didn't look at the gate.  Even better then. :P
[03/12/12 17:58:11] <AliciaFlorence> Unless I want to try and close the dual gate instead.
[03/12/12 17:58:13] <AliciaFlorence> (No.)
[03/12/12 17:58:20] <Yakumo> So it is.  I was going off memory for that and I apparently remembered wrong.
[03/12/12 17:58:29] <AliciaFlorence> 1d6 clue second
[03/12/12 17:58:31] * Hatbot --> "AliciaFlorence rolls 1d6 clue second and gets 5." [1d6=5]
[03/12/12 17:58:33] <Yakumo> So it's a total +1 for you even.
[03/12/12 17:58:39] <AliciaFlorence> Well so much for that reroll.

Yakumo

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Re: The dead are walking in Arkham...
« Reply #108 on: March 13, 2012, 12:37:40 AM »
The item I drew for Tal's unique was an Elder Sign, and the Mythos was a monster surge.  With five seals already on the board, that guarantees that the game will end this turn with a six seal victory.

Sorry for the bare bones game, wasn't in the mood for fancying up the writing this time around.  At least we finally managed to finish one again after the last couple went belly-up.  Congrats to the players on their victory!

For those interested as to why the game looked a little different this time around, I ran this using the Vassal board game program.  If anyone else wants to run one of these and would like a hand figuring out how to find/use it feel free to poke me and I'll do what I can to help.
« Last Edit: March 13, 2012, 12:40:57 AM by Yakumo »

AndrewRogue

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Re: The dead have shambled back to their graves in Arkham.
« Reply #109 on: March 13, 2012, 02:22:02 AM »
Huzzah. I contributed nothing.