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Re: Arkham Horror: Great Old One? Eh, just shoot it.

Posted: Mon May 25, 2015 12:21 pm
by pistachi0n
*Spend 1 clue.

Re: Arkham Horror: Great Old One? Eh, just shoot it.

Posted: Mon May 25, 2015 1:02 pm
by Thatwasademo
... Spend one more clue or stop spending clues since you've spent one?

(Well that was atrocious timing on my part)

Re: Arkham Horror: Great Old One? Eh, just shoot it.

Posted: Mon May 25, 2015 3:41 pm
by pistachi0n
Actually, spend just as many clues (and no more) as it takes not to become Lost in Time and Space or, obviously, until I run out of clues.

Re: Arkham Horror: Great Old One? Eh, just shoot it.

Posted: Tue May 26, 2015 12:45 am
by Thatwasademo
That's what I generally meant by "specify a number of clues to spend up to"; it is somewhat obvious that you would stop spending clues once they stop affecting the outcome of the roll.

Thanks for your cooperation. Update soon.

PS: You have no idea how tempted I was to type "The Vnnamable" when a gate to Another Dimension appeared there.

Re: Arkham Horror: Great Old One? Eh, just shoot it.

Posted: Tue May 26, 2015 1:15 am
by Thatwasademo
Turn 2: Arkham Encounters
Kate Winthrop (pistachi0n) tries desperately to resist the call of the ocean {3,1; FAIL} but to no avail. She is Lost in Time and Space.

Turn 2: Mythos
The Merchant District is no longer Closed.
Ghost Ship Docks by Itself
A gate to Another Dimension opens in The Unnamable, advancing the Doom Track (3/13) and releasing a Star Spawn and Witch.
A clue is prevented from appearing in the Woods.
The Star Spawn moves into the Merchant District streets, and the High Priest moves to Rivertown.
(Headline) An ancient ghost ship arrives in Arkham, releasing 2 monsters (Hound of Tindalos, Shoggoth) into the Merchant District streets.
Mandy Thompson (Tamien) becomes First Player.

Turn 3: Upkeep
Possessions ready.
Carolyn Fern (Aestrix) restores 1 Sanity to Gloria Goldberg (jalapeno_dude). (5/6)

Image

Mandy Thompson (Tamien): 4/5 Sanity, 5/5 Stamina, 2 Focus, $6, 5 Clues, First Player

Code: Select all

Speed 1 [2] 3 4 | Fight 0 [1] 2 3 | Lore 1 2 [3] 4
Sneak 5 [4] 3 2 | Will  5 [4] 3 2 | Luck 3 2 [1] 0

Research (Innate): 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.
Speed (Skill): +1 Speed. When you spend a Clue token to add to any Speed check, add one extra bonus die.
Ancient Tome (Tome, $4 Common Item): Movement: Exhaust and spend 2 movement points to make a Lore (-1) check. If you pass, draw 1 Spell and discard Ancient Tome. If you fail, nothing happens.
Tommy Gun (Physical Weapon, 2 Hands, $7 Common Item): +6 Combat check.
Cabala of Saboth (Tome, $5 Unique Item): 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.


Michael McGlen (Bethesda): 1/3 Sanity, 7/7 Stamina, 1 Focus, $8, 0 Clues

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Speed  2 [3] 4 5 | Fight 3 [4] 5 6 | Lore 0 [1] 2 3
Sneak  4 [3] 2 1 | Will  4 [3] 2 1 | Luck 3 [2] 1 0

Strong Body (Innate): Any Phase: Michael reduces all Stamina losses he suffers by 1, to a minimum of 0.
Stealth (Skill): Any Phase: Exhaust to re-roll an Evade check.
Dynamite (Physical Weapon, 2 Hands, $4 Common Item): +8 to one Combat check. (Discard after use)
Tommy Gun (Physical Weapon, 2 Hands, $7 Common Item): +6 Combat check.
Holy Water (Magical Weapon, 2 Hands, $4 Unique Item): +6 to one Combat check. (Discard after use)
Trophies: Formless Spawn(2T)


Kate Winthrop (pistachi0n): 6/6 Sanity, 4/4 Stamina, 1 Focus, $13, 0 Clues

Code: Select all

Speed 1 2 [3] 4 | Fight 1 [2] 3 4 | Lore 2 [3] 4 5
Sneak 5 4 [3] 2 | Will  3 [2] 1 0 | Luck 4 [3] 2 1

Science! (Innate): Any Phase: Gates and monsters cannot appear in Kate's location due to her flux stabilizer. Monsters and gates do not disappear if she enters their location, however, and monsters can move into her location as usual.
Sneak (Skill): +1 Sneak. When you spend a Clue token to add to any Sneak check, add one extra bonus die.
Cross (Magical Weapon, 1 Hand, $3 Common Item): +0 Combat check (+3 if Opponent is Undead). +1 Horror check.
Healing Stone ($8 Unique Item): Upkeep: You may gain 1 Stamina or 1 Sanity. Discard Healing Stone if the Ancient One awakens.
Bind Monster (Magical Spell, 2 Hands): Casting Modifier: +4, Sanity Cost: 2, Any Phase: Cast and Discard this spell to pass one Combat check. You must roll successes equal to the monster's toughness to cast this spell. This spell doesn't work on Ancient Ones.
Wither (Magical Spell, 1 Hand): Casting Modifier: +0, Sanity Cost: 0, Any Phase: Cast and exhaust to gain +3 to Combat checks until the end of this combat.


Carolyn Fern (Aestrix): 6/6 Sanity, 4/4 Stamina, 2 Focus, $7, 2 Clues

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Speed 0 1 2 [3] | Fight 1 [2] 3 4 | Lore 2 3 [4] 5
Sneak 3 2 1 [0] | Will  4 [3] 2 1 | Luck 5 4 [3] 2

Psychology (Innate): Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character's Sanity higher than that character's maximum Sanity.
Bravery (Skill): Any Phase: Exhaust to re-roll a Horror check.
Cultes Des Goules (Tome, $3 Unique Item): 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.
.18 Derringer (Physical Weapon, 1 Hand, $3 Common Item): +2 Combat check. .18 Derringer cannot be lost or stolen unless you choose to allow it.
Cavalry Saber (Physical Weapon, 1 Hand, $3 Common Item): +2 Combat check.
Heal (Magical Spell): Casting Modifier: +1, Sanity Cost: 1, Upkeep: You may cast and exhaust. You or another investigator in your area gains Stamina equal to the successes you rolled on your Spell check. This Stamina cannot be split between multiple investigators.


Gloria Goldberg (jalapeno_dude): 5/6 Sanity, 4/4 Stamina, 2 Focus, $7, 2 Clues

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Speed 1 2 3 [4] | Fight 0 1 [2] 3 | Lore 1 2 [3] 4
Sneak 3 2 1 [0] | Will  5 4 [3] 2 | Luck 5 4 [3] 2

Psychic Sensitivity (Innate): 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.
Lore (Skill): +1 Lore. When you spend a Clue token to add to any Lore check, add one extra bonus die.
.38 Revolver (Physical Weapon, 1 Hand, $4 Common Item): +3 Combat check.
.38 Revolver (Physical Weapon, 1 Hand, $4 Common Item): +3 Combat check.
Shrivelling (Magical Spell, 1 Hand): Casting Modifier: -1, Sanity Cost: 1, Any Phase: Cast and exhaust to gain +6 to Combat checks until the end of this combat.
Heal (Magical Spell): Casting Modifier: +1, Sanity Cost: 1, Upkeep: You may cast and exhaust. You or another investigator in your area gains Stamina equal to the successes you rolled on your Spell check. This Stamina cannot be split between multiple investigators.
Trophies: Cultist(1T), Dark Young(3T)


Monster/Gate List:
City of the Great Race (Woods): +0 / Triangle
R'lyeh (The Witch House): -3 / Cross
Another Dimension (The Unnamable): +0 / Square
High Priest (Rivertown): Movement: Normal / Cross, Evade: -2, Horror: +1 / 1 Sanity, Combat: -2 / 2 Toughness / 2 Stamina; Magical Immunity.
Ghost (The Witch House): Movement: Stationary / Crescent, Evade: -3, Horror: -2 / 2 Sanity, Combat: -3 / 1 Toughness / 2 Stamina; Physical Immunity, Undead.
Star Spawn (Merchant District): Movement: Normal / Cross, Evade: -1, Horror: -3 / 2 Sanity, Combat: -3 / 3 Toughness / 3 Stamina.
Witch (The Unnamable): Movement: Normal / Circle, Evade: -1, Horror: None, Combat: -3 / 1 Toughness / 2 Stamina; Magical Resistance.
Hound of Tindalos (Merchant District): Movement: Special / Square, Evade: -1, Horror: -2 / 4 Sanity, Combat: -1 / 2 Toughness / 3 Stamina; Physical Immunity; When it moves, the Hound of Tindalos moves directly to the nearest investigator inside a location in Arkham (Other than the Hospital or Asylum).
Shoggoth (Merchant District): Movement: Fast / Diamond, Evade: -1, Horror: -1 / 3 Sanity, Combat: -1 / 3 Toughness / 3 Stamina; Physical Resistance, Nightmarish 1.


Everyone may spend Focus to adjust their skill sliders.
Tamien, please post your intended movement.

Re: Arkham Horror: Great Old One? Eh, just shoot it.

Posted: Tue May 26, 2015 7:19 pm
by Bethesda

Code: Select all

Speed  2 [3] 4 5 | Fight 3 [4] 5 6 | Lore 0 1 [2] 3
Sneak  4 [3] 2 1 | Will  4 [3] 2 1 | Luck 3 2 [1] 0
Let's get Lost in Time and Space! So terribly exciting. Horrifically so, maybe.

Re: Arkham Horror: Great Old One? Eh, just shoot it.

Posted: Tue May 26, 2015 7:43 pm
by Aestrix

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Speed 0 1 2 [3] | Fight 1 [2] 3 4 | Lore 2 3 4 [5]
Sneak 3 2 1 [0] | Will  4 [3] 2 1 | Luck 5 4 3 [2]
Intended movement: I am going to park, right here, and read my tome.

jalapeno, does it sound smart to you to consolidate all money to one person so the other's free to pick up clues/do other stuff?

Re: Arkham Horror: Great Old One? Eh, just shoot it.

Posted: Tue May 26, 2015 8:42 pm
by pistachi0n
I'm not spending focus.

Re: Arkham Horror: Great Old One? Eh, just shoot it.

Posted: Tue May 26, 2015 9:32 pm
by jalapeno_dude
Aestrix wrote:jalapeno, does it sound smart to you to consolidate all money to one person so the other's free to pick up clues/do other stuff?
Don't really care about consolidation (I think Thatwasademo said we could do it at basically any point during the turn if we were in the same place?) but it makes sense for both of us to stay here so we have twice as much of a chance to get an Elder Sign, especially since they're 8 times as valuable as clues, not just 5. I will try to go grab a clue and move back if it's within 2 spaces, which is why I bumped my speed up.)

Code: Select all

Speed 1 2 3 [4] | Fight 0 1 2 [3] | Lore 1 2 [3] 4
Sneak 3 2 1 [0] | Will  5 4 3 [2] | Luck 5 4 [3] 2

Re: Arkham Horror: Great Old One? Eh, just shoot it.

Posted: Wed May 27, 2015 12:40 am
by Tamien
..when did I acquire a Tommy Gun?