Re: Arkham Horror: Great Old One? Eh, just shoot it.
Posted: Sat Jun 06, 2015 12:51 pm
Turn 4: Movement
Carolyn Fern (Aestrix) reads Cultes Des Goules {5, 1, 4; PASS}, discarding it, losing 2 Sanity (4/6), gaining 1 Clue (3) and drawing Bind Monster.
Carolyn Fern (Aestrix): 4/6 Sanity, 4/4 Stamina, 2 Focus, $2, 3 Clues
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.
.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.
Elder Sign ($5 Unique Item): Any Phase: Whenever you could make a Fight or Lore check to close a gate, you may instead spend 1 Stamina and 1 Sanity and remove this card from the game. If you do, close and immediately seal that gate, and remove 1 doom token from the Ancient One's doom track.
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.
Carolyn Fern (Aestrix) reads Cultes Des Goules {5, 1, 4; PASS}, discarding it, losing 2 Sanity (4/6), gaining 1 Clue (3) and drawing Bind Monster.
Carolyn Fern (Aestrix): 4/6 Sanity, 4/4 Stamina, 2 Focus, $2, 3 Clues
Code: Select all
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.
.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.
Elder Sign ($5 Unique Item): Any Phase: Whenever you could make a Fight or Lore check to close a gate, you may instead spend 1 Stamina and 1 Sanity and remove this card from the game. If you do, close and immediately seal that gate, and remove 1 doom token from the Ancient One's doom track.
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.