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#211
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Chat would be nice but I am busy every night this week, and then on vacation the next...actually, I better make sure I still have access from there. That or let someone take over for me. |
#212
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Smartphones are a godsend. Mine got me through almost 3 days of power outage.
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#213
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Yeah, that's what I've typically been playing through, but I have to see if it'll be supported in Honduras
It's a resorty area, so....maybe? Hopefully at least the wifis. |
#214
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How do I shot IRC?
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#215
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Still waiting on a couple replies, but the rest of Turn Two is just about done.
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#216
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Turn Two: Movement Phase
ajr82 stays at Arkham Asylum.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Büge spends 1 movement point to activate the Old Journal. Base Lore 4 - 1 = 3 dice. Quote:
The remaining 2 movement points take the good doctor to the Merchant District streets, where the Cultist awaits. VS There is no Horror check. Combat check: Base Fight 3 + 2 from Cavalry Saber + 1 Combat modifier = 6 dice. Only need 1 success. Quote:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tefari spends all 4 movement points to make it to the Library. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sarcasmorator spends all 3 movement points to arrive at South Church. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Destil spends all 4 movement points to arrive at the Graveyard, and claims the Clue there. Clue count = 4 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ StriderDL spends 4 movement points to get to the Black Cave and picks up the Clue. Clue count = 6 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SladeForrester spends 2 movement points to arrive at the (no longer)Unvisited Isle, which requires an Evade check against the Flying Polyp. VS Evade check: Base Sneak 4 + 1 from Dark Cloak - 0 Awareness Modifier = 5 dice. Quote:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Nodal spends 2 movement points to activate the Cabala of Saboth. Base Lore 3 - 2 = 1 die. Quote:
+1 Speed When you spend a Clue token to add to any Speed check, add one extra bonus die. 2 more movement points are spent to move to the Easttown streets, to take on a pair of ghouls. VS Horror check against Ghoul #1: Base Will 2 + 1 from Skill - 0 Horror Modifier = 3 dice. Quote:
Combat check: Base Fight 4 - 1 Combat modifier = 3 dice. Need 1 success. Quote:
Horror check: Quote:
Sanity = 3/4 Combat check: Quote:
Both Ghouls are claimed as trophies, having been beaten to death with bare hands. |
#217
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Turn Two: Arkham Encounters
ajr82 takes advantage of Arkham Asylum and manages to find the one doctor that doesn't eventually become a supervillain and have a grudge against Batman. $2 less and full Sanity is restored.
Money = $7 Sanity = 4/4 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Büge does not get an Encounter, remaining in the Merchant District streets. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tefari Quote:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sarcasmorator Quote:
Quote:
Clue count = 2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Destil Quote:
VS Easy pickings. There is no Horror check. Combat check: Base Fight 3 + 4 from .45 Automatic + 4 from Enchanted Blade + 1 Combat modifier = 12 dice. Only need 1 success. Quote:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ StriderDL Quote:
Quote:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SladeForrester has no Encounter, moving through the Gate to... The Great Hall of Celeano. Colors are Blue and Green. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Nodal does not get an Encounter, remaining in the Easttown streets. |
#218
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That went well!
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#219
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Turn Two: Other World Encounters
SladeForrester
Quote:
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#220
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Nodal is quite the badass, I see.
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#221
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I introduced him to a friend who's very close to my heart. Just a little down and to the left, to be precise. My friend made three profound arguments while I excused myself. I always leave when things get philosophical.
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#222
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It wasn't Lupus.
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#223
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Destil is my bestest friend now.
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#224
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Last edited by SladeForrester; 04-20-2011 at 03:17 PM. |
#225
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Destil, you are good people. |
#226
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Turn Two: Mytyhos Phase
Quote:
First of all, since Büge is standing on the closed location, Dr Lee gets shoved to the Miskatonic University streets. That location will remain closed until the end of the Mythos Phase of Turn Three. No monsters move. The Clue falls out of the sky and lands in StriderDL's pocket, bring the count to 7. The Gate opens at the Witch House, spitting out the following nastiness: Yes kids, we now have two Masks in play. This one isn't as terrifying as the GBT, but it has an annoying mechanic. Doom Track advances. 5 monsters are in play. At 8, the Terror Level increases. 3 Gates are open. At 5, the Big Bad wakes up. |
#227
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Turn Two: Wrap-up
Board
Character Sheets Nodal Darrell Simmons, the Photographer Sanity: 4/4 Stamina: 6/6 Focus: 2 Speed: 5 Sneak: 0 Fight: 4 Will: 2 Lore: 3 Luck: 1 Money: $8 Clues: 2 Common Items: Dynamite Physical Weapon +8 to Combat checks (Discard after use) 2H Unique Items: Ancient Tablet Movement: Spend 3 movement points and discard Ancient Tablet to roll 2 dice. For every success rolled, draw 1 Spell. For every failure rolled, gain 2 Clue tokens. Spells: NONE Skills: +1 Will When you spend a Clue token to add to any Will check, add one extra bonus die. +1 Speed When you spend a Clue token to add to any Speed check, add one extra bonus die. Allies: Anna Kaslow +2 Luck, Gain 2 Clue tokens when Anna Kaslow joins you. Trophies: Retainer Upkeep: Gain $2, then roll a die. Discard this card on a 1. ajr82 Bob Jenkins, the Salesman Sanity: 4/4 Stamina: 6/6 Focus: 1 Speed: 3 Sneak: 2 Fight: 3 Will: 4 Lore: 2 Luck: 2 Money: $7 Clues: 3 Common Items: Map of Arkham Movement: Exhaust to get 1 extra movement point. Unique Items: Lamp of Alhazred Magical Weapon +5 to Combat checks. 2H Spells: NONE Skills: +1 Will When you spend a Clue token to add to any Will check, add one extra bonus die. Allies: NONE Trophies: NONE Others: NONE Büge Vincent Lee, the Doctor Sanity: 5/5 Stamina: 5/5 Focus: 2 Speed: 3 Sneak: 2 Fight: 3 Will: 1 Lore: 4 Luck: 2 Money: $9 Clues: 1 Common Items: Cavalry Saber Physical Weapon, +2 to Combat checks 1H Old Journal Tome Movement: Exhaust and spend 1 movement point to make a Lore (-1) check. If you pass, gain 3 Clue tokens and discard Old Journal. If you fail, nothing happens. Unique Items: NONE Spells: Voice of Ra Casting Modifier: -1, Sanity Cost: 1, Upkeep: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn. 0H Dread Curse of Azathoth Casting Modifier: -2, Sanity Cost: 2, Any Phase: Cast and exhaust to gain +9 to Combat checks until the end of this combat. 2H Skills: +1 Sneak When you spend a Clue token to add to any Sneak check, add one extra bonus die. Allies: NONE Trophies: NONE Others: NONE Tefari The Great Dexter Drake, the Magician Sanity: 5/5 Stamina: 3/5 Focus: 2 Speed: 4 Sneak: 2 Fight: 2 Will: 2 Lore: 3 Luck: 2 Money: $5 Clues: 1 Common Items: Whiskey Any Phase: Discard Whiskey to reduce any Sanity loss by 1. 0H Unique Items: Alien Statue Movement: Exhaust and spend 2 movement points and 1 Sanity to roll a die. If the die is a success, draw 1 Spell or gain 3 Clue tokens. If it is a failure, lose 2 Stamina. Spells: Shrivelling(x2) Casting Modifier: -1, Sanity Cost: 1, Any Phase: Cast and exhaust to gain +6 to Combat checks until the end of this combat. 1H Find Gate Casting Modifier: -1, Sanity Cost: 1, Movement: Cast and exhaust to immediately return to Arkham from an Other World. Skills: Marksman Any Phase: Exhaust to re-roll a Combat check. Allies: NONE Trophies: NONE Others: NONE Sarcasmorator Kate Winthrop, the Scientist Sanity: 6/6 Stamina: 4/4 Focus: 1 Speed: 4 Sneak: 2 Fight: 2 Will: 2 Lore: 3 Luck: 3 Money: $7 Clues: 2 Common Items: Cavalry Saber Physical Weapon, +2 to Combat checks 1H Unique Items: Holy Water Magical Weapon, +6 to Combat checks(Discard after use) 2H Enchanted Knife Magical Weapon +3 to Combat Checks. 1H Spells: 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 card if the Ancient One awakens. 0H Shrivelling Casting Modifier: -1, Sanity Cost: 1, AnyPhase: Cast and exhaust to gain +6 to Combat checks until the end of this combat. 1H Skills: Marksman Any Phase: Exhaust to re-roll a Combat check. Allies: Ruby Standish +2 Sneak, Draw 1 Unique Item when Ruby Standish joins you. Trophies: NONE Others: NONE Destil Joe Diamond, the Private Eye Sanity: 4/4 Stamina: 6/6 Focus: 3 Speed: 4 Sneak: 3 Fight: 3 Will: 2 Lore: 1 Luck: 2 Money: $2 Clues: 4 Common Items: .45 Automatic Physical Weapon +4 to Combat checks. 1H Map of Arkham Movement: Exhaust to get 1 extra movement point. Unique Items: Enchanted Blade Magical Weapon +4 to Combat checks. 1H Elder Sign Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track. Spells: NONE Skills: +1 Lore When you spend a Clue token to add to any Lore check, add one extra bonus die. Allies: NONE Trophies: [URL="http://www.arkhamhorrorwiki.com/Maniac]Maniac[/URL] (1 pt) [B]Others[/B]: NONE [B]StriderDL[/B] [U]Monterey Jack, the Archaeologist[/U] Sanity: [B][COLOR="Blue"]2/3[/COLOR][/B] Stamina: 7/7 Focus: 2 Speed: 4 Sneak: 0 Fight: 3 Will: 2 Lore: 3 Luck: 3 Money: $2 Clues: 7 Common Items: Bullwhip Physical Weapon, +1 to Combat checks, Any Phase: Exhaust to re-roll 1 die after making a Combat check. 1H .38 Revolver Physical Weapon, +3 to Combat checks 1H Rifle Physical Weapon +5 to Combat checks. 2H Unique Items: Elder Sign Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track. Spells: NONE Skills: +1 Speed When you spend a Clue token to add to any Speed check, add one extra bonus die. Allies: NONE Trophies: NONE Others: NONE SladeForrester "Ashcan" Pete, the Drifter Sanity: 5/5 Stamina: 6/6 Focus: 1 Speed: 2 Sneak: 4 Fight: 3 Will: 4 Lore: 1 Luck: 2 Money: $1 Clues: 3 Common Items: Dark Cloak +1 to Evade checks. Unique Items: Healing Stone Upkeep: Exhaust to gain 1 Stamina or 1 Sanity. Discard this card if the Ancient One awakens. Elder Sign Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track. Spells: NONE Skills: Bravery Any Phase: Exhaust to re-roll a Horror check. Allies: Duke +1 Maximum Sanity Discard to immediately restore your Sanity to its maximum. Trophies: NONE Others: NONE Last edited by SladeForrester; 04-21-2011 at 07:22 PM. |
#228
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As an aside, I have no idea why some of the formatting in the previous post decided not to work for whatever reason. Sorry it's not up to my usual standards of uniform awesomeness.
I'll need everyone's Upkeeps for Turn Three whenever you can manage. Here is the movement order: 1.) Büge 2.) Tefari 3.) Sarcasmorator 4.) Destil 5.) StriderDL 6.) SladeForrester 7.) Nodal 8.) ajr82 |
#229
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No changes, although it looks like my Upkeep change from last time wasn't changed. I should have 4 movement, 2 sneak.
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#230
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Fixed.
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#231
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No shifts. I'm going witch (house) hunting, if there aren't any objections. Unless you want to grab it, Destil.
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#232
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Luck to 3, Ancient Tablet, head to Hibb's.
Edit: Also, I have 8 dollars. |
#233
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Speed 3
Sneak 4 Fight 2 Will 3 Lore 2 Luck 1 I'll stay where I'm at and wait on the next gate, then. Be careful out there, Monte. Don't want you going crazy. |
#234
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@Destil: You don't have enough Focus to make that many moves. If you want to change all of your stats, the best you can do is Lore 1 and Luck 2.
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#235
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Yeah, I'm thinking if needed I can burn some clues to keep my sanity intact.
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#236
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I'll stick with what I've got as far as stats go. Move me to the Science Building and give me another crack at the Old Journal.
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#237
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Good enough.
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#238
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No Upkeep for me. I'll move over to the Curiositie Shoppe and buy something from there.
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#239
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I'm on vacation abroad for the next week, but I am told I have internet access, so I'll try to participate as much as I can.
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#240
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Not sure what to do, as I don't have enough Clues to seal a gate. But I could close one, and I'm a little worried about that low gate limit — I'll head to the gate at the Woods.
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