While I can't check to be sure how effective it'd be, remember that closing a gate, even if you don't seal it, will banish all monsters with the same astral symbol.
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
Sooooo glad that my workplace blocks google docs
I'll try and give you my turn once I get home and can actually see the map and such, haha.
Sorry for the delay. Been borderlanding lately
While I can't check to be sure how effective it'd be, remember that closing a gate, even if you don't seal it, will banish all monsters with the same astral symbol.
Is this the order we're moving in?
I have the options of a) killing the zombie (trivial, but takes me away from the hound and also means my SCIENCE! ability can't block any gates), or b) sneaking past the zombie if it's still there and stationing myself somewhere near the hound where I can have an encounter while taunting the hound and potentially blocking a gate.
I think b) is definitely more valuable long term, but short term getting rid of the zombie would be good.
El Skid on
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Options
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
are we at monster AND gate limit?
if so, just try for the one that you can make a more immediate impact on I guess?
El SkidThe frozen white northRegistered Userregular
Yeah, that's relevant, in that I can't see what other people are going to do before I go.
Well, the monsters reaching the limit isn't a huge deal, it can only cause the terror level to go up (though another monster surge will screw us regardless by jacking the terror level).
Move slider to SPEED 5 / SNEAK1
I'm going to sneak past the zombie and head to Hibb's Roadhouse with a 1 sneak so I can get the hound (hopefully).
Cast and exhaust Mists of Releh to get past the zombie.
El SkidThe frozen white northRegistered Userregular
edited September 2012
The Chthonian is actually the most dangerous thing here (hitting everyone in arkham for 1 stamina is bad, though granted it's only a 50% chance and only then when it moves).
Why not go for the chthonian first, and count on the reroll? With the blessing, it should be doable. Then I think you can also beat the Dark Young as well, and let the hound come visit me.
Though really just beating up the cultist and high priest would be cool, although both are magic immune, which sucks a bit.
The Chthonian is actually the most dangerous thing here (hitting everyone in arkham for 1 stamina is bad, though granted it's only a 50% chance and only then when it moves).
Why not go for the chthonian first, and count on the reroll? With the blessing, it should be doable. Then I think you can also beat the Dark Young as well, and let the hound come visit me.
Though really just beating up the cultist and high priest would be cool, although both are magic immune, which sucks a bit.
Agreed. If that happens, I take a mandatory trip to the Hospital.
Because even with the re-roll, I only have a 53% chance to kill the Chthonian. If I go after it last, at least I take out the Dark Young and Hound first. I have to fight the Hound anyway; though I do have a 75% chance to evade it. The Dark Young is the bigger threat to me anyway, and I have the same odds to avoid it as I do to kill it.
Being Blessed + having 3 Combat and an ally that provides 1 more means the High Priest and Cultist aren't really an issue.
Sorry guys, I can't make the Chthonian/Dark Young/Hound of Tindalos fight work. I just take too much Sanity damage from simply seeing all those things. If I'm going to need to break them up or get Whiskey or something.
Move to green streets.
Combat 1 - High Priest
Horror Check. 0 Will +1 Horror Rating = 1 die. Horror Check vs. High Priest: 1d6h40
Fail. Harvey Walters loses 1 Horror Damage -1 from Strong Mind = 0 Sanity.
Fight or Flee? Fight.
Harvey Walters casts Dread Curse of Azathoth. -2 Sanity (7 -> 5). 5 Lore + 1 Thomas F. Malone - 2 Spell Difficulty = 4 dice. Casting Dread Curse of Azathoth: 6d6h44 (forgot spell difficulty) Casting Dread Curse of Azathoth: 4d6h43
Success. +9 Combat.
3 Fight + 1 Thomas F. Malone + 9 Dread Curse of Azathoth - 2 High Priest = 11 dice. Combat Check vs. High Priest: 11d6h47
7 Success > 2 Toughness, High Priest is killed.
Combat 2 - Cultist
Horror Check. No Horror Check.
Fight or Flee? Fight.
Harvey Walters casts Wither. -0 Sanity (5 -> 5). 5 Lore + 1 Thomas F. Malone = 6 dice. Spell Check to cast Wither: 6d6h43
Success. +3 Combat.
3 Fight + 1 Thomas F. Malone + 3 Wither - 1 Cultist = 6 dice. Combat Check vs. Cultist: 6d6h43
3 Success > 1 Toughness, Cultist is killed.
El SkidThe frozen white northRegistered Userregular
edited September 2012
There are literally no spells that say "add a magical +x to combat checks.", so I'm pretty sure. @Nullzone can provide the final word on it, but I think it's pretty cut and dry... The "Magical" part would just apply to all spells, since they are starting the sentence referring to "a weapon or spell", they can't just say "removes the combat bonus." because that would remove a gun's combat bonus as well.
...it could be worded better, though, I agree. Like "removes combat bonuses from spells and magical weapons"
There is a bit of text in the actual rulebook that I can look up that explicitly defines spells as being magical effects. It's easy to miss because it's out of place compared to the rest of the immunity talk.
So yeah, no spells against High Priest/Cultist
You can take different moves if that changes your outlook on things any.
You only need 5 clue tokens if you want to permaseal the location, but yes you have 8 tokens and could use three of them without consequence currently.
The gate's modifier is -1 and remember you need 2 hits to succeed at the gate check.
Posts
A list of things, should you be of the gifting persuasion
While I can't check to be sure how effective it'd be, remember that closing a gate, even if you don't seal it, will banish all monsters with the same astral symbol.
A list of things, should you be of the gifting persuasion
I'll try and give you my turn once I get home and can actually see the map and such, haha.
Sorry for the delay. Been borderlanding lately
Is this the order we're moving in?
I have the options of a) killing the zombie (trivial, but takes me away from the hound and also means my SCIENCE! ability can't block any gates), or b) sneaking past the zombie if it's still there and stationing myself somewhere near the hound where I can have an encounter while taunting the hound and potentially blocking a gate.
I think b) is definitely more valuable long term, but short term getting rid of the zombie would be good.
if so, just try for the one that you can make a more immediate impact on I guess?
Since I suppose it is relevant, actual turn order:
jdarksun
El Skid
GrimmyTOA
Bedlam
Cayrus
TheRoadVirus
stever777
A list of things, should you be of the gifting persuasion
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Dark Young: -2 Sanity (5 remain). Dread Curse, -2 Sanity (3 remain), +5 Combat. 3 Fight + Thomas (+1) + Dread Curse (+5) = 9 - 1 (Dark Young Combat rating) = 8 dice. 3 Successes needed, 86% chance.
Hound of Tindalos: -3 Sanity (0 remains), Harvey Walters goes insane.
Wither vs. Dark Young instead of Dread Curse - 5 dice, 50% chance.
Hound of Tindalos: -3 Sanity (2 remain), 4 dice needing 2 successes, 69% chance.
Chthonian: -1 Sanity (1 remains), 4 dice needing 3 successes, 31% chance.
Combat at (purple street) - trivial
Combat at (green street) - 69% vs. High Priest, Cultist is trivial.
I could probably take out at least two monsters at Independence Square, and maybe the third if I can use the reroll this turn. Thoughts?
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Well, the monsters reaching the limit isn't a huge deal, it can only cause the terror level to go up (though another monster surge will screw us regardless by jacking the terror level).
Move slider to SPEED 5 / SNEAK1
I'm going to sneak past the zombie and head to Hibb's Roadhouse with a 1 sneak so I can get the hound (hopefully).
Cast and exhaust Mists of Releh to get past the zombie.
Dice = 4 (lore)+1(zombie awareness) = 5 dice
Mists of Releh to avoid Zombie (5d6.hits(5)=1) SUCCESS.
Next!
Why not go for the chthonian first, and count on the reroll? With the blessing, it should be doable. Then I think you can also beat the Dark Young as well, and let the hound come visit me.
Though really just beating up the cultist and high priest would be cool, although both are magic immune, which sucks a bit.
Because even with the re-roll, I only have a 53% chance to kill the Chthonian. If I go after it last, at least I take out the Dark Young and Hound first. I have to fight the Hound anyway; though I do have a 75% chance to evade it. The Dark Young is the bigger threat to me anyway, and I have the same odds to avoid it as I do to kill it.
Being Blessed + having 3 Combat and an ally that provides 1 more means the High Priest and Cultist aren't really an issue.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Move to green streets.
Combat 1 - High Priest
Horror Check. 0 Will +1 Horror Rating = 1 die.
Horror Check vs. High Priest: 1d6h4 0
Fail. Harvey Walters loses 1 Horror Damage -1 from Strong Mind = 0 Sanity.
Fight or Flee? Fight.
Harvey Walters casts Dread Curse of Azathoth. -2 Sanity (7 -> 5). 5 Lore + 1 Thomas F. Malone - 2 Spell Difficulty = 4 dice.
Casting Dread Curse of Azathoth: 6d6h4 4 (forgot spell difficulty)
Casting Dread Curse of Azathoth: 4d6h4 3
Success. +9 Combat.
3 Fight + 1 Thomas F. Malone + 9 Dread Curse of Azathoth - 2 High Priest = 11 dice.
Combat Check vs. High Priest: 11d6h4 7
7 Success > 2 Toughness, High Priest is killed.
Combat 2 - Cultist
Horror Check. No Horror Check.
Fight or Flee? Fight.
Harvey Walters casts Wither. -0 Sanity (5 -> 5). 5 Lore + 1 Thomas F. Malone = 6 dice.
Spell Check to cast Wither: 6d6h4 3
Success. +3 Combat.
3 Fight + 1 Thomas F. Malone + 3 Wither - 1 Cultist = 6 dice.
Combat Check vs. Cultist: 6d6h4 3
3 Success > 1 Toughness, Cultist is killed.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Penny Arcade Rockstar Social Club / This is why I despise cyclists
You probably want to do a redo based on that info.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
...it could be worded better, though, I agree. Like "removes combat bonuses from spells and magical weapons"
So yeah, no spells against High Priest/Cultist
You can take different moves if that changes your outlook on things any.
A list of things, should you be of the gifting persuasion
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Move to Independence Square.
Combat
Chthonian - Fight
Horror Check: 1 Will - 2 Horror Rating = -1 dice, Harvey Walters loses 2 - 1 Strong Mind = 1 Sanity (7->6).
Fight or Flee? Fight
Harvey Walters casts Dread Curse of Azathoth. -2 Sanity (6 -> 4). 5 Lore + 1 Thomas F. Malone - 2 Spell Difficulty = 4 dice.
Casting Dread Curse of Azathoth: 4d6h4 2
Success, +9 Combat
2 Fight + 1 Thomas F. Malone + 9 Dread Curse of Azathoth - 3 Combat Rating = 9 dice
Attacking Chthonian: 9d6h4 8
8 Successes > 3 Toughness, Chthonian is killed.
Dark Young - Fight
Horror Check: 1 Will - 0 Horror Rating = 1 die.
Horror Check vs. Dark Young: 1d6h4 1
Success. Due to Nightmarish 1, Harvey Walters loses 1 - 1 Strong Mind = 0 Sanity (4).
Fight or Flee? Fight
Harvey Walters casts Wither. -0 Sanity (4 -> 4). 5 Lore + 1 Thomas F. Malone = 6 dice.
Casting WIther: 6d6h4 1
Success, +3 Combat - 50% Physical Resistance = +2 Combat
2 Fight + 1 Thomas F. Malone + 2 Wither - 1 Combat Rating = 4 dice
Attacking Dark Young: 4d6h4 3
3 Success = 3 Toughness, Dark Young is killed.
Hound of Tindalos - Evade
2 Sneak + 1 Sneak Skill - 1 Awareness = 2 dice.
Evading Hound of Tindalos: 2d6h4 0
Evading Hound of Tindalos (reroll): 2d6h4 0
Failed. Harvey Walters takes 3 Combat Damage. 1 Stamina - 3 = -2, Harvey Walters is knocked Unconscious.
Move to St. Mary's Hospital. Discard Find Gate and Wither.
Sigh.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
If I can ever get back to the Sanitarium.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
I wouldnt want to miss it.
A list of things, should you be of the gifting persuasion
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Good work on the Chthonian and Dark Young though.
A list of things, should you be of the gifting persuasion
I think we're at @Cayrus now for movement!
Penny Arcade Rockstar Social Club / This is why I despise cyclists
A list of things, should you be of the gifting persuasion
Not sure which.
The Black Hole of Cygnus X-1
Give me a bit to remember how.
Henri Emmanuel Gratien St Pierre in Where No Man Has Gone Before
Lord Augustus Cumberbatch in Eclipse Phase
A list of things, should you be of the gifting persuasion
Henri Emmanuel Gratien St Pierre in Where No Man Has Gone Before
Lord Augustus Cumberbatch in Eclipse Phase
FIGHT/WILL: 5/0 (Change)
LORE/LUCK: 0/3
Stay at the Unnameable.
Autofail the sanity check, lose 2 sanity.
Fight Check for Gug: Fight (5) + .45_Automatic (4) - Combat Rating (-2) vs Toughness (3)
1d6=4, 1d6=6, 1d6=4, 1d6=3, 1d6=6, 1d6=3, 1d6=3 Fail!
Use Marksman if I can...
1d6=4, 1d6=1, 1d6=2, 1d6=5, 1d6=4, 1d6=1, 1d6=5
I'm dead unless I can use clue tokens.
Henri Emmanuel Gratien St Pierre in Where No Man Has Gone Before
Lord Augustus Cumberbatch in Eclipse Phase
Penny Arcade Rockstar Social Club / This is why I despise cyclists
The gate's modifier is -1 and remember you need 2 hits to succeed at the gate check.
A list of things, should you be of the gifting persuasion
1d6=3, 1d6=1, 1d6=4
Should I just die?
Henri Emmanuel Gratien St Pierre in Where No Man Has Gone Before
Lord Augustus Cumberbatch in Eclipse Phase