Strong Mind only applies to Sanity Loss, not Costs(so no discounts on spells and tomes)
He has a lot of Sanity and Lore, though. Very, very good for casting.
On my turn, I'm headed to the Black Cave to grab those Clue Tokens. "There's some strange signals coming from the Black Cave. Maybe there's some sort of rift that I can study there."
Is there any reason we can't combine the Upkeep and Movement phases into a single phase to save time? It shouldn't change the game TOO much besides for not having information on other people's upkeeps before moving.
Edit: I may be new to this, but do those two monsters that spawned look like chumps? Could the Gangster easily dispatch these unwanted guests?
Maniacs and Cultists are both easy kills, although Maniacs can cause problems once you hit high Terror levels, and Cultists have the Innsmouth Look, so you'll need to pass a painful Horror Check in order to not go the asylum.
But you should be fine taking them both on. I'd take them out with my Rifle(pew pew,) but I want to pick up the five clues required in order to seal a gate before I jump in.
Rainfall on
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Mike Danger"Diane..."a place both wonderful and strangeRegistered Userregular
edited January 2009
I'll just head to the Unnameable and snap up the clue there.
Sorry, I should have mentioned it, but I included the cards in the OP. I didn't mean to confuse you guys as to what you had. I'll be keeping the OP updated with the current information, so you don't always have to search the thread to find out what's going on. I'll add the monster information up there, too. Alternatively, the wiki Darian linked is an excellent resource.
A few notes on mechanics: we might as well combine upkeep with movement, to speed things up. Also, you can make your own rolls, just remember to use Invisible Castle. Also, there's upkeep on the first turn, so you can get your money.
Also, the gangster's split personalities have emerged, so jdarksun will be taking over as Michael McGlen. (Cytorak wanted to bow out)
For movement, you can post in whatever order you want, but I'll move you guys by turn order, since sequencing might become important. Those of you later in the turn order can change where you want to move if we haven't reached you yet.
I'll update the situation with your moves in a minute.
It seems my character would really suck at magic. Is there any reason I shouldn't just go full bore with luck instead?
With his ability to pick and choose encounters and the luck skill, I'd probably come out pretty well during the encounters phase. Although, I'd feel better if I could run around with one of our casters.
It seems my character would really suck at magic. Is there any reason I shouldn't just go full bore with luck instead?
With his ability to pick and choose encounters and the luck skill, I'd probably come out pretty well during the encounters phase. Although, I'd feel better if I could run around with one of our casters.
I think some encounters need lore, so it might be good to keep at least a little, just in case.
Just as a heads up - I'm about to leave to jump on a plane go go back home on the other side of Canada and I'm probably not going to have access to a computer for about 12-14 hours. I don't think it will delay anything, but If I have any rolls to do for whatever reason, the GM can do it for me.
Elder Sign(unique),
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.
Price: $5
Bind Monster(spell),
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.
Hands: 2
Fight(skill)
+1 Fight
When you spend a Clue token to add to any Fight check, add one extra bonus die.
Movement:
Michael McGlen moves Southside->French hill->Witch house
He kills a maniac, fails horror vs. cultist and is driven insane
Take maniac as monster trophy, discard 1 card, and relocate to Arkham Asylum. You'd have been ok, but recent nightmares have reduced your sanity.
Harvey Walters studies his Ancient Tablet
Discard Ancient Tablet, gain 4 Clues
Vincent Lee uses Voice of Ra, +1 on all skill checks
(as a side note, you've got the Lore skill, which gives you +1 for all lore checks, which includes spells. So technically you've got one more d6 to try to use on that failed voice of ra.)
Vincent Lee moves Uptown->Southside->Historical Society
Vincent Lee gains 1 clue
Arkham Encounters
Sister Mary in the Woods
You trip over an object which turns out to be a rusty lockbox. If you open it, make a Luck(+0) check and consult the following chart:
Successes:
0) A rotted human foot. Lose 1 Sanity
1) Draw 1 Common Item
2) Draw 1 Unique Item
3+) $10 in jewelry
Current Situation:
I think we could resolve encounters concurrently, but it might get tricky. I'll leave it up to you guys. It will speed things up to do them all at once, but it could leave some of you without information you'd otherwise have. Which would you prefer?
The lack of information on what the players before you do is counteracted by the fact that you'd know what encounters the later players in the phase have. I'm all for anything to speed the game up though.
Elder Sign(unique),
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.
Price: $5
Bind Monster(spell),
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.
Hands: 2
Fight(skill)
+1 Fight
When you spend a Clue token to add to any Fight check, add one extra bonus die.
Hmm, I'd think it would be easier for you to make our rolls for us, like in the BSG game.
What is this? Aside from this mysterious scrap of paper covered with religious markings, It seems there's a treasure chest rotting among the roots of this great Miskatonic Valley Oak! Well, let's see what's inside!
Guys, you probably want to use this format for Invisible Castle:
xd6.hits(5)
The x is your skill+modifiers. The 5 needs to be a 4 if blessed, 6 if cursed. (I'm just being anal here but it can automatically deal with the counting and all that so it should be used.)
The only issue with rolls being done by PD is that we can change the number of dice rolled at anytime with Clue tokens. I'm not familiar enough with the game to set up contingency rules for their use but this is only a concern for events with blind outcomes. I don't know how common those are. In the above example if you found you got a common item that you absolutely hated you could try and add clue tokens after the fact.
I don't think that's a huge concern all in all from what I've seen of the game so far. I think keeping up a reasonable pace would be more than worth any trade off it entails.
Arkham Encounter Phase:
Sister Mary unwraps the object, and it turns out to be an Obsidian Statue.
Ashcan Pete in the Unnameable
"Pass a Luck (-1) Check to find a hidden cache concealed in the wall of an upstairs bedroom. Draw 1 Unique Item"
Jenny Barnes in Independence Square
"A pair of friendly picknickers share their lunch with you. Gain 1 Stamina."
Kate Winthrop in the Black Cave
"In the darkness you happen upon the remains of a previous spelunker. Make a Luck (+0) Check and consult the chart below:
Successes
0) The body begins to bloat and splits open, releasing the horror within. Lose 1 Sanity and a monster appears!
1) The body has been ripped apart as if shredded by a powerful monster. Lose 1 Sanity.
2+) Searching the body you find something interesting. Draw 1 Common Item.
Michael McGlen in Arkham Asylum
Discards Dynamite
Receives Psychiatric Care: +1 Sanity
Darrell Simmons in Curiositie Shoppe
You wanted to shop, right? They currently have in stock: Enchanted Knife, Powder of Ibn-Ghazi, Warding Statue
Harvey Walters in Administration
Discuss the opportunity to sell a monograph with the President of the University. Pass a Lore (-1) Check to make the sale and gain $5.
Vincent Lee in Historical Society
Pass a Lore (-1)[2] check to gain insight into a skill while studying the old volumes of books. Draw 1 Skill, but stay here next turn.
As I explored the caves, I came across a dead body. It quivered and shook, as a terrible entity tried to break through from another dimension! Luckily, I had my Flux Stabilizer handy, and it worked just like I planned. It was really damned disturbing, though. I don't want to see that again.
Although the Warding Statue might prove invaluable in the end game, I think I'm going to buy the Enchanted Knife for $5. I can use the knife and the .45 Automatic at the same time right?
My character sucks at both sneaking and magic, so having a magical weapon should help against those pesky physically resistant/immune monsters.
As Simmons walked into the shop, the heavy scent of incense assaulted his nose. The small little shop was stocked full of various odds and ends from every corner of the civilized world and beyond. As he picked up a ragged scroll, a blade fell from the table sticking neatly through the top of his shoe.
Looking downward, Darrel tipped up his hat while wiggling his toes, noticing the distinct lack of pain.
I am one lucky summabitch. Hey Charlie, how much for this letter opener?
Valkun on
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Mike Danger"Diane..."a place both wonderful and strangeRegistered Userregular
edited January 2009
"Well, well, Duke, looks like we've found a nice old house to lay up for the night. Shh, shh, boy. Just rats in the wa--well, hello there! Look at this!"
Although the Warding Statue might prove invaluable in the end game, I think I'm going to buy the Enchanted Knife for $5. I can use the knife and the .45 Automatic at the same time right?
Ayup.
Ok, Kate Winthrop is -1 Sanity, and Darrell Simmons has his Enchanted Knife.
Ashcan Pete finds The King in Yellow, a forbidden tome, hidden in the walls.
"Oh, thank you kindly for this wonderful meal. I feel so refreshed; I wonder, though, have you lived here in Arkham for long? Did you perchance know my sister?"
Posts
He has a lot of Sanity and Lore, though. Very, very good for casting.
On my turn, I'm headed to the Black Cave to grab those Clue Tokens.
"There's some strange signals coming from the Black Cave. Maybe there's some sort of rift that I can study there."
Edit: I may be new to this, but do those two monsters that spawned look like chumps? Could the Gangster easily dispatch these unwanted guests?
But you should be fine taking them both on. I'd take them out with my Rifle(pew pew,) but I want to pick up the five clues required in order to seal a gate before I jump in.
A few notes on mechanics: we might as well combine upkeep with movement, to speed things up. Also, you can make your own rolls, just remember to use Invisible Castle. Also, there's upkeep on the first turn, so you can get your money.
Also, the gangster's split personalities have emerged, so jdarksun will be taking over as Michael McGlen. (Cytorak wanted to bow out)
For movement, you can post in whatever order you want, but I'll move you guys by turn order, since sequencing might become important. Those of you later in the turn order can change where you want to move if we haven't reached you yet.
I'll update the situation with your moves in a minute.
During the encounter's phase, I'll use the Shoppe's special ability to shop.
Successes depend on your current status as follows:
Blessed: 4,5,6
Normal: 5,6
Cursed: 6
Reading FTW.
With his ability to pick and choose encounters and the luck skill, I'd probably come out pretty well during the encounters phase. Although, I'd feel better if I could run around with one of our casters.
Upkeep:
Jenny Barnes +$1
Darrell Simmons +$2, keeps retainer
Movement:
Sister Mary moves Southside->Uptown->Woods
Sister Mary receives clue
Ashcan Pete moves Merchant District->Unnameable
Ashcan Pete receives clue
It's Jenny Barnes' move
Current Board:
Player Stats:
Stamina: 2/2
Speed 3/ Sneak 2
Fight 2/ Will 2
Lore 4/ Luck 3
Inventory:
$0
1 Clue
Common:
Cross
Unique:
Holy Water
Spells:
Wither, Find Gate
Skills:
Luck
Allies:
Special:
Blessing
Stamina: 5/5
Speed 2/ Sneak 3
Fight 3/ Will 4
Lore 1/ Luck 2
Inventory:
$1
4 Clues
Common:
Cross
Unique:
Holy Water
Spells:
Wither, Find Gate
Skills:
Fight
Allies:
Duke
Special:
Stamina: 3/3
Speed 2/ Sneak 2
Fight 3/ Will 3
Lore 3/ Luck 3
Inventory:
$11
0 Clue
Common:
Motorcycle, Lantern
Unique:
Elder Sign
Spells:
Bind Monster
Skills:
Fight
Allies:
Special:
Stamina: 3/3
Speed 4/ Sneak 2
Fight 2/ Will 2
Lore 5/ Luck 1
Inventory:
$7
2 Clues
Common:
Rifle
Unique:
Alien Statue
Spells:
Mists of Releh, Enchant Weapon
Skills:
Will
Allies:
Stamina: 6/6
Speed / Sneak
Fight / Will
Lore / Luck
Inventory:
$8
0 Clues
Common:
Tommy Gun, Dynamite
Unique:
Elder Sign
Spells:
Skills:
Lore
Allies:
Stamina: 5/5
Speed 2/ Sneak 3
Fight 2/ Will 4
Lore 2/ Luck 2
Inventory:
$6
1 Clue
Common:
.45 Automatic
Unique:
Gate Box, Holy Water
Spells:
Skills:
Luck
Allies:
Special:
Retainer
Stamina: 2/2
Speed 3/ Sneak 2
Fight 2/ Will 1
Lore 4/ Luck 3
Inventory:
$5
1 Clues
Common:
Unique:
Ancient Tablet, Lamp of Alhazred
Spells:
Mists of Releh, Find Gate
Skills:
Expert Occultist
Allies:
Stamina: 4/4
Speed / Sneak
Fight / Will
Lore / Luck
Inventory:
$9
1 Clue
Common:
Whiskey, Axe
Unique:
Spells:
Voice of Ra, Voice of Ra
Skills:
Lore
Allies:
I think some encounters need lore, so it might be good to keep at least a little, just in case.
Speed 2/ Sneak 2
Fight 3+1/ Will 3
Lore 3/ Luck 3+1
Sanity: 5/5
Stamina 3/3
Inventory:
$11 +1 per upkeep (Trust Fund)
Motorcycle(common),
Movement phase: Exhaust to get 2 extra movement points.
Price: $4
Lantern(common),
Bonus: +1 Luck check
Price: $3
Elder Sign(unique),
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.
Price: $5
Bind Monster(spell),
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.
Hands: 2
Fight(skill)
+1 Fight
When you spend a Clue token to add to any Fight check, add one extra bonus die.
Yep! So you're in a really good spot.
Speed 3/Sneak 2
Fight 2/Will 2
Lore 4/Luck 2
Alright, First Voice here. Fail, Suck.
Second: Success! +1 to all skills.
I'll move to the Historical Society (Uptown, Southside, Historical Society)
I think that's all right, let me know if I fucked anything up.
Jenny Barnes moves Northside->Downtown->Independence Square
Jenny Barnes receives clue
Kate Winthrop moves Miskatonic U->French Hill->Rivertown(?)->Black Cave
Kate Winthrop receives 2 clues
Michael McGlen's move.
(I sent jdarksun a pm to say he's in, on the off chance he isn't frantically f5'ing this thread.)
Current Board:
Edit: I guess now is the best time to go insane, half of three items rounded down is one?
Michael McGlen moves Southside->French hill->Witch house
He kills a maniac, fails horror vs. cultist and is driven insane
Take maniac as monster trophy, discard 1 card, and relocate to Arkham Asylum. You'd have been ok, but recent nightmares have reduced your sanity.
Darrell Simmons moves Northside->Curiositie Shoppe
Harvey Walters studies his Ancient Tablet
Discard Ancient Tablet, gain 4 Clues
Vincent Lee uses Voice of Ra, +1 on all skill checks
(as a side note, you've got the Lore skill, which gives you +1 for all lore checks, which includes spells. So technically you've got one more d6 to try to use on that failed voice of ra.)
Vincent Lee moves Uptown->Southside->Historical Society
Vincent Lee gains 1 clue
Arkham Encounters
Sister Mary in the Woods
You trip over an object which turns out to be a rusty lockbox. If you open it, make a Luck(+0) check and consult the following chart:
Successes:
0) A rotted human foot. Lose 1 Sanity
1) Draw 1 Common Item
2) Draw 1 Unique Item
3+) $10 in jewelry
Current Situation:
I think we could resolve encounters concurrently, but it might get tricky. I'll leave it up to you guys. It will speed things up to do them all at once, but it could leave some of you without information you'd otherwise have. Which would you prefer?
Oops, you are correct.
Also, It seems as though my sister was here not too long ago; I've found one of her scarfs, but with a strange substance on it. (A clue!)
Speed 2/ Sneak 2
Fight 3+1/ Will 3
Lore 3/ Luck 3+1
Sanity: 5/5
Stamina 3/3
Inventory:
$11 +1 per upkeep (Trust Fund)
1 clue
Motorcycle(common),
Movement phase: Exhaust to get 2 extra movement points.
Price: $4
Lantern(common),
Bonus: +1 Luck check
Price: $3
Elder Sign(unique),
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.
Price: $5
Bind Monster(spell),
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.
Hands: 2
Fight(skill)
+1 Fight
When you spend a Clue token to add to any Fight check, add one extra bonus die.
Well, we're still making progress; next jump will put us into the sleeper phase, for increased paranoia.
What is this? Aside from this mysterious scrap of paper covered with religious markings, It seems there's a treasure chest rotting among the roots of this great Miskatonic Valley Oak! Well, let's see what's inside!
Roll for Rusty Lockbox (1d6=4, 1d6=6, 1d6=1)
Draw 1 Unique Item
What is this? It seems that inside this moldy lockbox, there's a silk-wrapped object. What could it be?
xd6.hits(5)
The x is your skill+modifiers. The 5 needs to be a 4 if blessed, 6 if cursed. (I'm just being anal here but it can automatically deal with the counting and all that so it should be used.)
The only issue with rolls being done by PD is that we can change the number of dice rolled at anytime with Clue tokens. I'm not familiar enough with the game to set up contingency rules for their use but this is only a concern for events with blind outcomes. I don't know how common those are. In the above example if you found you got a common item that you absolutely hated you could try and add clue tokens after the fact.
I don't think that's a huge concern all in all from what I've seen of the game so far. I think keeping up a reasonable pace would be more than worth any trade off it entails.
Sister Mary unwraps the object, and it turns out to be an Obsidian Statue.
Ashcan Pete in the Unnameable
"Pass a Luck (-1) Check to find a hidden cache concealed in the wall of an upstairs bedroom. Draw 1 Unique Item"
Jenny Barnes in Independence Square
"A pair of friendly picknickers share their lunch with you. Gain 1 Stamina."
Kate Winthrop in the Black Cave
"In the darkness you happen upon the remains of a previous spelunker. Make a Luck (+0) Check and consult the chart below:
Successes
0) The body begins to bloat and splits open, releasing the horror within. Lose 1 Sanity and a monster appears!
1) The body has been ripped apart as if shredded by a powerful monster. Lose 1 Sanity.
2+) Searching the body you find something interesting. Draw 1 Common Item.
Michael McGlen in Arkham Asylum
Discards Dynamite
Receives Psychiatric Care: +1 Sanity
Darrell Simmons in Curiositie Shoppe
You wanted to shop, right? They currently have in stock: Enchanted Knife, Powder of Ibn-Ghazi, Warding Statue
Harvey Walters in Administration
Discuss the opportunity to sell a monograph with the President of the University. Pass a Lore (-1) Check to make the sale and gain $5.
Vincent Lee in Historical Society
Pass a Lore (-1)[2] check to gain insight into a skill while studying the old volumes of books. Draw 1 Skill, but stay here next turn.
1d6.hits(5)=1
No monster, 1 sanity lost.
My character sucks at both sneaking and magic, so having a magical weapon should help against those pesky physically resistant/immune monsters.
As Simmons walked into the shop, the heavy scent of incense assaulted his nose. The small little shop was stocked full of various odds and ends from every corner of the civilized world and beyond. As he picked up a ragged scroll, a blade fell from the table sticking neatly through the top of his shoe.
Looking downward, Darrel tipped up his hat while wiggling his toes, noticing the distinct lack of pain.
I am one lucky summabitch. Hey Charlie, how much for this letter opener?
Ayup.
Ok, Kate Winthrop is -1 Sanity, and Darrell Simmons has his Enchanted Knife.
Ashcan Pete finds The King in Yellow, a forbidden tome, hidden in the walls.
Also, Ra Ra Ra pays off this time, netting the 2 needed to succeed. Skill me.