[Arkham Horror] The Rules of Arkham (and character thread)
<h1 id="title">Elliquiy Role Playing Forums</h1>
		<h2 id="linktree">Play-By-Post: Extreme =&gt; Extreme Small Groups =&gt; Topic started by: The Great Triangle on 16-12-2009, 15:17:46</h2>
		<dl id="posts">
			<dt class="postheader">
				Title: <strong>[Arkham Horror] The Rules of Arkham (and character thread)</strong><br>
				Post by: <strong>The Great Triangle</strong> on <strong>16-12-2009, 15:17:46</strong>
			</dt>
			<dd class="postbody">
				Welcome to the Arkham horror.&nbsp; Solving the mysteries of the mythos is incredibly difficult and dangerous to your sanity, but figuring out the rules of the game isn't.&nbsp; <br><br><br><strong>Basic Mechanics:</strong><br><br>The basic mechanic of Arkham is that periodically, you'll be asked to make die rolls, to determine the effect of chance on the outcome of the story.&nbsp; If this happens, you'll roll a number of standard six sided dice equal to your relevant stat, plus any modifier on the roll.&nbsp; If any of the dice show a five or six, the roll usually succeeds, although certain stressful situations (like combat) require more successes.&nbsp; So for example, if you were rolling a will -2 check to resist recoiling in horror at a deep one, and you had a will of 4, you would roll 2 dice, and if either of those dice roll a 5 or 6, you don't recoil in horror.&nbsp; To defeat the deep one, you would need to roll a combat check.&nbsp; Supposing you had a fight of 3 and a tommy gun to give you a +6 bonus on a combat check, you would roll nine dice, -1 for the combat ability of the deep one.&nbsp; Therefore, you would end up rolling eight dice.&nbsp; However, to defeat a deep one, you'll need to have 2 dice showing a 5 or 6, since deep ones are somewhat tough monsters.<br><br>Don't worry too much about the actual numbers in play, because you'll be given a great deal of warning about that.&nbsp; <br><br><br><strong>The Ancient One:</strong><br><br>In Arkham Horror, you're trying to defeat an ancient Cthonic monstrosity which threatens to destroy Arkham and the world.&nbsp; Nearly every ancient one tries awaken by exploiting the dimensional instability around Arkham to weaken the fabric of reality by opening gates to other worlds.&nbsp; To keep the ancient one from awakening, you'll need to close these gates, and possibly defeat the monsters that pour out of them.<br><br>Each time a gate opens (usually at the end of each turn) a doom token is added to the great old one's doom track.&nbsp; Typically, a great old one can bear ten to fifteen tokens on the track, but if six or more gates are open at once, the Great Old One immediately awakens, spelling great danger for the entire world.&nbsp; (though it's not certain defeat for the investigators)<br><br>While a great old one stirs in its slumber, it'll have major effects on the entire world, as well as changing the statistics of certain classes of monsters (usually cultists).&nbsp; At the start of each scenario, you won't usually know who the great old one is, although as you pick up clues and defeat enemies, you'll gradually get a more and more complete picture.<br><br><br><strong>The Turn:</strong><br><br>Play in Arkham Horror is divided into turns, each with five seperate phases of investigation.&nbsp; The phases are fairly simple and transparent, although they may seem slightly intimidating at first.&nbsp; Most of the time, the Upkeep and Movement phases will be handled all at once in a single post by you, while a brief exchange of posts will handle the Arkham Encounters and Other World Encounters phases.&nbsp; The Mythos phase will almost universally be a single long post by me.&nbsp; (in which gates to other worlds open up and I inform you of the general status of Arkham.)<br><br>Upkeep: During the upkeep phase, players get to fiddle with their stats, use upkeep abilities, and refresh exhausted assets.&nbsp; Many items and other assets can give you a special bonus by being exhausted, which prevents you from using them until the next upkeep phase.&nbsp; <br><br>Movement: During the movement phase, investigators move around Arkham and fight or sneak past monsters, determining where they'll end up by the encounter phase.&nbsp; If you fight during the movement phase, your movement is over, unless you're traveling in a vehicle of some kind.&nbsp; <br><br>Arkham Encounters: During the Arkham encounter phase, investigators deal with their encounters in Arkham.&nbsp; If you're having a location special encounter (such as healing up at the hospital) you can usually simply resolve all of your activity for the turn in a single post.&nbsp; <br><br>Other World Encounters: During the Other Worlds encounter phase, investigators deal with their encounters in Other Worlds.&nbsp; These encounters are dangerous, and always offer a slight possibility of having to fight a Great Old One.<br><br>Mythos: During the Mythos phase, the Ancient One grows in strength, opening gates, while monsters move and various random events shake the whole of Arkham.&nbsp; Every mythos phase, the pressure will increase, as the Arkham Horror reveals itself.<br><br><br><strong>Closing and Sealing Gates:</strong><br><br>The main thing you're going to want to do to save Arkham is to close gates.&nbsp; To close a gate, you'll first have to get through it, by walking to the location of the gate during the movement phase, then defeating or evading any monsters at the location of the gate.&nbsp; (or on the way)&nbsp; Once inside the gate, you travel to the other world the gate is connected to, having your risky other world encounters.&nbsp; After spending two turns navigating the other world, you'll be returned to Arkham, and next turn will have a chance to close the gate by making a fight or lore check, assuming no monsters get in your way.&nbsp; When a gate is closed, all monsters with the same dimensional symbol are removed from play, quite possibly making your life considerably easier.&nbsp; <br><br>To make your life even easier, you'll want to seal a gate by spending five clue tokens or an elder sign while closing it.&nbsp; This prevents the gate from ever opening again, barring various unfortunate events.&nbsp; If there are six sealed gates on the board, the ancient one is thwarted.&nbsp; Also, if all the gates are closed at the end of the Arkham encounters phase, the investigators win, so long as a number of gates equal to the number of investigators have been closed.<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Arkham Horror] The Rules of Arkham (and character thread)</strong><br>
				Post by: <strong>The Great Triangle</strong> on <strong>16-12-2009, 16:40:11</strong>
			</dt>
			<dd class="postbody">
				<strong>Clues:</strong><br><br>Clues can be found all over Arkham.&nbsp; They can be spent to various useful effects, most notably in sealing gates.&nbsp; Additionally, clues can be used to add dice to any roll, to help you get through those difficult times.<br><br><br><strong>Monsters:</strong><br><br>(http://i440.photobucket.com/albums/qq125/1460311/Cultist.png?t=1260974617)<br><br>Monsters can be tricky little buggers, to be sure, but their stats aren't particularly difficult to read.&nbsp; The number in the top right corner of the left side of the monster frame is the monster's <em>awareness</em>, how good the monster is at spotting investigators who try and sneak away.&nbsp; Our cultist here is very aware, and will be hard to sneak from.&nbsp; <br><br>The right side of the frame has the real meat of the monster's stats.&nbsp; The top of the frame is generally flavor text, but also describes any special abilities of the monster.&nbsp; Italic text is non gameplay related.&nbsp; At the bottom left is the monster's sanity damage, reflecting how disturbing the monster is.&nbsp; When you first fight a monster, you must make a will check modified by the sanity damage modifier, or take a number of points of sanity damage equal to the number of blue circles if you fail.&nbsp; In the middle bottom is the monster's toughness, which is how many successes you need to score to kill the monster.&nbsp; Finally, the bottom right is the monster's stamina damage, which has the modifier on your combat check, and how much stamina you lose if you fail.<br><br>The color of a monster's frame indicates how the monster moves.&nbsp; The monster frames include:<br><br>Black: Normal.&nbsp; &nbsp; Blue: Flyer; takes to the skies and swoops down on investigators tarrying in the streets.&nbsp; Red: Fast; moves twice as quickly as normal.&nbsp; &nbsp;Green: Special; uses specific rules indicated on the monster card.&nbsp; Purple: Stalker; always takes the shortest path to the investigators.<br><br>Monsters can also have special abilities.&nbsp; The common ones include:<br><br><strong>Physical Resistance:</strong> Physical weapons have half effect.&nbsp; (round down)&nbsp; <strong>Magical Resistance: </strong> Magical weapons and spells have half effect.&nbsp; (round down)&nbsp; <strong>Physical Immunity:</strong> Physical weapons are useless!&nbsp; <strong>Magical Immunity:</strong> Magical weapons and spells are useless!&nbsp; <strong>Nightmarish X:</strong> Even if you succeed on a horror check against the creature, you take sanity damage equal to X.&nbsp; <strong>Overwhelming X:</strong> Even if you succeed on a combat check against the creature, you take stamina damage equal to X.&nbsp; <strong>Ambush:</strong> Retreat from the monster is impossible, once you have engaged.&nbsp; <strong>Elusive:</strong> The monster tries to avoid combat rather than engage in it.<br><br><br><strong>Combat and Evasion:</strong> When you end your movement in the same location as a monster, a monster moves into you, or you attempt to move away from a monster, you must either evade or attack the monster.&nbsp; To evade a monster, make a sneak check modified by the monster's awareness.&nbsp; If you succeed, you get past the monster without incident.&nbsp; If you fail, you take damage as if you failed a combat check against the monster and must fight it.&nbsp; <br><br>When combat begins with a monster, you must make a horror check.&nbsp; Roll your will modified by the monster's sanity damage modifier.&nbsp; If you succeed, the monster does not drive you mad.&nbsp; If you fail, you take sanity damage equal to the number of blue circles on the monster's sheet.&nbsp; If you are still sane after making the horror check, you may make a combat check modified by the monster's combat modifier.&nbsp; If you get a number of successes equal to the monster's toughness, you defeat the monster.&nbsp; If you don't defeat the monster, you take damage equal to the number of hearts on the monster's sheet.&nbsp; If you are still concious, you may attempt to evade the monster or fight it again.&nbsp; Evading a monster after engaging it in combat works just like evading the monster initially.&nbsp; After the initial round of combat, you no longer need to make horror checks for the rest of combat.<br><br><br><strong>The Character Sheet:</strong><br><br>Name: Mr. N<br>Occupation: Man of Mystery<br><br>Stamina: 6/6&nbsp; &nbsp;<strong>&lt;----Stamina measures your resistance to injury.&nbsp; Losing fights against monsters and mishaps during investigation are the main way of losing stamina.&nbsp; If your stamina falls to 0, it's off to the hospital with you.&nbsp; If you're in another world when that happens, you'll be lost in time and space&nbsp; </strong> <br><br>Sanity: 6/6&nbsp; &nbsp;<strong>&lt;----Sanity represents how good your character is at coping with the horror creeping across the city.&nbsp; Witnessing betentacled monsters attacking, scary ass things, and casting spells are the main ways you lose sanity.&nbsp; At sanity 0, you're shipped off to Arkham Asylum to cool your brains a bit.</strong><br><br>Focus: 2&nbsp; &nbsp;<strong>&lt;---Your stats are a series of linked values, each one linked with the one above it.&nbsp; So, if you want one stat to be at a certain value, you have to accept the value of the stat above or below it.&nbsp; &nbsp;At the start of the game, you can set your stats at any level.&nbsp; Later on, you can only move your stat choices a total number of moves to the right or left equal to your focus each turn.&nbsp; So if your character was surrounded by monsters and you wanted to be good at sneaking to evade them, at the start of your turn you could move your speed/sneak stat two levels to the left, to increase your sneak from 1 to 3, because your focus is two.&nbsp; If your focus was higher, you could adjust your stats more.&nbsp; A focus of 2 is pretty good.</strong><br><br>Speed&nbsp; &nbsp; 1&nbsp; 2&nbsp; 3&nbsp; &nbsp; <strong>4</strong>&nbsp; &nbsp; <strong>&lt;---Speed is used primarily for moving around Arkham, and sometimes escaping traps.</strong><br>Sneak&nbsp; &nbsp; 4&nbsp; 3&nbsp; 2&nbsp; &nbsp; <strong>1</strong>&nbsp; &nbsp; <strong>&lt;---Sneak is used for evading monsters without a fight, and general purpose criminal activity.</strong><br><br>Fight&nbsp; &nbsp; 1&nbsp; 2&nbsp; <strong>3 </strong>&nbsp; &nbsp; 4&nbsp; &nbsp;<strong>&lt;---Fight is used to beat up monsters, and can be used to close gates to other worlds.</strong><br>Will&nbsp; &nbsp; &nbsp; 4&nbsp; 3&nbsp; <strong>2</strong>&nbsp; &nbsp; 1&nbsp; &nbsp;<strong>&lt;---Will is used to not go crazy when beating up monsters, and also to convince people of things.</strong><br><br>Lore&nbsp; &nbsp; 1&nbsp; 2&nbsp; 3&nbsp; &nbsp; &nbsp;<strong>4</strong>&nbsp; &nbsp; <strong>&lt;---Lore is used to cast spells, and also to close gates to other worlds. </strong>&nbsp; <br>Luck&nbsp; &nbsp; 4&nbsp; 3&nbsp; 2&nbsp; &nbsp; &nbsp;<strong>1</strong>&nbsp; &nbsp;<strong>&lt;---Luck is used to get better results from random encounters.</strong><br><br><br>Unique Abilities: <br><br><br>Posessions: $3, 3 clues&nbsp; <strong>&lt;--- Clues are needed to seal gates permanently, and also to reroll dice when you're not satisfied with your roll.&nbsp; </strong> <br>Rifle: +5 to combat checks, two handed physical weapon <strong>&lt;--- Weapons provide a bonus to defeating monsters, and usually require either one or two hands.&nbsp; You may only use two hands worth of weapons.&nbsp; Weapons can be either physical or magical, some creatures are resistant or immune to weapons of the wrong type.</strong><br>Ancient Spear: +4 to combat checks, two handed physical weapon, can exhaust to change to a magical weapon till end of combat.&nbsp; <strong>&lt;--- Some items can be exhausted to give them a special power.&nbsp; An exhausted item can't be used again until the next upkeep phase.&nbsp; Weapons only take up your hands when they're providing you with a bonus, so exhausted weapons don't use hand slots.</strong><br><br><strong>Spells have two main components; a casting modifier and a sanity cost.&nbsp; To cast a spell, you must pay the sanity cost, then roll a lore check with the casting modifier added.-----&gt;</strong>&nbsp; Spell: Dread Curse of Azathoth: Casting Modifier -2, Sanity Cost 2; Cast to gain +9 bonus to combat checks till end of combat, 2 handed.&nbsp; <br><br>Skill: Fight: +1 Fight&nbsp; <strong>&lt;-----Skills usually boost your stats, and provide some kind of secondary perk.</strong><br><br><br><br><span style="font-size: 12pt;" class="bbc_size"><strong>House Rules:</strong></span><br><br><br><strong>Connected Worlds:</strong> An investigator moving from the second area of the Dreamlands may choose instead to move to the first area of the Underworld or the Plateau of Leng.&nbsp; An investigator moving from the second area of the Underworld may instead choose to move to the first area of the Abyss.&nbsp; An investigator moving from the first area of the Plateau of Leng may instead choose to move to the first area of Unknown Kadith.&nbsp; An investigator moving from the second area of Unknown Kadith may instead choose to move to the first area of the Dreamlands.&nbsp; An investigator moving from the second area of another dimension may instead choose to move to the first area of a random other world.&nbsp; <br><br>Summary:<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Underworld --&gt; Abyss<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; /<br>Dreamlands &lt;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Another Dimension --&gt; Random other dimension<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; \<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Plateau of Leng --&gt; Unknown Kadith --&gt; Dreamlands Again<br><br><br><strong>Death Penalty:</strong> When knocked unconcious, an investigator must either lose half of her money (round down), half of her items, and half of her allies or suffer an injury.&nbsp; <br><br><strong>Insanity Penalty:</strong> When driven insane, an investigator must either lose half of her clue tokens (round down),&nbsp; half of her skills and half of her spells, or suffer madness. <br><br><strong>Attacking other investigators:</strong> An investigator that ends his movement at the position of another investigator may attack that investigator by spending 3 sanity, the attack occurs even if this would drive the investigator insane; the investigator with the highest sneak skill attacks first, rolling off on a tie.&nbsp; The first investigator rolls a combat check and the other investigator takes that much stamina damage.&nbsp; If the other investigator survives, he rolls a combat check and inflicts stamina damage as well.&nbsp; Either investigator can decline to keep attacking or attack in the first place.&nbsp; After another investigator's stamina is reduced to 0, any investigator in the location can permanently reduce his sanity by 1 to cause that investigator to become devoured.&nbsp; If another investigator is devoured this way, the investigator who reduced his sanity must make a sneak (-2) check.&nbsp; If unsuccessful, raise the terror level by 1 and the investigator is arrested.&nbsp; This sneak check fails automatically if the investigator was driven insane.<br><br><strong>Fickle Guardians:</strong> When a being other than Bast agrees to become a Guardian, it remains in play until a Great Old One awakens, at which point it leaves humanity to its fate after rendering any assistance in the final battle described on the herald card.&nbsp; Battles in other worlds do not count as awakenings for this purpose, unless the great old one fought is Nyarlathotep and the investigator fighting him loses.&nbsp; There may never be more guardians than investigators minus two.&nbsp; In the event the limit on guardians is reached, the guardian who joined the investigators first retires as guardian.<br><br><strong>Harming other investigators:</strong> An investigator that intentionally causes another investigator to be lost in time and space, or otherwise inflicts major harm on the investigator, loses 2 sanity.&nbsp; <br><br><strong>Suicide:</strong> During upkeep, an investigator may commit suicide.&nbsp; The investigator is devoured, and if another investigator immediately replaces the investigator, every investigator in Arkham loses 1 sanity.&nbsp; An investigator with an unexhausted firearm (any item with "rifle" "gun" or a caliber in the name) may commit suicide at any time, rather than just at upkeep.<br><br>Small Gates: An investigator at the same location as an open gate during the Arkham Encounter phase may choose whether to move through the gate or have an encounter at the location.&nbsp; When a gate is closed, any monsters at the same location are taken by the investigator at that location as trophies.<br><br><strong>Campaign Rule:</strong> After the end of each scenario, the investigators are moved back to their home locations, all gate seals are removed, the terror track is reduced by 1, any monsters are relocated to the nearest open gate, and a clue token is placed on every unstable location. All investigators recover to full sanity and stamina.&nbsp; Investigators then discard all injury, madness, and corruption cards, and begin preparing for the next scenario. <br><br>&nbsp;Investigators may keep $34 worth of assets on their character between scenarios, increasing by $3 for every scenario they have survived.&nbsp; A character may take things with a negative value between scenarios, and may always use inherent cash to get fixed or random posessions.&nbsp; Between scenarios, a character may adjust its stats, subtracting one from all levels of one stat line to add one to all levels of another stat line.&nbsp; This may not be done if it causes more than one stop on the focus track to read 0.&nbsp; <br><br>After discarding down to the value of assets they can take between scenarios, investigators may spend $5 of assets to close an open gate or lower the terror level by 1.<br><br>Cash Value of assets:<br><br>Common Item: Printed Value -$1 ($3 for random item )<br>Unique Item: Printed Value +$2&nbsp; ($5 for random item) <br>Skill: $8<br>Spell: $4<br>Gate Trophy: $5<br>Monster Trophy: $1 per toughness<br>Blessing: $4<br>Ally: $9<br>Deputy of Arkham: $6<br>Captain of the White Ship: $12<br>Changed: $10<br>Great Seal: $5<br>Beloved of Bast: $8<br>Retainer: $5<br>Gang Membership: $2<br>Silver Twilight Lodge Membership: $2<br>Rail Pass: $2<br>Cult Membership: $1<br>Clue Token: $2 each<br>Kept Injury or Madness: -$5<br>Kept Curse: -$4 (may not be possible to keep curse)<br>Kept Corruption: -$2<br>Bank Loan: -$10<br>Cash: Value of cash<br><br><br><strong>The Outskirts:</strong> Investigators may travel to the outskirts by using a special encounter in the woods, jumping off the train while riding it to another city, or exhausting the patrol car.&nbsp; Once in the outskirts, they may fight monsters in the outskirts by moving to the outskirts location, and have special encounters at the outskirts locations.&nbsp; <br><br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Old House&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Abandoned Church<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;\&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; /<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;\&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;/<br>Railroad Tracks &lt;----- Outskirts ----&gt; Copse<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; /&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;\<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; /&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;\<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Army Barracks&nbsp; &nbsp; &nbsp;Redman's Swamp<br><br>Outskirts, Abandoned Church (2 moves outside Arkham): Discard 15 toughness worth of monster trophies, 10 toughness worth of monster trophies and one gate trophy, or 5 toughness worth of monster trophies and 1 gate trophy to remove 1 doom token from the ancient one's doom track.<br><br>Outskirts, Army Barracks (2 moves outside Arkham): Discard 5 toughness worth of monster trophies or 1 gate trophy to make a Lore +0 check.&nbsp; If successful, either add 3 clue tokens to the feds raid innsmouth track, or roll two dice for every monster in the outskirts and one of Arkham, Dunwitch, Kingsport, or Innsmouth.&nbsp; Each monster that both dice show a higher result than the toughness of is returned to the cup.<br><br>Outskirts, Copse (2 moves outside Arkham): You may either: Travel through the dark part of the woods: Make a will +0 check or lose 1 sanity from the spooky surroundings.&nbsp; Observe the cult of the thousand:Make a sneak +0 check,&nbsp; on a success, draw 1 spell or gain 2 clue tokens.&nbsp; On a failure, you are cursed.<br><br>Outskirts, Old House (2 moves outside Arkham): Become delayed and make a luck +0 check to discard an injury or madness. <br><br>Outskirts, Railroad Tracks (2 moves outside Arkham): To move to or from here by rail, make a speed +0 check.&nbsp; On a success, if departing, you may move to any depot and have an encounter (if applicable), on a failure, lose 1 stamina.<br><br>Outskirts, Redman's Swamp (2 moves outside Arkham): Make a fight +0 check.&nbsp; On a success, move from Redman's Swamp to any aquatic location, on a failure, lose 2 stamina.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Arkham Horror] The Rules of Arkham (and character thread)</strong><br>
				Post by: <strong>Kanrya</strong> on <strong>16-12-2009, 22:23:25</strong>
			</dt>
			<dd class="postbody">
				here is my character Triangle!! ^_^<br><br><br>Name: Mai Arturo<br>Occupation: Waitress<br><br>Stamina: 5/5<br>Sanity: 5/5<br><br>Focus: 2<br><br>Speed&nbsp; &nbsp; 1&nbsp; 2&nbsp; 3&nbsp; &nbsp; 4 <br>Sneak&nbsp; &nbsp; 4&nbsp; 3&nbsp; 2&nbsp; &nbsp; 1 <br><br>Fight&nbsp; &nbsp; 1&nbsp; 2&nbsp; 3&nbsp; &nbsp; 4 <br>Will&nbsp; &nbsp; 3&nbsp; 2&nbsp; 1&nbsp; &nbsp; 0 <br><br>Lore&nbsp; &nbsp; 3&nbsp; 4&nbsp; 5&nbsp; &nbsp; 6 <br>Luck&nbsp; &nbsp; 4&nbsp; 3&nbsp; 2&nbsp; &nbsp; 1<br><br>Unique Abilities: <br><br>&nbsp;Memories of Conquest - Any Phase: When Mai casts a spell that provides a bonus to Combat checks, the spell adds the number of hands it requires to its Combat check bonus. <br><br>Blood is Power - Any Phase: When paying a spell's Sanity cost, Mai may spend Stamina for part or all of the Sanity cost on a 1-for-1 basis.<br><br>Posessions: $5, 3 clues<br>Whiskey: Consume to avoid losing 1 sanity.<br>Flute of the Outer Gods: Lose 3 sanity, 3 stamina, and discard to destroy all monsters in the current location.<br><br>Spells: Vision Quest: Casting Modifier +0, Sanity Cost 1; cast to acquire all clues in the current neighborhood. Wither: Casting Modifier +0, Sanity Cost 0; Cast to gain +3 bonus to combat checks till end of combat, 1 handed.&nbsp; <br><br>Skill: Camouflage: +1 Sneak; once per sneak check, may reroll a single die that shows a 1.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Arkham Horror] The Rules of Arkham (and character thread)</strong><br>
				Post by: <strong>Remiel</strong> on <strong>18-12-2009, 07:21:43</strong>
			</dt>
			<dd class="postbody">
				Name: Walter Black<br>Occupation: Federal Agent<br><br>Sanity: 4/4<br>Stamina: 6/6<br><br>Unique Ability:<br><br>Intuitive - Upkeep: If Roland has fewer than 2 Clue tokens, he gains 1 Clue token.<br>Expense Account - Upkeep: If Roland has less than $2, he gains $1.<br><br>Focus: 3<br><br>Speed&nbsp; &nbsp; 1&nbsp; &nbsp; 2&nbsp; &nbsp; 3&nbsp; &nbsp; 4<br>Sneak&nbsp; &nbsp; 5&nbsp; &nbsp; 4&nbsp; &nbsp; 3&nbsp; &nbsp; 2<br><br>Fight&nbsp; &nbsp; 1&nbsp; &nbsp; 2&nbsp; &nbsp; 3&nbsp; &nbsp; 4<br>Will&nbsp; &nbsp; 5&nbsp; &nbsp; 4&nbsp; &nbsp; 3&nbsp; &nbsp; 2<br><br>Lore&nbsp; &nbsp; 1&nbsp; &nbsp; 2&nbsp; &nbsp; 3&nbsp; &nbsp; 4<br>Luck&nbsp; &nbsp; 4&nbsp; &nbsp; 3&nbsp; &nbsp; 2&nbsp; &nbsp; 1<br><br>Possessions: $3, 2 clue tokens<br><br>.45 Automatic: 1 handed physical weapon; +4 to combat checks.<br><br>Genealogy Research: Visit Library, Graveyard, and Historical Society before the end of the scenario.&nbsp; If you do, you get 1 unique item, 1 clue token, and $2.<br><br>Walking the Ley Lines: Sacrifice a gate trophy at the Woods, Independence Square, The Witch House, and the Unvisited Isle.&nbsp; If you do, all open gates are sealed and the Ancient One is defeated.<br><br>Skill: Sneak: +1 luck, when spending a clue token to aid a luck check, add 1 additional die per token.<br><br>Ally: Father Iwanicki: +2 to evade checks, +2 to horror checks, you cannot be cursed.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Arkham Horror] The Rules of Arkham (and character thread)</strong><br>
				Post by: <strong>resonanteve</strong> on <strong>29-12-2009, 05:59:18</strong>
			</dt>
			<dd class="postbody">
				Name: Miranda Hathaway<br>Occupation: Violinist<br><br>Stamina: 5/5<br>Sanity: 5/5<br><br>Focus: 2<br><br>Speed&nbsp; &nbsp; 1&nbsp; &nbsp; 2&nbsp; &nbsp; 3&nbsp; &nbsp; 4<br>Sneak&nbsp; &nbsp; 4&nbsp; &nbsp; 3&nbsp; &nbsp; 2&nbsp; &nbsp; 1<br><br>Fight&nbsp; &nbsp; 1&nbsp; &nbsp; 2&nbsp; &nbsp; 3&nbsp; &nbsp; 4<br>Will&nbsp; &nbsp; 4&nbsp; &nbsp; 3&nbsp; &nbsp; 2&nbsp; &nbsp; 1<br><br>Lore&nbsp; &nbsp; 2&nbsp; &nbsp; 3&nbsp; &nbsp; 4&nbsp; &nbsp; 5<br>Luck&nbsp; &nbsp; 3&nbsp; &nbsp; 2&nbsp; &nbsp; 1&nbsp; &nbsp; 0<br><br>Unique Ability:<br><br>Inspiring - Any Phase: Patrice may allow the other investigators to spend her Clue tokens, even if they are not in the same location or world.<br><br>Ominous Dreams - Any Phase: Patrice gains 1 Clue token each time a gate opens. She also gains 5 Clue tokens when the 9th space on the Ancient One's doom track is filled.<br><br><br>Posessions:&nbsp; $2, 4 clue tokens<br><br>The Necronomicon: Tome, Research: Movement phase; Spend 3 movement and 1 sanity to gain a research token.&nbsp; You cannot have more research tokens then your current lore.<br><br>Comprehending the Necronomicon: Spend 1 research token to unlock one of the abilities of the necronomicon.&nbsp; The abilities are unlocked in the following order:&nbsp; Nameless City, Sands of Sanaa, Libraries of Babylon, Secrets of Memphis, Canticle of Damascus, The Empty Quarter, Halls of Irem, Whispering Well<br><br><br>Nameless City: Spend 1 research token to make a lore +0 check.&nbsp; If you succeed, replace this ability with one of the following spells: Forsee, Premonition.<br><br>Sands of Sanaa: Spend 2 research tokens to roll a lore -1 check.&nbsp; If you succeed, replace this ability with one of the following spells: Bind Monster, Red Sign of Shudde M'ell, Greater Banishment, or Lure Monster<br><br>Libraries of Babylon: Spend 2 research tokens to roll a lore -2 check.&nbsp; If successful, replace this ability with one of the following spells: Find Gate, Astral Travel, Fist of Yog-Sothoth, or Summon Shantak<br><br>Secrets of Memphis: Spend 2 research tokens to roll a lore -2 check.&nbsp; If successful, replace this ability with one of the following spells: Voice of Ra, Flesh Ward, Markings of Isis, Feeding the Mind.&nbsp; If unsuccessful, you are cursed.<br><br>Canticle of Damascus: Spend 2 research tokens to roll a lore -2 check.&nbsp; If successful, replace this ability with one of the following spells: Alchemical Process, Mists of Releh, Heal<br><br>The Empty Quarter: Spend 3 research tokens to roll a lore -2 check.&nbsp; If successful, replace this ability with one of the following spells: Shrivelling, Wither, Plague of Locusts, Awaken Ancient One.<br><br>Halls of Irem: Spend 3 research tokens to roll a lore -3 check.&nbsp; If successful, replace this ability with one of the following spells: Dread Curse of Azathoth, Wrack, or Shroud of Shadow<br><br>Whispering Well: Spend 5 research tokens and reduce your max sanity by 1 to defeat any one monster.&nbsp; If you use this ability against an ancient one, roll a die and remove that many doom tokens from the ancient one, then you are devoured.<br><br>If you lose the necronomicon, it will have the same unlocked abilities as it had if you re acquire it, and if transfered to another investigator, the investigator will need to begin studying the necronomicon from scratch.<br><br>Spell:<br><br>Call Friend: Casting Modifier: +0, Sanity Cost: 1, Movement: Cast and exhaust to choose an investigator in Arkham who has not moved this turn. Move that investigator to your current space (even an Other World). The investigator may not move again this turn.<br><br>Skill:<br><br>Disguise: Any Phase: After making any Evade check, exhaust to add 1 success to the result; Upkeep: This skill does not refresh unless you spend all of your Focus to do so.
			</dd>
		</dl>
		<div id="footer" class="smalltext">
			
			<span class="smalltext" style="display: inline; visibility: visible; font-family: Verdana, Arial, sans-serif;"><a href="https://elliquiy.com/forums/index.php?action=credits" title="Simple Machines Forum" target="_blank" class="new_win">SMF 2.0.19</a> |
 <a href="https://www.simplemachines.org/about/smf/license.php" title="License" target="_blank" class="new_win">SMF © 2021</a>, <a href="https://www.simplemachines.org" title="Simple Machines" target="_blank" class="new_win">Simple Machines</a>
			</span>
		</div>