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Wait, I can play this instead of being insane to run it myself? Daisy Walker the Librarian or Diana Stanley the Reformed Cultist
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# ¿ Jun 7, 2016 01:14 |
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# ¿ Apr 27, 2024 19:55 |
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Daisy Walker (Krysmphoenix) - Lore 4, Influence 3, Observation 2, Strength 1, Will 3. 5/5 Health, 7/7 Sanity. 0 Clues, 0 Focus, 0 Tickets.
This was not how Daisy wanted her Tuesday morning to go. It looked like Henry Armitage's predictions were correct. The dead were rising in Istanbul. And they were hungry. Without staying another day there, Daisy immediately sent a telegraph to Miskatonic University about her encounters. Then another to her old friend Agnes Baker. A fellow companion in the search for ancient knowledge. Maybe she would know a way to get rid of the Ghoul. Actions: Move: Getting the hell out of there. Moving to Rome. Personal Action: Test Observation, if pass gain a random Tome Asset from the deck. (There's none on the reserve I want.) Encounter: I'll take a Rome encounter. Higher Will would be nice. Notes: Charlie, I'd appreciate the Search the Archives asset. It's a rather low priority though, so only if you have the dice to spare or want to cycle the reserve for something new. Krysmphoenix fucked around with this message at 21:04 on Jun 7, 2016 |
# ¿ Jun 7, 2016 17:46 |
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So uh, hey, what random Tome asset did I (Daisy) get from Search the Archives?
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# ¿ Jun 8, 2016 01:55 |
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Move the clues to London, we've got a ton of people there.
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# ¿ Jun 8, 2016 05:15 |
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We have a lot of gates down in Antarctica, we're going to need to figure out a way to take care of that soon. Can Charlie buy a charter flight to Antarctica for Diana or Finn? Because getting one or both of them to Antarctica would be a real big help. EDIT: Gonna cast my spell this round while I sit in London for the mystery. Anyone want a clue? Krysmphoenix fucked around with this message at 17:34 on Jun 8, 2016 |
# ¿ Jun 8, 2016 17:28 |
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Daisy Walker (Krysmphoenix) - Lore 4, Influence 3, Observation 2, Strength 1, Will 3. 5/5 Health, 7/7 Sanity. 0 Clues, 0 Focus, 0 Tickets.
Speaking with Agnes helped, and she learned something valuable, all the mysterious kidnappings in London. The boat ride to London was long, but it gave her a good chance to catch up on some reading. Especially with the new book from Armitage's unknown benefactor "Citizen Kane," whoever that was. Actions: Move: Moving to London. Rest: But already capped on Health and Sanity... ---Extra - Arcane Insight: I'll give myself the Clue. With 3 tomes and 2 from the Arcane Tome, that's 7 dice. ---Extra - Arcane Tome: 4 dice for the new spell. Encounter: Let's grind our way through the Mysterious Disappearances.
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# ¿ Jun 8, 2016 19:22 |
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The building was on fire and it wasn't my fault.
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# ¿ Jun 9, 2016 07:27 |
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Daisy Walker (Krysmphoenix) - Lore 4, Influence 3, Observation 2, Strength 1, Will 3 - 5/5 Health, 4/7 Sanity - 1 Clue, 0 Focus, 0 Tickets.
When Daisy made a lead on a case, she didn't expect the police to drag her along. While she was comfortably outside during the encounter, the sight and the screams as the policemen burned to their deaths in front of her was not what she expected. Still, from what she could tell the missing persons weren't there. There had to be a clue somewhere... Actions: Rest: Up to 5 Sanity now. ---Extra - Old Journal: 2 dice, trying to claim my prize ---Extra - Arcane Tome: 4 dice for a new spell. Banishment: 8 dice targeting The Pyramids. I can't tell what the monsters are, but preferential order is 5-toughness thing, followed by Paranoia-causing thing. Don't kill the Ally Asset one, Diana can probably nab herself a buddy. Encounter: Let's grind our way through the Mysterious Disappearances again. I can still give the boost with Banishment, I literally have the action to spare and I like knowing the back of my spells when it's safe(?).
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# ¿ Jun 10, 2016 03:48 |
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if you can kill the Dhole this turn, take lead investigator. That way I can use Banishment on the mooks over at Miskatonic Outpost to make getting to Antarctica much easier.
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# ¿ Jun 11, 2016 19:33 |
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Daisy Walker (Krysmphoenix) - Lore 4, Influence 3, Observation 2, Strength 1, Will 3 - 5/5 Health, 4/7 Sanity - 1 Clue, 0 Focus, 0 Tickets.
At last, some success, but now danger was looming in Antarctica. She knew others would go down there to stop them, though she was stuck far away. Perhaps she could still be of some use to them... Actions: Rest: Up to 5 Sanity now. ---Extra - Blessing of Isis: Targeting self, 5 dice. ---Extra - Arcane Tome: 4 dice for a new spell. Banishment: On Miskatonic Outpost, 8 dice. Priority: 3 toughness monster, 2 toughness w/ reckoning, 2 toughness w/o reckoning. Encounter: London Encounter. Tricky posted:I'll pass on moving to Leng. I can take charge on this mystery, so if Daisy can feed me some Clues that would be appreciated. The Shoggoth shouldn't be too bad.
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# ¿ Jun 11, 2016 23:27 |
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Any complaints if I moved to Arkham and tried to take the Cultist and Gate over there?
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# ¿ Jun 13, 2016 18:50 |
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Ooh, sorry, slipped my mind. Daisy Walker (Krysmphoenix) - Lore 4, Influence 3, Observation 2, Strength 1, Will 3 - 5/5 Health, 4/7 Sanity - 1 Clue, 0 Focus, 0 Tickets.
Finally things were working as they should. The gods were smiling, and luck was in her favor. Perhaps just maybe they could stop this madness once and for all. A telegraph from Miskatonic University said a friend was in need of help in Rome. Perhaps they could share these blessings? Actions: Move: To Rome Blessing of Isis: 5 dice, targeting Diana Encounter: Gate if it's still open, otherwise Rome. Flesh Ward: 6 dice. Just use it as soon as possible, unless my Sanity is at 2 or lower.
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# ¿ Jun 14, 2016 06:35 |
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wait, how come I can move to Plateau?
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# ¿ Jun 16, 2016 04:04 |
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Daisy Walker (Krysmphoenix) - Lore 4, Influence 3, Observation 2+1, Strength 1, Will 3 - 5/5 Health, 6/7 Sanity - 2 Clues, 0 Focus, 0 Tickets.
Another portal down, and some understanding gained. Her new companion dashed off across the world to close another portal, perhaps she'd need some help. Actions: Blessing of Isis: 5 dice, targeting Diana (before she moves) Rest: Up to 6 Sanity. --Banishment: 8 dice, Targeting Buenos Aires. Target Preference: 5-Doom thingie, 5-Other thingie, 3-thingie --Arcane Tome: 4 dice to gain 1 Spell Encounter: Rome encounter please. Flesh Ward: 6 dice. Just use it as soon as possible, unless my Sanity is at 2 or lower.
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# ¿ Jun 17, 2016 01:12 |
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No one can repeat the same action twice. Not sure how that interacts with Charlie's thing though.
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# ¿ Jun 17, 2016 02:21 |
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Stelas posted:I don't believe this is a valid option. Banishment targets 'the nearest space containing a Gate' - which is Arkham, at 2 hops. Good catch, I was looking for monsters. I'll use my new observation bonus to give another go at the Old Journal instead.
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# ¿ Jun 17, 2016 15:40 |
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Daisy Walker (Krysmphoenix) - Lore 4+1, Influence 3, Observation 2+1, Strength 1, Will 3+1 - 5/5 Health, 6/7 Sanity - 2 Clues, 0 Focus, 0 Tickets.
And then without warning, the vast empty space seemed slightly less empty, as she could feel three souls trapped within. Still, monsters lurked and must be stopped which meant...ugh. Going back to Istanbul. Actions: Move: To Istanbul Rest: Up to 7 Sanity. --Banishment: 8 dice, Targeting Tokyo. --Arcane Tome: 5 dice to gain 1 Spell. Encounter: City encounter please, I don't need to improve Influence. Flesh Ward: 7 dice. Just use it as soon as possible, unless my Sanity is at 2 or lower.
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# ¿ Jun 19, 2016 03:36 |
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So, let's just abandon Australia. The kangaroos can keep it.
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# ¿ Jun 20, 2016 08:34 |
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which monster do you want me to try and banish today?
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# ¿ Jun 20, 2016 16:57 |
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Daisy Walker (Krysmphoenix) - Lore 4+1, Influence 3, Observation 2+1, Strength 1, Will 3+1 - 5/5 Health, 7/7 Sanity - 2 Clues, 0 Focus, 0 Tickets.
...yeah, tired night, no witty inner monologue. Actions: Move: To Rome Rest: Up to...wait, I'm at my max. --Banishment: 8 dice, Targeting Arkham. --Arcane Tome: 5 dice to gain 1 Spell. Encounter: Rome encounter Flesh Ward: 7 dice. Just use it as soon as possible, unless my Sanity is at 2 or lower.
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# ¿ Jun 21, 2016 04:18 |
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I can't remember, Delayed means I can't take any actions, or just one action next turn?
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# ¿ Jun 22, 2016 03:27 |
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Anyone think we can do without Banishment support for one round? I'm quite curious what's on the other side of my Blessed.
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# ¿ Jun 22, 2016 03:30 |
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oh, right. Deal.
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# ¿ Jun 22, 2016 17:36 |
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Stelas posted:Still need a final decision on this! Oh sorry, somehow completely did not notice that. [b]Agnes[/] will be Blessed.
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# ¿ Jun 23, 2016 22:59 |
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Some Numbers posted:GOD loving DAMMIT WHY DOES THAT CARD EVEN EXIST?! ...have you heard the good news about our Lord and savior Cthulhu? in seriousness, your token stays on the board. one of us can encounter your token to take all your loot, and a test for a little extra. it's on the back of your card. also I think doom advances when someone dies?
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# ¿ Jun 24, 2016 16:26 |
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Daisy Walker (Krysmphoenix) - Lore 4+1, Influence 3, Observation 2+1, Strength 1, Will 3+1 - 5/5 Health, 7/7 Sanity - 2 Clues, 0 Focus, 0 Tickets.
And in an instant, the blessings of the divine came crashing down around her, and her contact "Citizen Kane" had suddenly been hospitalized with life-threatening injuries. With little else to do, she made her way to the hospital. Actions: Delayed: Stand up. Encounter: Charlie Kane Flesh Ward: 7 dice. Just use it as soon as possible, unless my Sanity is at 2 or lower.
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# ¿ Jun 24, 2016 21:55 |
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The choice is meaningless to me. I'm maxed out and don't have any monsters.
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# ¿ Jun 26, 2016 16:51 |
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Daisy Walker (Krysmphoenix) - Lore 4+1, Influence 3, Observation 2+1, Strength 1, Will 3+1 - 5/5 Health, 7/7 Sanity - 2 Clues, 0 Focus, 0 Tickets.
Too long had she stood by as the world gave way to the darkness. No more. She had spent enough time researching and knew how to keep the monsters at bay. Even if the blessing of the gods was no longer with her, the power she acquired during that time still remained. Actions: Prepare: Train Ticket Move: To Space 16 Encounter: City Encounter. Flesh Ward: 7 dice. Just use it as soon as possible, unless my Sanity is at 2 or lower.
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# ¿ Jun 27, 2016 17:04 |
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We can still pull this off. There's four possible Clue chances this turn. I'm nowhere near a clue, but if I can close the Gate on Tunguska, we'll have three turns before Doom reaches 0. (This turn becomes Green, which I can close. Next turn is Blue, which becomes 1. Turn after that is Red, which has four gates.) So, basically gently caress gates, nail those clues.
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# ¿ Jun 29, 2016 01:51 |
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Daisy Walker (Krysmphoenix) - Lore 4+1, Influence 3+1, Observation 2, Strength 1, Will 3+1 - 2/5 Health, 6/7 Sanity - 2 Clues, 0 Focus, 0 Tickets.
Time was running out, the stars were moving into position and yet...and yet. There was still a little bit of hope left. Maybe they could end this before it was all too late. Actions: Rest: 3 Health, 7 Sanity now. --Blessing of Isis: 6 dice on self. If no successes, use clues until I get at least one. --Arcane Tone: 5 dice. Move: Tunguska Encounter: Gate. Use clues as necessary to close the gate. Flesh Ward: 7 dice. Just use it as soon as possible, unless my Sanity is at 2 or lower.
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# ¿ Jun 29, 2016 02:04 |
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Stelas posted:Waiting on Daisy's call, since I assume Agnes isn't spending. Wait, I can do this? Not sure how I have the ability, but go for it. EDIT: Also sorry for the late response. Having a character named Daisy and Diana means sometimes I glance through and think it's for the other one.
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# ¿ Jul 2, 2016 11:11 |
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Well poo poo. Okay, if we don't close Buenos Aries, the Ancient One will wake up, and fucks all over the turn after when we have to deal with four red gates. We want the Ancient One to wake up on the red phase so we don't get hosed over by the extra doom effects. Or at least I think that's how it works. Either way, the Tunguska gate is pointless now, except maybe as a fast travel if we get an awakening. Daisy Walker (Krysmphoenix) - Lore 4+1, Influence 3+1, Observation 2, Strength 1, Will 3+1 - 3/5 Health, 5/7 Sanity - 0 Clues, 0 Focus, 0 Tickets eh, gently caress the list. The comet had passed and her moment to close the gate at the right time had failed. Now monsters were upon her, and time was ever fleeting... Actions: Banishment 9 dice to get rid of Color Out of Space Focus store a reroll Combat Use Storm of Spirits, 7 dice. If I got rid of the Color Out of Space, use all clues, including potential sanity clues from storm of spirits. Encounter Research Encounter. Use all clues, including potential sanity clues from storm of spirits. Flesh Ward: 7 dice. Just use it as soon as possible, unless my Sanity is at 2 or lower. Intervene: 7 dice. Just use it as soon as possible, unless my Sanity is at 2 or lower.
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# ¿ Jul 3, 2016 14:48 |
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# ¿ Apr 27, 2024 19:55 |
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Well hot drat. We somehow pulled it off. That's Eldritch Horror for you.
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# ¿ Jul 4, 2016 13:05 |