Possessions:
- Money: 3
- Clues: 5 [Private to GM: 2 start, 1 island, 2 cultist encounter]
- Cross +3 vs undead; +1 horror check
- Flute of Outer Gods: -3 Sanity, -3 Stamina,
& destroys all monsters in your zone.
- Healing Stone: You may gain 1 Stamina or 1 Sanity. Discard Healing
Stone if the Ancient One awakens.
Skills:
- Library Use; when you make a lore check add +1 to each
die you roll for the purpose of checking for
successes (ie: a roll of 3 becomes a 4, etc)
- Will +1; when sacrificing a clue to add an extra dice to
to your Will check, add another dice.
Focus equals the # of spaces you can adjust the abilities.
Current Speed: 4 Current Sneak: 1
Current Fight: 3 Current Will: 3
Current Lore: 3 Current Luck: 1
Monster Trophies:
1) Mi-Go
2) Byakhee
This message was last edited by the GM at 01:50, Thu 17 Dec 2009.
Possessions:
- Money: $1
- Clues: 1 (1 start)
- Revolver .38 (physical weapon): +3 to combat
- Blue Pyramind Guardian: During any phase,
lose 2 stamina and the object to automatically
succeed a trial (combat, knowlege) to close a portal.
May not be used against an Ancient One.
Skills:
- Ancient Language: After a spell casting roll, exhaust to
add 1 success to your result. This does
not refresh unless you spend all of your
focus to do so.
- Marksman: during any phase, exhaust to redo a combat roll.
Focus equals the # of spaces you can adjust the abilities.
Current Speed: 3 Current Sneak: 1
Current Fight: 5 Current Will: 3
Current Lore: 2 Current Luck: 2
Ally: Duke: +1 Maximum Sanity; Discard to immediately restore your
Sanity to its maximum.
Spells:
1) Find Gate: Cast and exhaust to immediately return to Arkham from an
Other World. Cost 1 Sanity; -1 Casting Modifier
This message was last edited by the GM at 01:35, Fri 18 Dec 2009.
Possessions:
- Money: $0
- Clues: 2 [Private to GM: Historic Society; Woods]
- Cross +3 vs undead; +1 horror check
- Dragon Eye: can choose to lose 1 sanity to avoid a
portal or location card, and pick a new one (1/turn)
- Call Friend: +0, -1 Sanity: choose investigator that has not
moved this turn. Move that investigator to your
location. That investogator may not move this turn.
- Fogs of Relleh: +0, -0 Sanity: Throw 1d6, if X > Monster's
conscience, evade is successful. (1/turn)
Skills:
- HIDE: When you make any Sneak Check, add +1 to your die roll
Focus equals the # of spaces you can adjust the abilities.
Current Speed: 2 Current Sneak: 2
Current Fight: 3 Current Will: 3
Current Lore: 3 Current Luck: 2
Ally: Zebulon Whateley: +1 will +1 lore: refresh 1 spell once per turn.
This message was last edited by the GM at 00:35, Tue 03 Nov 2009.