innsmouth spoilers!

By pittplayer, in Arkham Horror Second Edition

Dam said:

First, Y'Golonac likes Dexter's Personal Story, right gui%C3%B1o.gif ? Second, that's a very, very, very weak (and lame) Fail penalty IMO.

Maybe, but Drake tends to go insane rather easily, between casting spells and horror checks. Easy to fail, so not to high a penalty (but rough if it happens early, if he only has 1 good spell)

Guh...my game store may not have it for another week...

Phibby said:

Maybe, but Drake tends to go insane rather easily, between casting spells and horror checks. Easy to fail, so not to high a penalty (but rough if it happens early, if he only has 1 good spell)

He starts with Shrivelling + 2 randoms from 3, unless you're really lucky, he'll have a fodder spell. Also, nothing bad happens if you don't have spells on him.

flamethrower49 said:

I'm asking, Avi! I'm asking! Spoil some personal stories for me!

...I'm not Avi but here's the mechanics of some more.

Akachi

If you have 3 gate trophies you pass. If someone else spends a gate trophy, you fail.

Pass: All unstable locations get a clue token.

Fail: Lose a spell.

Trish

If you gain 2 clue tokens during an encounter, you pass. If 2 clue tokens are removed from a gate opening, you fail.

Pass: Trish gains one extra slide for her stats.

Fail: Trish loses one slide.

...that's all I can remember for now. I left the game at a friend's house since it was late, I didn't feel like cleaning it all up, and the tables that are big enough to house 4 boards are there.

Ancient One spoilers, please? Have I missed these already??

Dam said:

Avi_dreader said:

Dexter Drake:

The Great Drake

Pass: Each time Dexter draws a Tome, put a Clue token on this card. If there are 2 Clue tokens on this card, place "Sorcerer" in play.

Phony:

Dexter must discard 1 Spell of his choice.

First, Y'Golonac likes Dexter's Personal Story, right gui%C3%B1o.gif ? Second, that's a very, very, very weak (and lame) Fail penalty IMO.

Many of the fail penalties are insignificant. Many of the success penalties are insignificant. Some of them are designed for easy success or failure, and some of them are designed not to make much of a difference either way.

@Dam

:') you'll like these. A little.

Wendy

Pass:If there are three or more elder sign tokens on the board.

Wendy gains $10 Discard this card to return all monsters in the Outskirts to the monster cup

Fail:If Wendy does not have an Elder Sign.

Wendy's focus is reduced to 2.

Daisy Walker

Pass: If Daisy has six or more clue tokens.

Take the first Tome from the Unique Items deck.

Fail: If Daisy has no Tomes

Max sanity reduced by one.

Iow. For either of them to place at their most efficient they need to take slight handicaps and forgo their rewards ;'D

Warning: you're going to HATE Patrice Hathaway. She generates about 20 clue tokens a game and has an ability that allows other investigators to spend them ::laughter::

Mylo said:

Ancient One spoilers, please? Have I missed these already??

Here's a short one. Cthugha's game effect and part of his attack effect (any weapons used against him are discarded after use), and investigators lose a stamina for each movement they make beyond three (tome reading isn't counted).

Awesome about Daisy and Wendy's stories. Also Mary's. I had a feeling that the "stronger" and "weaker" investigators would get compensation via Personal Stories.

Tibs said:

Awesome about Daisy and Wendy's stories. Also Mary's. I had a feeling that the "stronger" and "weaker" investigators would get compensation via Personal Stories.

Hah. Some of them. Believe it or not, some of them actually seem to have gotten stronger. Mandy actually got stronger ::rolls eyes:: even though her pass condition is somewhat difficult (prevent five gates from opening with Elder Sign tokens, then seal a gate, fail terror level at five). Of course, if you block that many gates you'll also need to clear off the Deep One track, buuuut, ::shrug:: ::grin::

Leo's a bit stronger, Jenny weaker, Lily is debatable (her fail condition is easy to achieve, but her pass condition is very good if you plan on doing the final battle), Jim is stronger, Joe is probably stronger (he can rake in $15 with his pass condition, and it's not that hard to do, trade a unique item and five toughness of monsters at the Silver Twilight Lodge), Carolyn is worse (unless you're willing to default with a bank loan to complete her mission— it requires $15), Jaqueline's improved, Gloria's improved, Harrigan's improved (a little, good luck getting a R'lyeh gate trophy with him though— I think realistically he's more likely to fail his mission, go insane and every time he enters the graveyard he loses a sanity), Lola's been taken down a notch (I guess they realized that she made Amanda look terrible in comparison (her pass condition is having an ally, but her fail is four or more doom tokens ;'D good luck getting an ally before then, lose a max sanity— if you can pull it off somehow though, yeek, she's even stronger! Monterey got a big boost. If he gets 3 monster trophies he then gets a clue toekn every time he uses archeology. and his max san is boosted by one, Bob got a very ncie boost (get him five clue tokens and he gets $15 and can trade, once per turn, 3 for a clue). Charlie's debatable— it depends on the situation, if you're playing a game where terror is an issue, it might be worth it (15 bucks to do but it changes his ability so it only costs one clue, and it gives him a retainer, so it ends up paying back some of that cash). Marie got a *nice* boost. She gets to use Witch Blood a second time, AND, every time she uses it, she draws 2 spells and keeps 1 (the catch is you have to buy her two spells before the doom track is at 5, or use tomes, buuut it's not that hard to achieve, and you basically get two extra spells by doing it, it's a very nice boost, imo).

I haven't decided about Vincent yet, his costs 5 clues, but he gets plus 2 speed and he can now heal other investigators anywhere in his neighborhood. I don't think it's worth it though— unless you're really desperate for the speed.

Michael got a *nice* boost. 5 or more monster trophies raises his max San. by one and he gets a sanity every time he gets a monster trophy.

Mary of course doesn't suck anymore ;') as she is now immune to Curse, essentially, and if she completes her mission, don't fail before two investigators get blessed, she becomes totally immune to curse, and can reroll an upkeep roll once per turn (i.e. retainer, bank loan, BLESSING). Tony Morgan is interesting. His pass AND his fail conditions are both beneficial, but in different ways. He can either lose his clues, four monster trophies, and gain fifteen bucks (pass) or lose his monster trophies (after gaining five clues), he then gets a clue every time he gets a monster trophy. Cool yeah? :') Rex got a boost (in my opinion). His pass is spend ten clues during the upkeep at the newspaper. He gets blessed, 5 dollars, and during the upkeep from now on, the first player gets a clue token). ;') and now he can get blessed against Tsothoggua. Ashcan got a minor beat down :' he passes with a dreamlands trophy, he fails with 5 or more doom tokens. His pass gives +1 luck +1 speed, fail makes him unable to gain allies, and forces him to discard allies except for duke.

WIlson's is situation dependent (but I'd say it's useless more often than useful— it costs too much for the effect, 15 dollars to prevent three terror rises, and he can't have a bank loan while doing this). Luke got a very nice boost. Once he has three gate trophies he gets an ally of his choice. Amanda is disappointing although a plus (+1 stam +1 san after drawing three uniques— her fail condition is very unlikely although somewhat possible). Darrel got knocked down several pegs he's not a retainer machine anymore (you'll need to find alternate sources of income for him). Diana, in my opinion, got a big boost (enough to knock her up a tier, perhaps) She trades five clues gets focus +1 and double draws Inner Circle encounters. Harvey got a big boost— his mission isn't too hard to complete, he gets +1 stam and Spell Costs -1 san. Mandy got a bonus, if you're playing well, but a detriment if you're playing poorly. Daisy and Wendy were both crippled a little. Kate is a bit of a tradeoff in either direction... Her fail isn't too significant. Usually ;') Rita can get +1 will, but her fail condition isn't too hard to achieve and it's a bit nasty (kindof like a mild madness card). Anyhoo :') Yeah. Time for the next game.

What's the deal with the Mythos cards? Are they all with Innsmouth gates only (double-doomers/that monster surge/other notwithstanding)? How many gate bursts?

Ooh, what do the Innsmouth Look cards do? There are ten of them. I know one turns you into a Deep One. That's very nice. But what do the other ones do? Are they all essentially "Made you look!"? Or do they penalize you in some way? If the former, it's basically just another roulette like Ghatanothoa's visage? I like random death well enough, but keep doing it like that and it seems lazy.

flamethrower49 said:

Ooh, what do the Innsmouth Look cards do? There are ten of them. I know one turns you into a Deep One. That's very nice. But what do the other ones do? Are they all essentially "Made you look!"? Or do they penalize you in some way? If the former, it's basically just another roulette like Ghatanothoa's visage? I like random death well enough, but keep doing it like that and it seems lazy.

Heh... They're all identical and I was also a bit disappointed that there were nine cards with the same text. Thought it was a bit lazy. On the other hand, it does make the game go faster when you're playing with others, so ::shrug::

*bump*

Avi_dreader said:

I haven't decided about Vincent yet, his costs 5 clues, but he gets plus 2 speed and he can now heal other investigators anywhere in his neighborhood. I don't think it's worth it though— unless you're really desperate for the speed.

Vincent was often at the bottom level to begin with for me, he's even worse now. If it were like Roland's (just have 5 Clues IIRC), it would work. But it's spend. Ack, there goes that seal! And it's surprisingly easy to fail is PS as well. Yesterday he was getting "a monster appears" in Arkham and OWs, always 1 toughness, high-Awareness types. Even with him joining One of the Thousand cult with a Deep One trophy, he still failed it.

Avi_dreader said:

WIlson's is situation dependent (but I'd say it's useless more often than useful— it costs too much for the effect, 15 dollars to prevent three terror rises, and he can't have a bank loan while doing this).

Wilson's gone down a peg (or two) in my book. Basically, unless you get a load of money from somewhere, he can't collect Clues until the doom track is at 6. Against someone like Glaaki, maybe the pass-clause would come in handy.

I had a pleasant revelation the other day. Playing the rookie cop and he was in the street with not much to do, so just before the Mythos he called the Mi-go down from the sky. The Sky is adjacent the streets, no?