Some more questions

By guest461286, in Arkham Horror Second Edition

First question: When I am arrested I am delayed and I completely skip my next turn.During this next turn which I miss,in the movement phase,can my investigator stand up to stop being delayed so in the next turn's movement phase I can move?

Second: And,with the ability of the Dark Druid can all the monsters move? Even those which their symbol didn't showd up this Mythos Phase?

Third: When I have an item which can be used in the movement phase without requiring movement points can I use it if I am delayed or if I am in an other world?

Fourth: I have the spell Shrivelling and I am in the battle with the ANCIENT ONE and I cast it successfully.Does the bonus to combat checks the spell provides remain until the end of the entire battle without the needing to cast it again?

The last one: My investigator has 3 Fight and I use the spell Wither(+3 to combat checks) and the Enchanted Knife( magical weapon +3 to combat checks)when I battle a monster with Magical resistance.How much dice I roll?I f I fight a monster with a Resistance without using anything,just my investigators Fight skill,does the Resistance apply?

Thank you very much for the support and sorry if I confuse you!

First: Yes, that is the idea. You're supposed to lose one turn from being arrested, and being delayed is supposed to signify this.

Second: When Dark Druid's ability triggers, all monsters on the board move as though their symbol had been drawn in black. Fast monsters move twice towards black, flying monsters do their thing, yellow monsters still don't move, etc.

Third: I'm not sure such an item exists, but I think the blanket rule is that if you become or start the movement phase delayed, you can't use any movement abilities or effects, such as Find Gate. As far as the OW is concerned, I guess it depends on if the item makes sense to use (clearly you can't use a motorcycle to gain two movement points, as an example).

Fourth: Every Upkeep, your spells refresh. During final combat, you must cast Shrivelling every round you intend to use it. Attempting to cast and failing, of course, means that that hand is tied up for a round of combat (as normal).

Final: Resistances cut the bonus in half, round up. A +3 spell or weapon will therefore give a +2 bonus to a monster that's resistant to it. In your example you'd have 3 +2 +2 dice: 7, before applying the monster's combat modifier. Your base Fight is neither magical or physical, and therefore not subject to resistances/immunities: without the above weapons you'd still have 3 dice before applying the modifier. Likewise, anything that offers a combat bonus that is not a spell or that does not say "physical or magical" is unaffected by resistance/immunity. Finally, take note that resistances and immunities only affect the combat bonus. A shotgun still grants two successes on a 6 when used against a physically immune monster, and Bind Monster or Red Sign of Shudde M'ell can be cast with no restrictions on a Magically Immune monster.

Thank you very much for your precise answers!

Tibs said:

A shotgun still grants two successes on a 6 when used against a physically immune monster

Awwww, Tibs, WHY? She was new! Why stick this stupid notion in her head so early?

Unnecessary. I'm not sure you deserve this wink. gui%C3%B1o.gif