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      Upcoming Changes to the Fantasy Flight Games Forums   01/20/2017

      Hello Fantasy Flight Games forum community!   This week, we will be making some important changes to your Fantasy Flight Games community account and the way that you log into the Fantasy Flight Games community forums and web store.   We have been working hard to integrate with the rest of the Asmodee group, and we are happy to announce a unified way to access all the websites and apps made by Fantasy Flight Games, Days of Wonder, and Asmodee!   For most users, nothing will change: you will still log into the Fantasy Flight Games forums using your current login name and password. Only the login user interface will be new.   For a few users, your credentials might be slightly changed. For example, this could happen to users who have both a Fantasy Flight Games and Days of Wonder account, or in the case of conflicting login names across platforms. When these situations occur, special e-mails will be sent to those users with an easy explanation about those changes and what steps to take next. For any of you receiving those e-mails, please make sure to follow the instructions carefully.   Remember, official communications from Fantasy Flight Games or Asmodee.Net will never ask for your password.   What are the benefits for you as a player? Using a unified account to access all of our web services and apps makes your life simpler. Over time, you will see new features emerging, such as keeping all of your friends under a single account, finding friends easily in apps with online play, or developing your personal profile by adding to your board games collection. These are just some of the features that you will see during the next year, once this important technical step is complete.   Important note: The migration of the forums to our new system will take place on Tuesday, January 24th. The forums will be offline for about two hours during that time. Once the migration is complete, older forum posts may look strange for up to 24 hours as we rebuild them in our new system.   We can’t wait to connect our board game communities and build bridges between universes, game systems, players, events, groups, game clubs, and more! This is only the first step in bringing people and games closer together. For more information, read our FAQ at https://asmodee.helpshift.com/a/asmodee-net/.   Best regards,   The Fantasy Flight Games Team
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Thomas Cartwright

Lurker Blood/Soul Pact Questions

7 posts in this topic

We're going to play our first game with Lurker at the Threshold soon and I'm not clear on how the Blood and Soul pacts work. Specifically, the text:

"You may spend a Power token as either a Clue Token or as 1 Stamina/Sanity when you suffer a Stamina/Sanity loss."

First of all, I assume you can spend a power token as a clue token at any time, not just in response to a stamina or sanity loss. Is this correct? The way it's phrased, it could be that you spend the power token to add additional dice to a failed skill check that causes a loss.

Second, for the Stamina/Sanity use of a power token, is this healing stamina/sanity after a loss or does the power token prevent the loss in the first place, like Harvey Walters and Michael McGlen's abilities? This makes a big difference when your investigator is at one sanity and stands to go insane if she loses a single sanity.

Finally, regarding the Herald's "Rites of Magick" power: "…he reduces the Sanity cost of the Spell to 0 and automatically passes the Spell check," for spells where the number of successes is important (e.g. Heal) do we just assume one success when invoking Rites of Magick, or does something else happen?

Thanks

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Thomas Cartwright said:

"You may spend a Power token as either a Clue Token or as 1 Stamina/Sanity when you suffer a Stamina/Sanity loss."

First of all, I assume you can spend a power token as a clue token at any time, not just in response to a stamina or sanity loss. Is this correct? The way it's phrased, it could be that you spend the power token to add additional dice to a failed skill check that causes a loss.

Aye, that's correct, Power tokens can be spent instead of clues whenever you are allowed to spend Clue tokens

Thomas Cartwright said:

Second, for the Stamina/Sanity use of a power token, is this healing stamina/sanity after a loss or does the power token prevent the loss in the first place, like Harvey Walters and Michael McGlen's abilities? This makes a big difference when your investigator is at one sanity and stands to go insane if she loses a single sanity.

You discard the Power token to prevent the loss, so, yes, a 1 San character can spend Power to avoid losing Sanity and consequently not going Insane

Thomas Cartwright said:

Finally, regarding the Herald's "Rites of Magick" power: "…he reduces the Sanity cost of the Spell to 0 and automatically passes the Spell check," for spells where the number of successes is important (e.g. Heal) do we just assume one success when invoking Rites of Magick, or does something else happen?

The Lurker grants you the minimum number of successes to cast succesfully the spell. For instance, you score one success for Fist of Yog-Sothoth, but if you use Bind Monster against a 3-toughness monster, the Lurker grants you the three successes required to pass the Combat check

Hope this helps

JULIA

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The Professor said:

Power tokens to avoid Stamina and Sanity loss…somehow, I've missed that when I read through the material on this Herald…thanks, as always, Julia!

:wink:

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Wolfgar said:

I think Investigator Julia sides with the Ancient One, more likely…

I guess I'll be sitting at the border, just cheerleading for investigators who like to play it hard… :-P

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