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The haunted mansion

aspark Oct '16
The player will play as ghosts inhibiting a haunted mansion. The players’ mission is to scare everyone who trespasses at their precious mansion away!

Mechanics:
The ghosts can do 4 things:
-Interact with an object (cannot do what their living self couldn’t): Might
-Create an illusion/apparition: Wisdom
-Combo: if an action succeed, ghost can roll Agility to get another free action.
-Escape: if exorcists/priests try to banish you, roll to overcome their roll.

Trait:
Ghost can have 2 secondary traits:
-Anchor trait: the ghosts are very attached to this anchor object. Any roll involving this object or illusions of this object receives an extra die.
-Preset trait: player can choose one of the following:
+Hydrologist ghost: water, sludges…
+Gardener ghost: flowers, trees, vines…
+Veterinarian ghost: rats, dogs, bats…
+Entomologist ghost: spiders, cockroaches, flies…
+Meteorologist ghost: wind, thunder, rain, fog…

Mission:
The goal is to scare people away, not to kill them. If the trespasser is killed, a vengeful spirit will appear and start attacking the player’s ghost. They will have to defend themselves with their might or wisdom (whichever the player desire).
Furthermore, a dead person will makes the police come investigate, be wary!

Ghosts:
Ghosts are anchored to a specific object within the mansion. If this object is destroyed, the ghost is temporarily incapacitated.
All ghosts have 4 health and 4 PP. Exorcism attempts deplete health. Vengeful spirits attacks deplete health. Attempts to destroy the anchor deplete health.

Level up:
Every trespasser scared away will grant 4 XP to the ghost that did the last scare. All helpers also gain 2 XP.
For every 10 XP, ghost can upgrade an existing trait.

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