The Haunted House

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Post  RottingZ on Tue Mar 08, 2011 12:56 pm

The haunted house RPG

This RPG is baseed on a concept I just developed, but has probably been seen before.

RPG Requirements:
- Some spare time,
- Patience,
- Logics,
- Google.

So what is it about you ask?

The story goes as follows:
You have decided to investigate the Mirrors Mansion. While it has been left untouched for a long time, there's mystics revolving around it, and as a paranormal critic, you want to disprove all the theories of ghost in the mansion.
You enter with food and things to sleep with, and as you stand in the entrancehall, you see the, quite spooky mansion before you.

So, here's how it works:

  • The room of entrance is a safespot. Here, you cannot be attacked at any point. The rooms around the said room has "Safe flee" which means you will always be able to flee from those rooms if attacked. When a floor is completed (the boss of the floor defeated), the floor will be safe. Attempting to flee from a non-safe room will result in a diceroll, where 4+ equals a succesfull flee.

  • The house contains 4 floors, which are completed by finding the key to the next floor. You start at the ground floor, there's two upper floors, and a basement.

  • Every monster encountered HAS TO BE DEFEATED IN A SPECIFIC WAY! Do not attempt to just whack away at every monster encountered, there might be a trick to it. There might be multiple ways to defeat the monsters, but in general, try to find it's weakness.

  • To fight a monster, you might need Google. An example could be encountering a Zombie (you will encounter those). If you chop off a zombie arm, it will keep going, because that is not how one defeats a zombie. If you chop off it's head though, or break it's brain, it's dead, and will be dead the rest of the game. Also remember, the bodyparts you go for may affect the combat. A zombie without an arm has a harder time hurting you f. ex.

  • Multiple items may be required to kill a monster.


A turn proceeds as the following:

  1. Battle phase: If there's a battle, it will happen here. This phase is optional
  2. Search phase: The players are introduced to the room and the objects in it.
  3. Move phase: Move into another room.


Combat works as follows:
Multiple objects in the game can be used as weapons. Some objects can be used as defence. If you want to pick up an object, you do that by specifying what hand you'll carry it in. The character is ambidexterous. In battle, you tell a specific bodypart to go for. Then a diceroll will be made determaining success.

So, charsheet:
What is the name of your character?:
Will (s)he be a tough (+HP, +DEF), slim (+DEF, +OFF), or smart (+OFF, +DMG) person?:

Let the RP begin:


Last edited by RottingZ on Wed Mar 09, 2011 3:51 am; edited 1 time in total
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Post  Davinelulinvega on Tue Mar 08, 2011 1:06 pm

my characters name in charles darvin, a rather stout fellow, so ill go with tough.
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Post  RottingZ on Tue Mar 08, 2011 1:28 pm

Charles Darwin, a stout explorer looking for the secrets of nature. And what better way to prove something is natural than disproving something unnatural?.
Determination has lodge on firmly, and you have prepared for the adventures ahead. Armed with matches for light, a watch to keep the time, and bandages in case the house is less stout that you, you begin exploring.

Left Hand: Empty.
Right Hand: Empty.

Backpack: Matches. A Watch. Bandages.


1st floor: Entrance
As you enter the room, you see a small painting, and two doors. The painting is faded with time, all you can see is a hero, charging into battle on his black horse.
On the walls are candles, unlit ofcause, and a there's a small table with some drawers.
There are two doors, one leading to the livingroom, and one leading to the kitchen.

In short:
- Interact with Candle
- Interact with Painting
- Examine Table

- Go To Kitchen
- Go To Livingroom.


Last edited by RottingZ on Tue Mar 08, 2011 1:42 pm; edited 1 time in total
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Post  Davinelulinvega on Tue Mar 08, 2011 1:29 pm

examine the painting: especially look for eyes that may follow the beholder.
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Post  Assassine on Tue Mar 08, 2011 1:36 pm

also, try to get it off the wall to check if something is behind it
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Post  RottingZ on Tue Mar 08, 2011 1:42 pm

You walk closer to the painting. From what you can see, the knight is carrying an armored breastplate, and a flag on his back. The flag contains the german colors. Cannonballs fly through the air around him, but he seems not intimidated. Under his armor is finely woven black clothes, and behind him is english soldiers. The painting is probably drawn as a reminder of the Revolutionary War in America. The horse seems massive, almost demonic in it's appearance. You closely examine the picture for peek-holes, but find none. Not even the faded part of the picture seems to contain anything that resembles.
Guessing the painting must hide something, you take it off the wall. Behind it is no holes, no electronics either, but a small note. "Hessians come, hessians go, hessian soldier from shoulder to toe." it reads out.
You decide to take the note with you, in case you will need it later.

Backpack: Matches. A Watch. Bandages. Hessian note.

In short:
- Interact with Candle
- Examine Table

- Go To Kitchen
- Go To Livingroom.


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Post  Davinelulinvega on Tue Mar 08, 2011 1:44 pm

examine the table next please
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Post  Assassine on Tue Mar 08, 2011 1:48 pm

Why not make some light so we actually see what we do first Razz

anyway, go for the table
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Post  RottingZ on Tue Mar 08, 2011 2:01 pm

You walk to the table. It's an ordinary table, with some drawers in it. The paint have crumbled a little, and it's very dusty. Looking through the drawers you find some old letters. There's no sender or reciever, indicating someone wanted to deliver them personally.

One reads out:
"Oh Catharina, how I love you so, but alas, we can never be seen together. My father would not accept it. I feel damnated and empty, seeing that you will never know truely how i feel."

The other is a medicinal report. Sleeping medicine, that should make the consumer unable to dream. It has no official name yet, but is being used experimentally. It is issued for a person with the surname Thompson.

Having inspected the table, you decide to light the candle. Lighting it, it becomes clear how old the house is. You can see where you've been walking in the dust, and the rotting floor above you looks like it could crumble any time. On the painting, you also notice a name in the lower right cornor. "W. Irving" it reads. Must be the name of the artist.


Backpack: Matches. A Watch. Bandages. Hessian note, Love letter, Medical report.

In short:
- Go To Kitchen
- Go To Livingroom.
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Post  Davinelulinvega on Tue Mar 08, 2011 3:34 pm

livingroom, maybe they have a tv Very Happy
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Post  RottingZ on Tue Mar 08, 2011 3:53 pm

You open the living room door slowly. It gives off a loud squeeking noice as it is completely open. The room is more uniquely shaped than the entrance. You can see a fireplace next to some sofas, and a small table in one cornor. In the middle of the room, a chandalier is hanging from the roof, right above a dining table, which is sorrounded by eight chairs. The chandalier is obviously of newer origin, since it is electricity driven. You can clearly imagine how great this room would be if it had not been so old.

In here, the pictures have not been spared. They are all completely faded, and beyond recognition. There's cupboards near the dining table, tall and white, but just as dusty as the rest of the room.

"Who are you?"
It's whispered to you. You feel the breeze behind you, and the sense of a hand creeps down your spine. Jumping out of the spot, into the diningroom, you turn in midair and look toward the entrance door. Noone. Reliefed, you convince yourself that it was probably just the wind.

You notice a door by the end of the livingroom. It must be a door to the study.

Backpack: Matches. A Watch. Bandages. Hessian note, Love letter, Medical report.

In short:
- Examine the area around the fireplace
- Examine the dining area
- Examine the cupboards

- Go To Entrance.
- Go To Kitchen through Entrance.
- Go To Study
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Post  Davinelulinvega on Tue Mar 08, 2011 4:02 pm

the cupboards next please
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Post  RottingZ on Tue Mar 08, 2011 4:15 pm

You approach the large cupboards and open the doors. Inside is a lot of cups, plates and a tray with knives, forks and spoons, all made of silver, decorated with flowerlike patterns. You look through the plates, but doesn't see anything suspicious, though it is very dark, and hard to determain small details. The cups seem normal too, except for one which stands out. Most of the cops are porcelain teacups, or glasses, but there is one cup made of small iron plates. It seems battered and bruised, like a smithswork, and surely does not belong between the others.

Backpack: Matches. A Watch. Bandages. Hessian note, Love letter, Medical report, Iron Cup.

- Turn on the lights to examine the plates closer?
- Move on to something else?
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Post  Davinelulinvega on Tue Mar 08, 2011 4:16 pm

turning on the light, if it works, canĀ“t be a bad idea.
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Post  RottingZ on Tue Mar 08, 2011 4:33 pm

You decide to turn on the lights. You walk to the entrance door, and flip the only lightswitch you can see.

As if time was still, you see a large flash. In the middle of the room, stands a boy, dressed in white. He has golden hair, and looks at you. His eyes look empty.

You blink, and the boy is gone. The chandelier is lit, as if time had not layed a finger on it. You walk back to examine the plates. You notice some inprints in the bottom of the plates. "Peter Owen Altergeist." it says.
On the bottom of the cupboard you find another small note under a plate.
It's a graduationpaper with the name Peter Owen Altergeist written. Quite a smart kid he had been. Maybe that's why his name was on the plates?
A small picture is attached to the papers. It shows the class with which Peter had graduated.

Backpack: Matches. A Watch. Bandages. Hessian note, Love letter, Medical report, Iron Cup, Graduationpapers with paper.


- Examine the area around the fireplace
- Examine the dining area

- Go To Entrance.
- Go To Kitchen through Entrance.
- Go To Study
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Post  Davinelulinvega on Tue Mar 08, 2011 4:37 pm

fireplace next please
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Post  RottingZ on Tue Mar 08, 2011 4:47 pm

You decide to examine the fireplace. The sofas are all but new. They seem very used, and old. On the small table is only left a few teacups and a teapot. Therefore, you decide to examine the fireplace closer. With the light shining on the charred remains of what once was wood, you manage to catch eye on a piece of paper. You pick it out of the chars.
This letter has a reciever, and as you open the letter, you begin to understand.

"Dear Peter.
I truely and dearly wish the best for you, for dearest Peter, I love you too.
Every breath I take seems soiled and unclean, and every step I take feels like it is drawing me futher and futher away.
I wish I could see you Peter.
I wish you did not have a father.
-Catharina"

Apparently, someone did not want Peter to get this letter...

Backpack: Matches. A Watch. Bandages. Hessian note, Love letter, Medical report, Iron Cup, Graduationpapers with picture, Charred Letter.

- Examine the dining area

- Go To Entrance.
- Go To Kitchen through Entrance.
- Go To Study


Last edited by RottingZ on Tue Mar 08, 2011 4:51 pm; edited 1 time in total
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Post  Davinelulinvega on Tue Mar 08, 2011 4:50 pm

then the dining area for completions sake
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Post  RottingZ on Tue Mar 08, 2011 4:56 pm

The diningtable is completely empty. It's been cleaned many times, that's clear, but as with everything else in the room, it is dusty and old. The chairs are arranged so that there's two seats of honor, and six normal seats. You examine the table scratches closely, but there's nothing to find.
Giving off a sigh, you look up.
A bearded man is sitting in one of the honoraray spots. His beard and hair is blonde, and he is clearly not poor. One blink and he fades.

Backpack: Matches. A Watch. Bandages. Hessian note, Love letter, Medical report, Iron Cup, Graduationpapers with picture, Charred Letter.


- Go To Entrance.
- Go To Kitchen through Entrance.
- Go To Study
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Post  Davinelulinvega on Tue Mar 08, 2011 5:00 pm

the study next
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Post  RottingZ on Tue Mar 08, 2011 5:18 pm

You enter the study. It's not very big, but does hold a desk with a comfortable leanchair, and two bookshelves, filled to the brim with books. The desk is rather large, and flooded with all sorts of papers, and a small candle is standing on it. There's a bottle of ink on the table, with a feathered pen. Above the desk are diplomas pridening the wall, right next to trophy of two crossed swords. As you take a step into the room, the door smacks shut behind you.
The candle is lit, and the light dances around on the desk. The bearded man turns the chair, and looks you straight in the eye.
"Who dares enter this sacred room?! I thought I forbade you to disturb me!"
He stands up like a lightning from a clear sky, and in a matter of seconds, he has drawn a sword from trophy. "He is a disgrace! You will not stop the inevitable! He will never be my son!"

Battle!
Uffgaard Altergeist is your enemy. The former owner of the mansion, and a respected scholar with lots of knowledge. Retracted to his study, he has apparently isolated himself, and died while researching.

Uffgaard Altergeist:
HP: 1/1
Attack: 5+
Weapon: Iron Sword.
Damage: 4
Special powers: Ethereal - This unit is clearly the spirit of a person once living. He is not corporal unless he himself pleases, and is therefore immune to any damage dealt by corporal sources.

- Fight
- Use Item
- Flee

Fighting ghosts:
Ethereal creatures cannot be hurt by anything corporal, therefore, normal weapons wont do. Either find another way to stop him, or find a weapon with the special power "Exorcism".
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Post  Davinelulinvega on Tue Mar 08, 2011 5:22 pm

make a cross with your arms and shout: "the power of christ compels you!"
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Post  Usteche on Tue Mar 08, 2011 5:27 pm

Show him the charred letter. Make him feel guilt for the death of his son and wife!
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Post  Davinelulinvega on Tue Mar 08, 2011 5:32 pm

no way, he hates his son. that will probably make him want to kill us even more.
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Post  Usteche on Tue Mar 08, 2011 5:36 pm

Religion won't work Razz
We're trying to disprove the paranormal?
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