Advertisement
starlitepony

Survivor 17: I Can See You

Jan 25th, 2014
344
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.72 KB | None | 0 0
  1. 17 - - I Can See You
  2.  
  3. OMEN: Book
  4. ROOM: Balcony, Dining Room, Master Bedroom
  5. TRAITOR: Lowest Sanity
  6.  
  7. The hair on the back of your neck stands up and a cold shiver overtakes you. You have the distinct feeling that you're being watched, and close the curtains of the nearby window just in case.
  8.  
  9. Within a minute of returning to your task, the feeling of dread passes over you again. You turn to the window again, and to your surprise the curtains are drawn once more. Outside, you can see a tall man standing amongst the trees, his face devoid of any marks or features. But you can tell his eyeless-face is looking right at you.
  10.  
  11. ----
  12.  
  13. Right Now
  14. Set aside five Knowledge Roll tokens (triangular) and five Paint tokens (pentagonal).
  15.  
  16. ----
  17.  
  18. What You Know About the Bad Guys
  19. The Watcher is somewhere in the forest, but as long as he can see into the house, his Puppet will be trying to kill you.
  20.  
  21. ----
  22.  
  23. You Win When …
  24. … you paint a number of windows equal to the number of heroes. The Watcher will no longer be able to see you if you do.
  25.  
  26. ----
  27.  
  28. The Photo Album
  29. The Book is a photo album, and every photo within shows the Watcher in the background. Heroes not holding the Book will be at a disadvantage when fighting the Watcher's Puppet and his animated Bodies, and subtract one from their roll when attacking or defending against them.
  30.  
  31. A hero holding the Book or in the Library may spend their full turn doing nothing but studying the Watcher in the photos. If they do, place a Knowledge Roll token on their character card. That hero is considered to be holding the Book for the remainder of the haunt, even if it is dropped or traded (The hero will still lose 2 Knowledge if the book is dropped or traded, and will not get the benefits of the Candle and Bell if it is dropped or traded).
  32.  
  33. ----
  34.  
  35. How to Stop the Watcher
  36. In order to stop the Watcher from seeing you, you will have to paint over the windows. An explorer in the Attic, Storeroom or the Vault may make a Knowledge roll of 4+ to find a can of Paint. There is no limit to the number of Paint cans you can find during the game, but each explorer can only carry one at a time. When in a room with an outside facing window, you can attempt a Might roll of 3+ to throw the Paint at the window. If you succeed, place the Paint token in this room. This token may no longer be picked up, and Paint tokens may no longer be placed in this room.
  37.  
  38. ----
  39.  
  40. If You Win …
  41. The Watcher's puppet looms over you and lifts it arm to strike at you, before mercifully disappearing. You huddle with your friends deep in the basement, as far away from any windows as you can possibly get. In the morning when you feel safer, you'll head outside and back home. But you know he'll still always be watching you.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement