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Traitor 01: The Dead Can Dance

Nov 5th, 2013
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  1. 1 - - The Dead Can Dance
  2.  
  3. OMEN: Spirit Board
  4. ROOM: Abandoned Room, Catacombs, Kitchen
  5. TRAITOR: Highest Knowledge (except for the haunt revealer)
  6.  
  7. The door swings open, and within you finally see what you've been searching for these past decades: The legendary Organ of the Damned. Tonight is a night to celebrate and be merry, but those ignorant fools who call themselves your friends just wouldn't appreciate this unparalleled discovery. Of course, there are some who you're certain would love a chance to celebrate again. You sit down at the organ and slowly begin to play.
  8.  
  9. ----
  10.  
  11. Right Now
  12. Your character is still in the game but has turned traitor. If the Organ Room is not yet in play, search through the room stack until you find it and place it anywhere on the ground floor. Move your figure into the Organ Room.
  13.  
  14. Put a Soul token (light green) in any unoccupied room on all three floors (if no such room exists, set it aside for now and place it when an empty room on that floor exists).
  15.  
  16. Assign cardinal directions for each floor. Write them down where everyone can see them to keep track of the house's orientation. (The directions do not need to be consistent between floors)
  17.  
  18. Set up the Turn/Damage Track with a plastic clip on Turn 1. You'll use it to keep track of time.
  19.  
  20. ----
  21.  
  22. What You Know About the Heroes
  23. They're trying to smash your Organ and banish the Souls.
  24.  
  25. ----
  26.  
  27. You Win When …
  28. … all the heroes are dead
  29.  
  30. ----
  31.  
  32. You Must Do This on Your Turn
  33. At the end of each of your turns, advance the Turn/Damage Track to the next number.
  34.  
  35. ----
  36.  
  37. Souls
  38. Souls don't move with any intent, they simply follow their feet as they dance. At the beginning of each Soul's turn, roll two dice to determine how it moves. Souls may never move onto other floors of the house.
  39.  
  40. 0-1. The Soul dances towards the east. It moves its natural speed in tiles towards the east and moves clockwise when it cannot go east anymore.
  41. 2-3. The Soul dances towards the west. It moves its natural speed in tiles towards the west and moves clockwise when it cannot go west anymore.
  42. 4. The Soul twirls in place and does not move this turn.
  43.  
  44. Any Soul, stunned or not, that is in the same room as a hero during its turn kills that hero.
  45.  
  46. ----
  47.  
  48. The Organ
  49. As long as you are playing the Organ, neither you nor the Souls can be attacked. If your Organ takes damage, every Soul becomes stunned and every hero in the Organ Room must make a Sanity roll of 4+ or suffer the Organ's curse and take one die of mental damage.
  50.  
  51. You may not move or take any actions as the traitor until the Organ is destroyed (You may not voluntarily stop playing the Organ). The traitor cannot be a target of any events, items, or attacks until the Organ is destroyed. (You may still apply the effects of the Spirit Board and Bell if a hero uses either item).
  52.  
  53. Once the Organ is destroyed, all of the Souls are stunned for the remainder of the game. A stunned Soul may still damage a hero that attacks it with Sanity. A stunned Soul does nothing during its turn except kill any hero in the same room as itself.
  54.  
  55. ----
  56.  
  57. If You Win …
  58. Your fingers drum out the final notes of the piece to enthused applause. All of your guests are cheering and begging for an encore, and you are not one to disappoint.
  59. Sure, eventually you'll get hungry and tired, but you're sure your guests will let you go once that happens. Surely they will…
  60.  
  61. ----
  62.  
  63. SOULS
  64. Turn Speed Sanity
  65. 1 1 3
  66. 2 2 3
  67. 3 3 3
  68. 4 3 4
  69. 5 3 5
  70. 6 3 6
  71. 7+ 4 6
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