Advertisement
starlitepony

Traitor 09: Robot Takeover

Nov 9th, 2013
289
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.62 KB | None | 0 0
  1. 9 - - Robot Takeover
  2.  
  3. OMEN: Madman
  4. ROOM: Abandoned Room, Dining Room, Master Bedroom
  5. TRAITOR: Highest Might (except for the haunt revealer)
  6.  
  7. Even when you saw that one of your old experiments had escaped, you had managed to keep a straight face. And when he screamed upon seeing you, you managed to look at the others with a perfectly puzzled expression. But you didn't expect him to attack you, and you didn't expect him to expose your mechanical shell under that fleshy casing. Years of planning and waiting, wasted. You'll have to begin harvesting faster than anticipated.
  8.  
  9. ----
  10.  
  11. Right Now
  12. Your character is still in the game, but has turned traitor. The Madman has exposed you as a cyborg.
  13.  
  14. Raise any trait below its starting number to that number.
  15.  
  16. Put the "organ" tokens (blue) in the following rooms (either now or when these rooms are discovered): Heart (Graveyard), Brain (Crypt), Stomach (Bloody Room), Glands (Storeroom). If any of those rooms aren't in the house yet, place those tokens in the house when their corresponding rooms have been discovered. The heroes cannot interact with these tokens in any way.
  17.  
  18. ----
  19.  
  20. What You Know About the Heroes
  21. They're working on a solution to kill you.
  22.  
  23. ----
  24.  
  25. You Win When …
  26. … all of the heroes are dead.
  27.  
  28. ----
  29.  
  30. Cyborg Powers
  31. Your bionic body is excessively powerful. Your traits will not go up or down, even if you gain or lose items, except by supplementing your body with new organs.
  32.  
  33. ----
  34.  
  35. The Organs
  36. Your body is powerful, but it can be stronger if you add new parts to it. You may make a Knowledge roll of 4+ to pick up any organ token in the same room as you and place it on top of your character card. For each organ you have, you gain the following abilities.
  37.  
  38. The Heart: If the heroes would defeat you with their solution, your Heart is destroyed instead. Set the Heart token aside and continue play.
  39.  
  40. The Brain: After your first roll in any combat each turn, you reroll any blank dice (For example, if you roll 4 dice, and 3 of them have no successes, those three dice are "blank dice." Those three blank dice are then rerolled, but only once.)
  41.  
  42. The Stomach: Instead of dealing damage to a hero you defeat in combat, you may increase all of your traits by one point.
  43.  
  44. The Glands: Each turn, you may choose to make a Sanity roll of 5+ instead of moving. If you succeed, you may increase any trait by one point.
  45.  
  46. ----
  47.  
  48. If You Win …
  49. What a wonderful success! You've got so many new organs to use for experimentation from tonight, and you've cleared up that nasty loose end. In fact, you might even be able to build another cyborg or two tonight. The invasion is imminent.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement