Advertisement
starlitepony

Survivor 12: Blastoff!

Nov 11th, 2013
285
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.40 KB | None | 0 0
  1. 12 - - Blastoff!
  2.  
  3. OMEN: Spirit Board
  4. ROOM: Furnace Room, Master Bedroom, Pentagram Chamber
  5. TRAITOR: Left of the haunt revealer
  6.  
  7. The house rattles and shakes, knocking you down onto the ground. A deafening and continuous boom resounds through the walls of the house, broken only by the sounds of shattering glass and splintering wood as dishes and furniture are knocked onto the ground.
  8.  
  9. After what seems like ages, you finally find the strength to easily stand again. In fact, you seem to be moving through the house with much greater ease than before. Outside, you can see a starlit sky, and a cloudy blue orb slowly sink into the distance.
  10.  
  11. ----
  12.  
  13. What You Know About the Bad Guys
  14. The traitor is an alien who has converted the house into his own personal Spaceship.
  15.  
  16. ----
  17.  
  18. You Win When …
  19. … you successfully reprogram the house to take you home.
  20.  
  21. ----
  22.  
  23. The Dangers of Space
  24. The traitor is protected by his alien skin, but none of you have the same luxury. Once per turn, if you enter or begin your turn in the room with a Spaceship token or an adjacent room, take 1 die of physical damage. The adjacent room does not need to have a connecting door. Diagonal is not adjacent.
  25.  
  26. In addition, the artificial atmosphere in the house is only so powerful. If you start your turn in the Entrance Hall, Gardens, Graveyard, Tower, on the Balcony, or in a room with an outside facing window, you must make a Might roll of 4+ to hold your breath. If you fail this roll, you take 2 die of physical damage. If the house's atmosphere shuts off, you will have to make this roll at the start of each of your turns. By making a Might 4+ roll in a room with an outside facing window, a hero may barricade the window successfully. Place a Might roll token in that room. Heroes no longer need to hold their breath in rooms with Might roll tokens as long as the house's atmosphere is on.
  27.  
  28. Some rooms in the house are easier to traverse in zero-gravity. Any explorer may move from the Basement Landing to the Coal Chute, fall down from of climb up the Balcony or Collapsed Room without taking damage, or use the Mystic Slide without taking damage. If you have the Rope item, you may discard it to gain one point in any trait.
  29.  
  30. ----
  31.  
  32. How to Reroute the House
  33. The traitor has hidden the controls to the rocket somewhere in the house. The hero holding the Spirit Board must spend a full turn making a Knowledge roll of 4+ to discover the location of the controls. If the roll is successful, roll 3 dice to determine where the controls are located.
  34.  
  35. Result Room
  36. 0 Chapel
  37. 1 Grand Staircase
  38. 2-3 Gardens
  39. 4 Crypt
  40. 5 Storeroom
  41. 6 Organ Room
  42.  
  43. ----
  44.  
  45. Any hero in the room with the controls can try to change the route of the house with a Knowledge roll of 12+. Add 2 to the result for each Might roll token in the house.
  46.  
  47. If You Win …
  48. You gasp out for breath in futility, knowing that almost all of the oxygen in the ship is gone. Most of the rooms have already lost all power. Your vision grows faint and you can feel your body getting colder. Your hands mash desperately against the controls at random, praying for a miracle. It becomes a constant struggle just to move your fingers the short distance to push the buttons.
  49.  
  50. With a great effort, you bring your hand down on one of the bigger buttons and pull the leftmost lever. The lights turn back on all across the house, and a rush of air fills your aching lungs.
  51.  
  52. The power is back on. You’re going home.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement