Alivieina

Ghost Train

Nov 9th, 2016
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  1. Ghost Train
  2. ----
  3. The team is called to investigate a skip that is posing some issues in a nearby town. They are set on a train there but the entity possesses the train in an attempt to stop the team from arriving at their destination ever as well as to stop them in general cuz it's a jerk.
  4. There are 6 compartments and the team will be in compartment 5.
  5. In each room there will be a new challenge as the entity tries to chase out or kill the team members (not a friendly fellow)
  6. Agents will hear a commotion in the other cars and then silence the door being jammed. If they get it open they will see nothing but darkness. The team is in the farthest car from the engine.
  7. Car 6- Kaboose- has a ladder to the roof of the train. It is unnaturally cold and touching the metal with unprotected hands (no gloves) will result in being stuck/frostbite.
  8. Car 5- Starting Point has doors to the Kaboose and the Car 4 a passenger car. At the beginning it is just the standard Train car. However the train will suddenly stop and there will be an Strength or Agility check for defense. Lower than a 5 will cause minor injuries. After some time, the train light’s will flicker. (they were previously) they will go dark before turning on again but slightly more grey. The train will start again but this time a lot faster though and there will be no answer from the engine room. (if they can fix the emergency radio). Blood will appear on the flood and in the windows.
  9. Car 4- Passenger car. Upon entering they will roll a 1d4 and will lose whatever sense correlates with it.
  10. 1- Sight
  11. 2- Hearing
  12. 3- Speech (mute)
  13. 4- Speech (understanding the language and speaking instead in a foreign language)
  14. If they were already without 1 ability then it will be replaced by whatever they roll. (unless they roll the same then nothing changes)
  15. This change will stay throughout the run*
  16. Ghostly Apparition that appears in a mirror
  17. Pdef- 4
  18. Mental- 6
  19. HP- 5
  20. (Unless we can find a way to change it back but im inclined to say no)*
  21.  
  22. Car 3- All users PM me a noun. I’ll make a car using these nouns. Any hostile entity will have the same stats as the one in car 4
  23.  
  24. Car 2- The train is speeding up and the door is locked behind the team. Windows will rattle and it Is going to become more imperative to stop the train. Shadows will begin to twist and manifest. If a shadow will be possessed roll a 1d2 (1- yes, 2-no)
  25. Shadows will have mirrored stats of the players. Melee will replace ranged (if ranged is higher since the shadows will not have weapons).
  26.  
  27. The door to the engine is locked and it feels very very very hot on the otherside.
  28.  
  29. Car 1- Welcome to Hell. It is incredibly hot and things are beginning to get to overload levels. Players need to find a way to disable the train and bring it to a stop without dying.
  30. Engineer Check total 25 with multiple rolls (bonus reductions -2 for overall check if they use items they brought or picked up along the way/stuff around them).
  31. Once the train is stopped the ghost will attempt to posses a player and whoever has the weakest mdef check will become possessed. Players will have to subdue the possessed teammate. Containment or a successful mdef against the ghost from the player should help get the player back to normal.
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