At some random point during the game, one explorer triggers a scenario called a haunt. When the haunt is revealed, one explorer becomes a traitor bent on defeating his or her former companions. The rest of the explorers become heroes struggling to survive. From then on, the game is a fight between the traitor and the heroes--often to the death.
This game has fifty haunts, and each one tells a different story. All are yours are to explore as you live or die in the House on the Hill
Object:
Explore the house and make your explorer stronger until the haunt begins. After that, your goal is to complete your side's victory condition first, either as a traitor or a hero.
Traits:
Each explorer has four traits: Might, Speed, Knowledge, and Sanity. Speed and Might are physical traits, while Sanity and Knowledge are mental traits. Many game effects will adjust your traits up and down. It will be indicated when an effect increases or decreases in value, expressed on a linear scale.
Each trait has a maximum value, the highest number in the scale, which can't be exceeded even if an effect would increase it. Each trait also has aa X symbol below it's lowest number in the line. Once the haunt begins, if any of your traits drop to the X, your explorer dies. Before the haunt starts, no one can die--that is, no trait can go below its lowest number in the line (it stays at the lowest number instead)
When referring to reductions and increases, we do not refer to the individual values, but rather the positioning on the scale. If an explorer's trait was to decrease by two on a scale of 4 3 3 2, the value would drop from 4 to 3, and then 3 to 3 again. Your value stays the same, but you're closer to death.
Damage: Many game effects can deal damage to your explorer. When you take physical damage, you can divide it between Might and Speed as you choose. Your values decrease according to how you split the damage.
Attacks against Sanity or Knowledge deal mental damage. This works just like physical damage, but you divide the damage as you choose between Sanity and Knowledge instead of Might and Speed.
On Your Turn...
...you can do as many of the following actions as you want, in any order:
- Move
- Discover a new room
- Use items and omens
- Attempt a die roll.
- Make an attack (once during your turn after the haunt starts).
Move
On your turn, you can move up to a number of spaces equal to your character's current Speed. You can perform other actions in the middle of your movement. However, whenever a game effect causes you to encounter an Event, Item, or Omen for any reason, you must stop moving for the rest of your turn.
Discover a New Room
When your explorer enters a doorway, and there isn't a visible room on the other side, it will be visible. Orient the room however you see fit (this decision is final and cannot be reversed), and you will enter said room.
Try to orient the rooms in the most logical way possible, orienting doorways when possible. If this is impossible, you create a false feature. You cannot move through false features. You cannot orient a room in such a way that it seals off that floor. If there is no arrangement where this is possible, another room will be discovered instead. You can always move through adjacent doorways. Doors are always unlocked, with the exception of the front door, leading out of the entrance hall.
Encountering Events, Items, and Omens
Some rooms will have you encounter Events, Items, or Omens. The first time you discover a room with an encounter, you end your movement in that room. Only the first player to discover a room with an encounter encounters it, all subsequent players can pass through the room without encountering it.
Events will present helpful or harmful circumstances that might require you to make a die roll.
Items are objects that come into your possession. You can use their benefits once immediately and once on subsequent turns unless otherwise specified.
Omens are similar to Items, they come into your possession and most act like Items. However, after the end of your turn, you must make a haunt roll (more on these later.
Even if your movement ends, you can still take other actions on your turn.
Use Items and Omens
All explorers can use items. Some monsters can too, provided that the haunt allows it. You can use the item once at any point during your turn. There's no limit to the number of items you can hold or play.
Once during your turn, an explorer (or monster that can carry Items) can do each of the following:
- Trade an Item to another explorer in the same room (assuming you both agree).
- Drop any number of items. Another explorer (or you, for that matter) can later pick up some or all of the items in that room.
- Pick up one or more dropped items from a room
Some items can't be traded or stolen, but can be dropped or picked up. An Item's information will say what can be done with it. Some Omens don't count as Items, and cannot be used as such.
Some Items or Omens are Weapons. They can only be used while making an attack, but not while defending. You can only use one weapon per attack but can carry more than one. Some Omens are Companions. They follow the explorer that has custody of them.
Making a Die Roll
Many times during the game, you will need to make a die roll. Use the following website: https://www.wizards.com/dnd/dice/dice.htm. To make a die roll, use the custom die section. The first slot should be 3, and the second slot is the number of dice you're rolling (x). Use the add/subtract tool to subtract x from your roll. The die equation in full is Xd3-X. If you want to look at the rolls of individual dice, take the displayed number and subtract 1.
There's no limit to how many times you can roll dice, but you cannot make more than one specific dice roll per turn.
Sometimes, you might have to take "X die of damage." To do this, roll the amount of die specified and take that much damage, divided between Might and Speed if physical, or Knowledge and Sanity if mental.
Sometimes, you might have to make a trait roll for either Might, Speed, Knowledge, or Sanity. To do so, roll the amount of dice equal to your value in that stat. You will be informed of the results of that roll.
Making an Attack
You can't make an attack until after the haunt starts.
Once during your turn, you can attack an opponent in the same room. (An opponent is an explorer or monster that wants to stop your movement or interfere with you.) When you make an attack, roll a number of dice equal to your Might. Your opponent does the same. Whoever rolls a higher result defeats his or her opponent and inflicts physical damage against the other explorer or monster. The amount of damage equals the difference between the two rolls. (For example, if you roll a 6 and your opponent gets a 5, you would inflict 1 point of physical damage.) If there’s a tie, no one gets hurt.
Sometimes an effect lets you make an attack with a trait other than Might. You do this the same way as a Might attack, except you and your opponent use the other trait. For example, if you make a Speed attack, you and your opponent roll dice based on Speed. Speed attacks also deal physical damage. When an effect lets you attack with Sanity or Knowledge, then you inflict mental damage.
You can’t use a trait to attack an opponent who doesn’t have that trait. For instance, if a monster doesn’t have Sanity, you can’t make a Sanity attack against it.
Sometimes when you defeat your opponent, you do something other than inflicting damage. For instance, you might be able to steal an item (explained later).
Monsters are only stunned when you defeat them, not killed, unless a haunt specifies otherwise explained later. You can attack a stunned monster if there’s another benefit from doing so (such as stealing an item from it or killing it with an special item). Stunned monsters still roll dice to defend, but if the attacking hero loses, he or she takes no damage.
You can both make a haunt-specific action (as described in the haunt’s rules) and attack on your turn.
Special Attacks:
Distance Attacks allow you to attack people not in the same room as you. Some weapons grant this ability. To make a distance attack, you need to have line of sight on your opponent. Line of sight is a straight, uninterrupted line of open doorways. If your opponent defeats you in a distance attack you make, you take no damage.
If you attack someone and deal more than 2 points of physical damage, you can steal an item or omen in lieu of inflicting damage. You can't steal if it's a distance attack.
THE HAUNT
Once the haunt begins, the game changes dramatically. Now, it's a struggle to win before your opponent(s) do.
Making a Haunt Roll
At the end of your turn before the haunt starts, if you got an Omen, you must make a haunt roll. To do so, roll 6d3-6 on the die roller. If the result is lower than the number of Omens currently in play, the haunt begins, and the person who made the roll is considered the haunt revealer.
The haunt played is determined by two factors: The Omen which caused the haunt, and the room in which the Omen was revealed. Based on that information, the specific haunt played, and that game's traitor is determined.
The Heroes and Traitor will receive different information in their PMs, new rules they would have to learn. After the haunt, death is possible.
Signups are Open! In your /join, add the explorer you want to play. Note that two explorers of the same group cannot be in the same game. First come first serve, no keepsies.
Bold Denotes Starting Value
Groups Still Available:
Purple
Red
Blue
Purple Group:
- Heather Granville
18 Years Old, 5'2",120 lbs. Hobbies: Television, Shopping. Birthday: August 2nd.
Speed: X 3 3 4 5 6 6 7 8 Might: X 3 3 3 4 5 6 7 8
Sanity: X 3 3 3 4 5 6 6 6 Knowledge: X 2 3 3 4 5 6 7 8
- Jenny LeClerc
21 Years Old, 5'7", 142 lbs. Hobbies: Reading, Soccer. Birthday: March 4th.
Speed: X 2 3 4 4 4 5 6 8 Might: X 3 4 4 4 4 5 6 8
Sanity: X 1 1 2 4 4 4 5 6 Knowledge: X 2 3 3 4 4 5 6 8
Red Group:
- Ox Bellows
23 Years Old, 6'4", 228 lbs. Hobbies: Football, Shiny Objects. Birthday: October 18th.
Speed: X 2 2 2 3 4 5 5 6 Might: X 4 5 5 6 6 7 8 8
Sanity:X 2 2 3 4 5 5 6 7 Knowledge: X 2 2 3 3 5 5 6 6
- Darrin "Flash" Williams
20 Years Old, 5'11", 188 lbs. Hobbies: Track, Music, Shakespearean Literature. Birthday: June 6th.
Speed: X 4 4 4 5 6 7 7 8 Might: X 2 3 3 4 5 6 6 7
Sanity: X 1 2 3 4 5 5 5 7 Knowledge: X 2 3 3 4 5 5 5 7
Blue Group:
- Vivian Lopez
42 Years Old, 5'5", 142 lbs. Hobbies: Old Movies, Horses. Birthday: January 11th.
Speed: X 3 4 4 4 4 6 7 8 Might: X 2 2 2 4 4 5 6 6
Sanity: X 4 4 4 5 6 7 8 8 Knowledge: X 4 5 5 5 5 6 6 7
- Madame Zostra
37 Years Old, 5'0", 150 lbs. Hobbies: Astrology, Cooking, Baseball. Birthday: December 10th
Speed: X 2 3 3 5 5 6 6 7 Might: X 2 3 3 4 5 5 5 6
Sanity: X 4 4 4 5 6 7 8 8 Knowledge: X 1 3 4 4 4 5 6 6
Orange Group:
- Missy Dubourde
9 Years Old, 4'2", 62 lbs. Hobbies: Swimming, Medicine. Birthday: February 14th.
Speed: X 3 4 5 6 6 6 7 7 Might: X 2 3 3 3 4 5 6 7
Sanity: X 1 2 3 4 5 5 6 7 Knowledge: X 2 3 4 4 5 6 6 6
- Zoe Ingstrom
8 Years Old, 3'9", 49 lbs. Hobbies: Dolls, Music. Birthday: November 5th.
Speed: X 4 4 4 4 5 6 8 8 Might: X 2 2 3 3 4 4 6 7
Sanity: X 3 4 5 5 6 6 7 8 Knowledge: X 1 2 3 4 4 5 5 5
Green Group:
- Peter Akimoto
13 Years Old, 4'11", 98 lbs. Hobbies: Bugs, Basketball. Birthday: September 3rd.
Speed: X 3 3 3 4 6 6 7 7 Might: X 2 3 3 4 5 5 6 8
Sanity: X 3 4 4 4 5 6 6 7 Knowledge: X 3 4 4 5 6 7 7 8
- Brandon Jaspers
12 Years Old, 5'1", 109 lbs. Hobbies: Computers, Camping, Hockey. Birthday: May 21st.
Speed: X 3 4 4 4 5 6 7 8 Might: X 2 3 3 4 5 6 6 7
Sanity: X 3 3 3 4 5 6 7 8 Knowledge: X 1 3 3 5 5 6 6 7
White Group:
- Professor Longfellow
57 Years Old, 5'11", 153 lbs. Hobbies: Gaelic Music, Drama, Fine Wines. Birthday: July 27th
Speed: X 2 2 4 4 5 5 6 6 Might: X 1 2 3 4 5 5 6 6
Sanity: X 1 3 3 4 5 5 6 7 Knowledge: X 4 5 5 5 5 6 7 8
- Father Rhinehardt
62 Years Old, 5'9", 185 lbs. Hobbies: Fencing, Gardening. Birthday: April 29th
Speed: X 2 3 3 4 5 6 7 7 Might: X 1 2 2 4 4 5 5 7
Sanity: X 3 4 5 5 6 7 7 8 Knoledge: X 1 3 3 4 5 6 6 8
Players
1 numberFTW - Professor Longfellow
2. ejjinami - Peter Akimoto
3. Bluedetroyer - Missy Dubourde
4. Cenvil2 - Darrin "Flash" Williams
5.
6.
Backups:
1. PokemonKidRyan
2.
3.