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Messages - Sethaniel

Pages: 1 ... 30 31 32 [33] 34 35
1601
Betrayal at House on the Hill / Re: Betrayal Gameplay Thread
« on: August 13, 2014, 09:19:40 am »
Sarah shouts loudly to the others. "Some weird laboratory up there, the props are ssoooo realistic!" She then carries on through the next door as she mumbles to her self. "I wonder if Mr. Wigglesworth brings me somthing fun?"

Sarah

This room is a dusty, cluttered attic.

Mr. Wigglesworth returns, carrying a Revolver in his mouth.  Good dog!

{Sarah gains the Revolver- see sheet for details}

1602
Betrayal at House on the Hill / Re: Betrayal Gameplay Thread
« on: August 13, 2014, 09:16:08 am »
"So many ancient books! I wonder if I can learn something about my true love from them?"

She dangles the bell for a moment before tapping it a few times.
 "I wonder what this does?"

Ensio

At the moment, the bell does nothing.

1603
Betrayal at House on the Hill / Re: Betrayal Gameplay Thread
« on: August 09, 2014, 10:30:50 am »
"Oh what a good boy!" Sarah says enthusiastically to the dog. "I just LOVE puppies and everyone else was being boring and not following me anyway!" She pets the dog a little to ensure it likes and follows her. "Let's go see what else we can find Mr. Wigglesworth!"

Sarah heads back out to try the last un-explored door on the landing. "Ok mr wigglesworth go find me somthing nice!" She sends to dog through to another unexplored room on the second floor via the eastern room she is entering, or if there are no doors in the new room she explores, then out and through the bedroom.

Sarah enters a room with a white tile floor, containing several gurneys and shiny shiny medical instruments.  Curiously enough, one of the gurneys has a bundle of dynamite sitting on it.

{Sarah gains Dynamite}

Mr. Wigglesworth departs for another room, and hasn't yet returned.


"ROPE? You suck mustery door of wonder!" Miranda shouts, running off to the left again.

Miranda enters a room with an enormous pipe organ.  On the ground, she sees a strange looking knife.  When she touches it, needles and tubes extend from the handle and plunge into her veins!

Miranda is now wielding the Blood Dagger. 

"Pretty, perhaps wearing it will help me find my love!"
 Ensio ties the necklace on and goes to the nearest room on the same floor(if possible). Again searching for something of interest.

This room is a library!  Ensio gains 1 Knowledge just from being near all the books.  Because that is how learning works!  She also finds a small brass bell sitting under a glass dome on a table in the center of the room.

{Ensio gains the Bell}

Fabio prods at the box, trying to open it.

"I HATE dees, eet eh make no sense!"

After attempting at opening the box, Fabio skips back to the kitchen, and 'up' (map wise) to the gray block from there.

Fabio enters a room whose walls and floor are charred and blackened, as if from a terrible fire.  Something bites him, hard, then disappears into darkness.

1604
Community Conversation / Re: Community Conversation
« on: August 08, 2014, 04:37:45 pm »
Close but no cigar haha!  ;D

But it was earlier today.

1605
Community Conversation / Re: Community Conversation
« on: August 08, 2014, 09:34:37 am »
Users Online

123 Guests, 10 Users (5 Buddies)
Users active in past 700 minutes:
Sethaniel, Tanstaafl, 3J, Drakilian, Daedalus, killa_robot, Aman, Fireplay, cool74, Forge
Most Online Today: 289. Most Online Ever: 290 (Today at 12:55:27 am)

Look  it's a new record!

1606
Betrayal at House on the Hill / Re: Betrayal Gameplay Thread
« on: August 06, 2014, 03:39:17 pm »
Sarah quickly changes into the suit, leaving her dress over the bannister but keeping the trousers and waist-coat combo on. "Well THIS should make for an amusing picture, maybe I'll tell them I was channeling Joan of Arc or somthing!"

Sarah heads back through the gym and tries to go through the door she saw in there.

Sarah finds herself standing on a balcony.  Cowering in the corner closest to the house, desperate for shelter, is a small black dog-- who knows how long the poor thing's been trapped out here. 

When the dog sees her, it gives a friendly-sounding bark and a tentative wag of its tail.

{Sarah acquires the Dog}

Miranda opens the door of mystery. She must!

Inside she finds. . .Rope!!

{Miranda acquires Rope}

"This is obviously analogous to my real spear!" Fabio smirks, "And by spear, I mean my biceps."

Grabbing the spear, he then flexes, "I mean, what else would it be?"

Flavio O'Hare continues, going up to the gray block above/ahead.

This room has a floor of stone tiles, and one wall is made of glass blocks.  It must be a conservatory. 

Against one wall, Fabio notices a large mirror.  When he approaches for a closer look, his reflection starts to move on its own!  The mirror Fabio looks terribly frightened- he keeps glancing back over his shoulder as though something is chasing him.  He reaches towards the mirror, and mouths the words "pleh lliw sihT"  Then he hands Fabio an item through the mirror.

{Fabio acquires the Puzzle Box}

1607
Betrayal at House on the Hill / Re: Betrayal Gameplay Thread
« on: August 05, 2014, 11:57:50 am »
Professor Jones glances up from the skeleton key at the kids / young ones shrieking. "If you're not dying, don't scream like you are." He mutters to himself, "probably just saw a large bug or something." He wanders around the first floor a while longer, hoping to find something that the key will unlock.

The key seems like it would fit in the front door, but something mystical is holding the door shut at the moment. . .

1608
Betrayal at House on the Hill / Re: Betrayal Gameplay Thread
« on: August 05, 2014, 09:28:09 am »
"AGH!" Ensio yells as she covers her ears.
 "This must be the place if spirits can create such effects in the physical world!"

She begins searching the room for anything that would be of use.

Ensio finds a small, handmade necklace tucked under the pillow.  There's something special about this piece of jewelry.  She can tell.

Ensio gains 1 Speed.

1609
Betrayal at House on the Hill / Re: Betrayal Gameplay Thread
« on: August 05, 2014, 09:26:26 am »
"Holy shit." Fabio mutters. Puffing out his chest, the Strongman declares, "But it is no match for Faaaaaabiooooooo."

Skipping delightfully to the next room, Fabio tries to be a it more weary of the falling floors. Breaking a one would certainly make him less fabulous.

The next room is a kitchen, with black and white tiles.  An ominous dark rust-colored stain spreads across the floor.  Stuck in the center of a wooden table, Fabio spots an amazing weapon- a giant spear!


1610
Betrayal at House on the Hill / Re: Betrayal Gameplay Thread
« on: August 05, 2014, 09:24:58 am »
Sarah heads back out to the landing. "What on earth was that noise? It's bad enough that this place is dusty and there are no photographers here for me but people playing stupid pranks is going too far!" She stays out to search the landing.

Searching the landing, Sarah finds an old suit of armor.  It's just prop armor from a Renaissance Fair, but it's still metal.

The armor will provide a little protection from physical damage (if she puts it on, of course.)

1611
Betrayal at House on the Hill / Re: Betrayal Gameplay Thread
« on: August 05, 2014, 09:23:02 am »
"ooooh, that was a beautiful sound!" Miranda says, in a normal tone of voice. after a few seconds she repeats.

"OOOOOH, THAT WAS A BEAUTIFUL SOUND!" She then shouts to the group, as she giggles and heads forward.

On the other side of the corridor, is a room with a wooden floor and a bearskin rug.  This is probably a game room. 

The room contains a creepy looking closet.  The door is open just a crack.

{Once per turn in this room, you can attempt to open the closet of mystery.  What wonderful, horrible things await inside?!}

1612
Community Conversation / Re: Next (Jewish) Holiday
« on: August 04, 2014, 06:26:28 pm »
>_>

Anyhow, I'm about to go on a journey. A 25 hour one that includes no eating, and having to go to lectures where grumpy rich New York-ers invade the Synogague and kick you off chairs so that they can give your chair to older rich people. And then they huff and puff and get mad, overall proving why we have this day of atonement in the first place.

So... Got an hour before this enjoyable time. Yes.

Now only half an hour!  Yay!

1613
Community Conversation / Re: Next (Jewish) Holiday
« on: August 04, 2014, 06:25:53 pm »
Realize that by saying this, you are just giving everyone else a free pass to murder you, knowing you already framed the wrong killer.

Bah, none of you can kill me. 

1614
Community Conversation / Re: Next (Jewish) Holiday
« on: August 04, 2014, 05:32:17 pm »
Damn. He probably thinks I plot your murder.

Oh, if I turn up dead, the police are coming for you.

1615
Community Conversation / Re: Next (Jewish) Holiday
« on: August 04, 2014, 02:36:32 pm »
Come on now.  james is on the spectrum.  he doesn"t understand sarcasm/jokes.

1616
Community Conversation / Re: Next (Jewish) Holiday
« on: August 04, 2014, 02:18:02 pm »
We don't go online on that day, so you'll excuse us from 8:00ish to 9:00ish

No, I won't excuse you.  Danaos has convinced me I should give you a hard time about it.

Prolly shouldn't joke about that, hmm? 

He's either trolling or wants to know who to bug about religion.  Whatever it is, I'm unwatching the thread.

1617
Betrayal at House on the Hill / Re: Betrayal Gameplay Thread
« on: August 03, 2014, 02:05:13 pm »
Prof. Jones watches the heiress and witch with a small scowl. "Kids these days, just rushing in, not thinking at all." He meanders around the first floor carefully, studying the walls and floors. He tries to keep an eye on the others, too, while mumbling to an imaginary companion.

Professor Jones carefully searches the entrance hall and foyer.  He doesn't locate any secret passageways, but tucked away in a dusty corner he finds an intricate wrought-iron key.

Professor Jones picked up the Skeleton Key.

Standing there adjusting a setting on her special camera she looks up to watch Miranda leave.
 "Right! I should start from the top and go down. Hopefully I can find what he wants me to find here."

Ensio quickly walks up past Sarah with little regard to how much dust she is kicking up.

Specialist Ensio enters a room at the top of the stairs.  It's a bedroom.  As soon as she enters, a terrible sound fills the house.  It starts as a whisper, but ends as a soul-rending shriek!

Miranda hears the sound, but takes no damage.
Sarah hears the sound, and loses 1 Sanity.
Professor Jones doesn't hear the sound.
Fabio hears the sound, and loses 1 Sanity.
Ensio hears the sound and loses 1 Sanity.

1618
Betrayal at House on the Hill / Re: Betrayal Gameplay Thread
« on: August 03, 2014, 01:54:09 pm »
"I, the fabulous FAAABIO, will face fear alone!" The circus strongman declares.

Manly that he is he immediately opens the closest door, the gray block on the right.

Fabio opens the door, and strides boldly into the room.  Suddenly, the floor collapses beneath him!  The agility he learned in the circus serves him well, as he quickly dashes across the room without falling through the giant hole now opened in the floor.

1619
Betrayal at House on the Hill / Re: Fabio O'Hare (Tans)
« on: August 03, 2014, 10:41:45 am »
What's with you and the hirsute characters?

1620
Betrayal at House on the Hill / Re: Betrayal Gameplay Thread
« on: August 03, 2014, 07:17:23 am »
Sarah ignores the wierd child, and upon seeing that the people with cameras arn't chasing her around like they usualy do heads off in a huff.

"Well then, I'll just head off and leave you dullards behind!"

She heads to the door directly ahead of her as she reaches the top, afterall its got to be the big grand greeting room doesn't it? At least two of her daddies mansions are laid out tht way at least

It's a . . . gymnasium? That's a strange thing to put at the top of the stairs.
Sarah gains 1 Speed.

In the corner she finds a Holy Symbol.  It makes her feel calmer, somehow.
Sarah gains 2 Sanity. 
The Holy Symbol is an item: if she loses it or gives it away, the extra 2 sanity are lost.

1621
Betrayal at House on the Hill / Re: Betrayal Gameplay Thread
« on: August 03, 2014, 07:12:28 am »
"Mwhahahaha mm Mwhahahahahahahahaha!" Miranda cackles evily, as she shakes her crystal ball.

"The crystal ball says No." Miranda tells the rich lady, with her eyes wide with excitement.

"Crystal ball, should I go left?" She asks, and shakes the ball. And then shakes it again.

"Oh, thank you crystal ball of wonder!" Miranda says, as she heads to the left.

Miranda has entered the Statuary Corridor, a long straight hallway with a door at the other end.  The corridor is filled with crumbling sculptures.

Thousands of bugs spill out of the walls, onto her skin, under her clothes, into her hair!
Miranda loses 1 Sanity.

1622
Betrayal at House on the Hill / Basement Map
« on: August 01, 2014, 04:40:55 pm »

1623
Betrayal at House on the Hill / Upper Floor Map
« on: August 01, 2014, 04:40:22 pm »

1624
Betrayal at House on the Hill / Ground Floor Map
« on: August 01, 2014, 04:39:43 pm »

1625
Betrayal at House on the Hill / Map
« on: August 01, 2014, 03:59:26 pm »
There are three levels- Ground, Upper, and Basement.

Room names are in black.

Room special info is in blue-violet.

The gray boxes represent doors to other rooms.


Turn Order
Miranda: Yellow
Sarah: Green
Ensio: Violet
Professor Jones: Blue
Fabio: Red



Room Special Info:

*Traveling between Grand Staircase and Upper Landing does not count as moving a space.

1626
Betrayal at House on the Hill / Betrayal Gameplay Thread
« on: August 01, 2014, 03:48:52 pm »
A retired professor, a wealthy heiress, a paranormal expert, a circus strongman, and a witch!

1627
Betrayal at House on the Hill / Re: Rules!
« on: August 01, 2014, 03:46:43 pm »
Important note: 

The game rules specifically state that all characters can communicate freely at any time, despite potentially being in different areas of the house. 

It says to assume you have walkie-talkies or something. . .

So let's split up, gang, and search for clues!

1628
Betrayal at House on the Hill / Re: Professor Jones (Kiel)
« on: July 31, 2014, 07:45:37 pm »
XD

As soon as you said his first name was Henry. . .

1629
Betrayal at House on the Hill / Re: Miranda The Witch (Aman)
« on: July 31, 2014, 09:42:23 am »
XD

She's perfect.

1630
Betrayal at House on the Hill / Re: Characters
« on: July 30, 2014, 09:44:09 pm »
Witch (little girl #2)

Might  2/3/3/3/4/5/6/7

Speed  3/4/5/6/6/6/7/7

Sanity  1/2/3/4/5/5/6/7

Knowledge 2/3/4/4/5/6/6/6

1631
Betrayal at House on the Hill / Re: Characters
« on: July 30, 2014, 09:42:45 pm »
Princess (little girl #1)

Might  2/2/3/3/4/4/6/7

Speed  4/4/4/4/5/6/8/8

Sanity  3/4/5/5/6/6/7/8

Knowledge 1/2/3/4/4/5/5/5

1632
Betrayal at House on the Hill / Re: Characters
« on: July 30, 2014, 09:41:11 pm »
Tough Kid (little boy #2)

Might  2/3/3/4/5/6/6/7

Speed  3/4/4/4/5/6/7/8

Sanity  3/3/3/4/5/6/7/8

Knowledge 1/3/3/5/5/6/6/7

1633
Betrayal at House on the Hill / Re: Characters
« on: July 30, 2014, 09:40:05 pm »
Smart Kid (little boy #1)

Might  2/3/3/4/5/5/6/8

Speed  3/3/3/4/6/6/7/7

Sanity  3/4/4/4/5/6/6/7

Knowledge 3/4/4/5/6/7/7/8

1634
Betrayal at House on the Hill / Re: Characters
« on: July 30, 2014, 09:37:10 pm »
Wealthy Heiress (young woman #2)

Might  3/3/3/4/5/6/7/8

Speed  3/3/4/5/6/6/7/8

Sanity  3/3/3/4/5/6/6/6

Knowledge 2/3/3/4/5/6/7/8

1635
Betrayal at House on the Hill / Re: Characters
« on: July 30, 2014, 09:33:31 pm »
Paranormal Expert (young woman #1)

Might  3/4/4/4/4/5/6/8

Speed  2/3/4/4/4/5/6/8

Sanity  1/1/2/4/4/4/5/6

Knowledge 2/3/3/4/4/5/6/8

1636
Betrayal at House on the Hill / Re: Characters
« on: July 30, 2014, 09:30:58 pm »
Circus Strongman (young man #2)

Might  4/5/5/6/6/7/8/8

Speed  2/2/2/3/4/5/5/6

Sanity  2/2/3/4/5/5/6/7

Knowledge 2/2/3/3/4/4/6/6

1637
Betrayal at House on the Hill / Re: Characters
« on: July 30, 2014, 09:29:11 pm »
Young Criminal (young man #1)

Might  2/3/3/4/5/6/6/7

Speed  4/4/4/5/6/7/7/8

Sanity  1/2/3/4/5/5/5/7

Knowledge 2/3/3/4/5/5/5/7

1638
Betrayal at House on the Hill / Re: Characters
« on: July 30, 2014, 09:27:10 pm »
Gypsy Fortuneteller (old lady #2)

Might  2/3/3/4/5/5/5/6

Speed  2/3/3/5/5/6/6/7

Sanity  4/4/4/5/6/7/8/8

Knowledge 1/3/4/4/4/5/6/6

1639
Betrayal at House on the Hill / Re: Characters
« on: July 30, 2014, 09:24:39 pm »
Homeless Old Lady (old lady #1)

Might  2/2/2/4/4/5/6/6

Speed  3/4/4/4/4/6/7/8

Sanity  4/4/4/5/6/7/8/8

Knowledge  4/5/5/5/5/6/6/7

1640
Betrayal at House on the Hill / Re: Characters
« on: July 30, 2014, 09:24:18 pm »
Priest (old man #2)

Might  1/2/2/4/4/5/5/7

Speed  2/3/3/4/5/6/7/7

Sanity  3/4/5/5/6/7/7/8

Knowledge  1/3/3/4/5/6/6/8

1641
Betrayal at House on the Hill / Re: Characters
« on: July 30, 2014, 09:22:57 pm »
Professor (old man #1)

Might  1/2/3/4/5/5/6/6

Speed  2/2/4/4/5/5/6/6

Sanity  1/3/3/4/5/5/6/7

Knowledge  4/5/5/5/5/6/7/8

1642
Betrayal at House on the Hill / Characters
« on: July 30, 2014, 09:21:26 pm »
There are 12 base characters to choose from:
Two old men, two old women,
two young men, two young women,
two little boys, and two little girls. 

Only one of each character type can be in play at a time.

When you select a character, give them a name and physical description, as well as three hobbies/interests.




1643
Betrayal at House on the Hill / Re: Rules!
« on: July 30, 2014, 09:08:28 pm »
Stats

Every character has four stats:  Might, Speed, Sanity, and Knowledge.  Each stat has 8 levels.  The number in the level represents how many dice you get to roll when asked to check the relevant stat.

Example:   Gypsy Fortuneteller's Speed: 2/3/3/5/5/6/6/7

She starts on the bolded level, with 3 dice to roll for Speed (which also means she can move up to 3 rooms per turn.)

If she gains a level, her new Speed chart looks like 2/3/3/5/5/6/6/7 and she can now roll 5 dice when checking speed and move up to 5 rooms per turn. 

If she had lost a level, it would be 2/3/3/5/5/6/6/7.  She still has 3 dice to roll and moves 3 spaces.  If she lost one more level, she would be reduced to 2 dice. 

Before the haunt begins, 2 is as low as she can go; if she lost another level she would just stay at 2 (and be able to move to 3 if she gained a level.)

Once the haunt begins, if she drops off the bottom of the chart to zero, she's dead.

1644
Betrayal at House on the Hill / Re: Rules!
« on: July 30, 2014, 08:55:47 pm »
Combat

Before the haunt begins, your character cannot die.  Damage that would result in reducing a stat to 0 instead simply moves it to the lowest level.

Attacking is not possible until after the haunt starts. 

Once during your turn, you can attack an opponent in the same room.  All attacks use Might unless there is an item or ability that states otherwise.

When attacking, you roll a number of dice equal to your Might.  Your opponent does the same.  The winner inflicts the difference between the two rolls in physical damage.
Example:  I roll 6, opponent gets 4, he takes 2 points damage.

Physical damage affects Might and Speed.  In the case above, opponent gets to choose how damage will be distributed:  2 points subtracted from Might, 1 from Might and 1 from Speed, or 2 from Speed.

When a card or a haunt lets you attack with Sanity or Knowledge, your opponent defends with the same stat, and takes Mental damage, affecting Sanity and Knowledge.  If you attack with Speed, they defend with Speed, and take Physical damage.

If you are reduced to 0 in ANY trait, your explorer dies.

1645
Betrayal at House on the Hill / Re: Rules!
« on: July 30, 2014, 08:55:23 pm »
Events, Items, and Omens

Events: 
Most rooms have events associated with them.  They will be described when you enter the room.

Items:
Some rooms contain items.  The first person to enter the room receives the item.  You may use an item once immediately, and once on each of your turns, unless it says otherwise.

For each item, during a turn you may only perform one of the following actions:  Use it, give it to another explorer, drop the item, pick up a dropped item, or attempt to steal another character’s item.   (You can’t use it, then give it to someone else on the same turn; you can’t steal it from someone else and use it the same turn you stole it, etc.)

You cannot use an item when it is not your turn.   There are three items which are exceptions, they will be mentioned if/when someone picks them up.

Omens:
Omens are a special subclass of items which may inspire the start of the haunt scenario. 

1646
Betrayal at House on the Hill / Re: Rules!
« on: July 30, 2014, 08:54:54 pm »
Discovering a New Room

When you move through a door that does not already have a room on the other side, you discover a new room.

You can move through a door if it connects to another door in an adjacent room.  If it connects to a wall, it is a false door, and cannot be used.

Doors are always open.  The exception is the Front Door, which is always locked.  You can’t leave the house or use the Front Door unless a haunt says otherwise.  (Outside rooms like the Patio are still part of the house.)

Staircases connect floors.  The Grand Staircase always connects to the Upper Landing.  The Stairs from Basement always lead to and from the Foyer via a secret door.  You can’t use the Stairs from Basement until you discover the basement room containing the secret door.

Some rooms have special rules, such as affecting movement, which will apply to every explorer who enters the room. 

1647
Betrayal at House on the Hill / Re: Rules!
« on: July 30, 2014, 08:54:27 pm »
Movement

During your turn, you may move through a number of rooms equal to your current Speed. 

Whenever a game effect makes you draw a card, you must stop moving for the rest of your turn. (Mostly, when you discover a new room.)

You can perform actions, such as attacking or giving an item to another character, in the middle of your movement.

You may use as many items as you like during your turn, even after your movement has ended.  However, you may only use each item once.

You may do more than one action requiring dice rolling on your turn.  You cannot, however, try to make the same roll more than once per turn.  (No trying until you succeed.)

1648
Betrayal at House on the Hill / Re: Rules!
« on: July 30, 2014, 08:54:17 pm »
On Your Turn

You can do as many of the following actions as you want— in any order:

Move

Discover a New Room

Attempt a Die Roll

Use Items or Omens

Attack (only after the haunt has begun)


Note: the dice used are special 6-sided dice.  They have 2 sides with no dots, 2 sides with 1 dot, and 2 sides with 2 dots.

1649
Betrayal at House on the Hill / Rules!
« on: July 30, 2014, 08:54:06 pm »
In Betrayal at House on the Hill, each player chooses a character to explore a creepy old house.  As you explore the house, you discover new rooms.  Each time you enter a new room, you might find something. . . Or something might find you.  Explorers get better (or worse) depending on how they deal with the house’s surprises.  The house is different each time you play.

At some random point in the game, one explorer triggers a scenario called a haunt.  When the haunt is revealed, one explorer betrays everyone else.  That explorer becomes a traitor bent on defeating his former companions.  The rest of the explorers become heroes struggling to survive.  From then on, the game is a fight between the heroes and the traitor, often to the death.

The game has 50 potential haunts, and each one tells a different story.

Object of the Game:  Explore the house and make your character stronger until the haunt begins.  After that, your goal is to complete your side’s victory condition first- either as traitor or hero.

1650
Media & Mayhem / Re: Mayhem Thread
« on: July 24, 2014, 08:06:04 am »

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