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Evil House


RealmForge

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I have no idea what game I'd want to play this in, but I have recently been inspired to create a sort of odd character. An "evil house", ala Rose Red.

 

What I am doing, here, is fishing for ideas on how one would build such a beast. A couple of things come immediately to mind.

 

1. I could go the classic route and make it a ghost with the house as a focus. But I was looking for something even more enigmatic.

 

2. I could also build the house itself as the character -- removing such elements as movement -- and use various powers to interact with those inside the house (strong powers) as well as those in the campaign's city (a bit weaker or not quite as dangerous). Maybe extra dimensional movement to send its consciousness out into the city.

 

Either way, EGO-based powers are the way to go, I think. But, with these ideas in mind, are there other ways to do it that might be more appealing to me? Tell me what your thoughts are. I'm all ears.

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I must be uncultured. I don't know who Rose Red is.

 

The impression I get is that you want to make a house that's possesed. I would do that using the rules for bases, with the ghost as an AI. Give the house some levels in change environment, telekinesis, mental powers, and enough PRE to scare Don Kings hair flat.

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I think I will use that method...

 

As an aside, Rose Red is a Stephen King story turned TV miniseries that is your basic haunted house tale. If you get a chance and are interested in such things, it's not a bad little "made for TV".

 

Another thought. One of the creepier elements of the house from the series is that it can change its innards on a whim, essentially building more onto itself or demolishing existing structure to suit its needs. Would this be a function of Change Environment or would it end up a Transformation of some sort?

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Originally posted by RealmForge

Another thought. One of the creepier elements of the house from the series is that it can change its innards on a whim, essentially building more onto itself or demolishing existing structure to suit its needs. Would this be a function of Change Environment or would it end up a Transformation of some sort?

 

Shapeshift should do it.

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The Darkness of Hellendoorn, so far...

 

The Darkness of Hellendoorn

 

Player:

 

Val Char Cost
10 STR 0
20 DEX 30
10 CON 0
10 BODY 0
13 INT 3
30 EGO 40
40 PRE 30
0 COM -5
2 PD 0
2 ED 0
3 SPD 0
4 REC 0
20 END 0
20 STUN 0
0" RUN-120" SWIM-20" LEAP-2Characteristics Cost: 82

 

Cost Power END
-12 +0 BODY (0 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (Modifiers affect Base Characteristic) [Notes: If the haunt is destroyed, the ghost will suffer final destruction (At least until it can establish another haunt which will require GM approval and a mini-campaign in and of itself). There will be no body left behind.]
27 Desolidification (affected by Holy Powers), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2), Always On (-1/2)
30 Invisibility to Sight , Hearing , Smell/Taste and Touch Groups , No Fringe, Persistent (+1/2), Reduced Endurance (0 END; +1/2) (90 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2), Always On (-1/2)
34 Unquiet Spirit: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) [Notes: The ghost does need to feed, but it "eats" the fears of others. As well, it does go dormant, typically during the day, equating to sleep.]
11 Endurance Reserve (100 END, 1 REC) (11 Active Points) [Notes: The ghost's END Reserve will recover on its own, though slowly. It uses it's Transfer power, outlined below, to replenish it faster, feeding off of the fears of its victims.]
8 Ghostly Presence: Change Environment 4" radius, Persistent (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); No Conscious Control (-2), Always On (-1/2) [Notes: Within the ghost's presence, the temperature drops to freezing.]
10 Ghost Powers: Elemental Control, 50-point powers, (25 Active Points); all slots: IAF Immobile (Focus [Haunt]; -1 1/2) [Notes: All of the ghost's powers are directly tied to its haunt. Thus, the ghost itself must remain in the haunt. In order for the ghost to be effective beyond the haunt, it must lure someone to the manor and possess them or use its ethereal projection ability. In either case, the ghost's base consciousness remains on the manor grounds.]
10 1) Flight 25" (50 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 5
10 2) Nightmares: Mental Illusions 4d6 ( Human class of minds), Cumulative (x1 max.) (+1/2), Continuous (+1) (50 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 5
12 3) Possession: Mind Control 4d6 ( Human class of minds), Telepathic (+1/4), Cumulative (x1 max.) (+1/2), Continuous (+1) (55 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) [Notes: In order to be effective outside of the manor, the ghost must possess victims it has first lured into the haunt.] 5
16 4) Poltergeist: Telekinesis (15 STR), Affects Porous, Fine Manipulation, Affects Physical World (+1/2) (64 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) [Notes: This power allows the ghost to move objects around, create gusts of wind, close doors, and other otherworldly manipulations while within the confines of the manor.] 6
14 5) Whispers: Telepathy 4d6, No Range Modifier (+1/2), Increased Maximum Range (2343750"; +1 1/2) (60 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 6
9 6) Dark Seduction: Mind Control 3d6 ( Human class of minds), Telepathic (+1/4), Cumulative (x1 max.) (+1/2), No Range Modifier (+1/2), Increased Maximum Range (2656250"; +1 1/2) (56 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2), Can Only Be Used To Persuade Victims To Come To Manor. Power does not work in Very Common Circumstances (This power must be used in conjunction with Telepathy.; -1) (uses END Reserve) 6
17 7) Feed On Fear: Transfer 3d6 (Target's EGO and PRE to ghost's END Reserve), from EGO and PRE simultaneously (+1/2) (67 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 7
Powers Cost: 196

 

 

Cost Skill
3 Acting 17-
3 Deduction 12-
3 Mimicry 12-
3 Persuasion 17-
3 Seduction 17-
3 Ventriloquism 12-
Skills Cost: 18

 

Cost Perk
40 Haunt (Base)
Perks Cost: 40

 

Cost Talent
14 Fearless
Talents Cost: 14

 

 

Total Character Cost: 350

 

Val Disadvantages
15 Distinctive Features: Creepy Old Mansion (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Hunted: Parapsychologists and Ghostbusters 8- (As Powerful, PC has a Public ID or is otherwise very easy to find, Watching)
20 Physical Limitation: Cannot leave the grounds of Hellendoorn manor. (All the Time, Greatly Impairing)
25 Psychological Limitation: Compulsively seeks out new victims to draw in and terrify. (Very Common, Total)
15 Public Identity [Notes: Anyone who knows of the house knows the story of "The Darkness of Hellendoorn".]
15 Reputation: Known to parapsychologists as an "evil house" that kills to feed its own dark existence, 14- (Extreme; Known Only To A Small Group)
25 Social Limitation: Completely incapable of interacting in normal society. (Very Frequently, Severe)
20 Susceptibility: Holy Relics, 1d6 damage per Segment (Uncommon)
10 Vulnerability: 2 x Effect Holy Attacks (Uncommon)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Current Version

 

The Darkness of Hellendoorn

 

Val Char Cost
10 STR 0
20 DEX 30
10 CON 0
11 BODY 2
20 INT 10
30 EGO 40
40 PRE 30
0 COM -5
2 PD 0
2 ED 0
3 SPD 0
4 REC 0
20 END 0
21 STUN 0
0" RUN-120" SWIM-20" LEAP-2Characteristics Cost: 91

 

Cost Power END
-13 +0 BODY (0 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (Modifiers affect Base Characteristic) [Notes: If the haunt is destroyed, the ghost will suffer final destruction (At least until it can establish another haunt which will require GM approval and a mini-campaign in and of itself). There will be no body left behind.]
27 Desolidification (affected by Holy Powers), Persistent (+1/2), Reduced Endurance (0 END; +1/2) (80 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2), Always On (-1/2)
27 Invisibility to Sight , Hearing and Smell/Taste Groups , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2), Always On (-1/2)
34 Unquiet Spirit: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) [Notes: The ghost does need to feed, but it "eats" the fears of others. As well, it does go dormant, typically during the day, equating to sleep.]
11 Endurance Reserve (100 END, 1 REC) (11 Active Points) [Notes: The ghost's END Reserve will recover on its own, though slowly. It uses it's Transfer power, outlined below, to replenish it faster, feeding off of the fears of its victims.]
8 Ghostly Presence: Change Environment 4" radius, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); No Conscious Control (-2), Always On (-1/2) [Notes: Within the ghost's presence, the temperature drops to freezing.]
10 Ghost Powers: Elemental Control, 50-point powers, (25 Active Points); all slots: IAF Immobile (Focus [Haunt]; -1 1/2) [Notes: All of the ghost's powers are directly tied to its haunt. Thus, the ghost itself must remain in the haunt. In order for the ghost to be effective beyond the haunt, it must lure someone to the manor and possess them or use its ethereal projection ability. In either case, the ghost's base consciousness remains on the manor grounds.]
10 1) Flight 25" (50 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 5
10 2) Nightmares: Mental Illusions 4d6 ( Human class of minds), Cumulative (x1 max.) (+1/2), Continuous (+1) (50 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 5
12 3) Possession: Mind Control 4d6 ( Human class of minds), Telepathic (+1/4), Cumulative (x1 max.) (+1/2), Continuous (+1) (55 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) [Notes: In order to be effective outside of the manor, the ghost must possess victims it has first lured into the haunt.] 5
16 4) Poltergeist: Telekinesis (15 STR), Affects Porous, Fine Manipulation, Affects Physical World (+1/2) (64 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) [Notes: This power allows the ghost to move objects around, create gusts of wind, close doors, and other otherworldly manipulations while within the confines of the manor.] 6
14 5) Whispers: Telepathy 4d6, No Range Modifier (+1/2), Increased Maximum Range (2343750"; +1 1/2) (60 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 6
9 6) Dark Seduction: Mind Control 3d6 ( Human class of minds), Telepathic (+1/4), No Range Modifier (+1/2), Cumulative (x1 max.) (+1/2), Increased Maximum Range (2656250"; +1 1/2) (56 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2), Can Only Be Used To Persuade Victims To Come To Manor. Power does not work in Very Common Circumstances (This power must be used in conjunction with Telepathy.; -1) (uses END Reserve) 6
17 7) Feed On Fear: Transfer 3d6 (Target's EGO and PRE to ghost's END Reserve), from EGO and PRE simultaneously (+1/2) (67 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 7
10 8) Darkness to Sight Group 5" radius (50 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 5
10 9) Retrocognitive Clairsentience (Sight And Hearing Groups) (50 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 5
Powers Cost: 212

 

 

Cost Skill
3 Acting 17-
3 Deduction 13-
3 Mimicry 13-
3 Persuasion 17-
3 Seduction 17-
3 Ventriloquism 13-
Skills Cost: 18

 

Cost Perk
15 Haunt (Base)
Perks Cost: 15

 

Cost Talent
14 Fearless
Talents Cost: 14

 

 

Total Character Cost: 350

 

Val Disadvantages
15 Distinctive Features: Creepy Old Mansion (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Hunted: Parapsychologists and Ghostbusters 8- (As Powerful, PC has a Public ID or is otherwise very easy to find, Watching)
20 Physical Limitation: Cannot leave the grounds of Hellendoorn manor. (All the Time, Greatly Impairing)
25 Psychological Limitation: Compulsively seeks out new victims to draw in and terrify. (Very Common, Total)
15 Public Identity [Notes: Anyone who knows of the house knows the story of "The Darkness of Hellendoorn".]
15 Reputation: Known to parapsychologists as an "evil house" that kills to feed its own dark existence, 14- (Extreme; Known Only To A Small Group)
25 Social Limitation: Completely incapable of interacting in normal society. (Very Frequently, Severe)
20 Susceptibility: Holy Relics, 1d6 damage per Segment (Uncommon)
10 Vulnerability: 2 x Effect Holy Attacks (Uncommon)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Hellendoorn Manor "Hell House"

 

Player: Doug

 

10 SIZE, Cost: 20 [Edited in]

Val Char Cost
17 BODY 15
Characteristics Cost: 53

 

Cost Power END
15 Extra Dimensional Movement (Single Dimension), x32 Increased Weight (45 Active Points); No Conscious Control (Every night, all of the manor's occupants are drawn into the deathlands mirror realm of Hell House; -2) (uses END Reserve) 4
13 Cosmetic Transform 4d6 (Rooms and wings can be added and removed by the house, recovery with time) (20 Active Points); Conditional Power Power does not work in Common Circumstances (Only in the deathlands mirror realm.; -1/2) (uses END Reserve) 2
37 Aid Presence 3d6, Useable By Others (This aid works for any ghosts within Hell House.; +1/4) (37 Active Points)
7 Well of Darkness: Endurance Reserve (25 END, 5 REC) (7 Active Points)
Powers Cost: 72

 

 

 

 

 

 

Total Character Cost: 125

 

Val Disadvantages
15 Distinctive Features: Big Creepy House (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 DNPC: Arthur, the groundskeeper 8- (Incompetent)
5 Hunted: Parapsychologists and ghostbusters 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching)
15 Reputation: Haunted, 11- (Extreme)

Disadvantage Points: 50

 

Base Points: 75

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Let me know if anything appears too funkish or if I built something wrong.

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