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Betrayal at House on the Hill
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Author:  Duh102 [ Fri Jan 03, 2014 5:56 am ]
Post subject:  Betrayal at House on the Hill

Betrayal at House on the Hill

A spooky game about dying and traitors and ♥♥♥♥






See second post for what Betrayal is about and rules
This post only has characters and forum adaptation changes.


Current Player Information
  • Miggles : Darrin "Flash" Williams
  • caekdaemon : Vivan Lopez
  • Amazigh : Fr. Rhinehardt
  • maart3n : Heather Granville
  • CaveCricket48 : Zoe Ingstrom
  • CrazyMLC : Peter Akimoto

Rules for Players
  • Max of 6 players, minimum of 4.
  • Must action consistently (within half a day or so) in order to keep the game moving as each turn requires an order
  • Non-actioning players will die by forgetting to breathe, which could potentially end the game really quickly if you are the traitor or the last hero or if the player list drops below 4 players

Changes Made for Forum
  • Players do not roll their own dice (for obvious reasons)
  • All actions are placed at the same time and processed in a queue to prevent getting stuck. Players still have a turn order and events higher up in the turn order affect the state of the house before other players move, but I will only perform one turn once I have all player actions.
  • The mansion is pre-placed to speed up the game (but functions normally otherwise)
  • The traitor does not have the option to take bad effects, they must ignore them
  • Characters can move only one space into unknown territory, due to the turn being conducted all at once, however this is not going to make a difference for 90% of the game.
  • I will automatically roll the highest trait for a test if there are options, or if it is a tie between highest traits, a random choice between them.


Explorers
Choose from the following explorers when you make a bid to play, only one can be played with a given character card so choose the side of the / that you want.
The traits are given in a sliding fashion. Your character starts on the () number and getting or losing a "point" in that trait slides the selection to the number in the given direction (right is higher).
The number under the selector indicates how many dice your character will roll on a trait challenge.
If you want all the character details, see the attached character card images. Also let me know if I wrote down a number wrong, on your character or someone else's.
Chars 1: Ox, Rhinehardt, Lopez, Akimoto, Dubourde, LeClerc
Chars 2: Flash, Longfellow, Zostra, Jaspers, Ingstrom, Granville
Birthday determines first turn order, otherwise the other information is pointless.

Red: Ox Bellows/Darrin "Flash" Williams
Code:
Birthday: October 18th / June 6th
Speed      2_2_2_3_(4)_5_5_6 / 4_4_4_5_(6)_7_7_8
Might      4_5_(5)_6_6_7_8_8 / 2_3_(3)_4_5_6_6_7
Sanity      2_2_(3)_4_5_5_6_7 / 1_2_(3)_4_5_5_5_7
Knowledge   2_2_(3)_3_5_5_6_6 / 2_3_(3)_4_5_5_5_7


Blue: Vivian Lopez/Madame Zostra
Code:
Birthday: January 11th / December 10th
Speed      3_4_4_(4)_4_6_7_8 / 2_3_(3)_5_5_6_6_7
Might      2_2_(2)_4_4_5_6_6 / 2_3_3_(4)_5_5_5_6
Sanity      4_4_(4)_5_6_7_8_8 / 4_4_(4)_5_6_7_8_8
Knowledge   4_5_5_(5)_5_6_6_7 / 1_3_4_(4)_4_5_6_6


Gray: Fr. Rhinehardt/ Prof. Longfellow
Code:
Birthday: April 29th / July 27th
Speed      2_3_(3)_4_5_6_7_7 / 2_2_4_(4)_5_5_6_6
Might      1_2_(2)_4_4_5_5_7 / 1_2_(3)_4_5_5_6_6
Sanity      3_4_5_5_(6)_7_7_8 / 1_3_(3)_4_5_5_6_7
Knowledge   1_3_3_(4)_5_6_6_8 / 4_5_5_5_(5)_6_7_8


Purple: Jenny LeClerc/Heather Granville
Code:
Birthday: March 4th / August 2nd
Speed      2_3_4_(4)_4_5_6_8 / 3_3_(4)_5_6_6_7_8
Might      3_4_(4)_4_4_5_6_8 / 3_3_(3)_4_5_6_7_8
Sanity      1_1_2_4_(4)_4_5_6 / 3_3_(3)_4_5_6_6_6
Knowledge   2_3_(3)_4_4_5_6_8 / 2_3_3_4_(5)_6_7_8


Yellow: Missy Dubourde/Zoe Ingstrom
Code:
Birthday: February 14th / November 5th
Speed      3_4_(5)_6_6_6_7_7 / 4_4_4_(4)_5_6_8_8
Might      2_3_3_(3)_4_5_6_7 / 2_2_3_(3)_4_4_6_7
Sanity      1_2_(3)_4_5_5_6_7 / 3_4_(5)_5_6_6_7_8
Knowledge   2_3_4_(4)_5_6_6_6 / 1_2_(3)_4_4_5_5_5


Green: Peter Akimoto/Brandon Jaspers
Code:
Birthday: September 3rd / May 21st
Speed      3_3_3_(4)_6_6_7_7 / 3_4_(4)_4_5_6_7_8
Might      2_3_(3)_4_5_5_6_8 / 2_3_3_(4)_5_6_6_7
Sanity      3_4_4_(4)_5_6_6_7 / 3_3_3_(4)_5_6_7_8
Knowledge   3_4_(4)_5_6_7_7_8 / 1_3_(3)_5_5_6_6_7

Author:  Duh102 [ Fri Jan 03, 2014 5:56 am ]
Post subject:  Re: Betrayal at House on the Hill

Summary
Betrayal is somewhat of a merger between Clue and Cabin in the Woods. The players all start out as Explorers, investigating a house (for whatever strange reason). They map out the floor plan of the house and discover bits and pieces of the past of the house until finally they uncover the haunt, which starts the second portion of the game. Once the haunt begins, one of the Explorers may become a traitor and the remaining Explorers become Heroes, working to stop whatever nefarious plans the Traitor has.

Important Bits (Summary of the rulebook)
  • All dice used are d6's, but the faces are 0, 1, and 2. That means that they're effectively d3-1, and you can in fact roll a 0 on a trait roll of 8.
  • Your character can move a total number of spaces equal to your character's current speed, unless otherwise hindered. However, your character is stopped after discovering an item, event, or omen. In this case you either pick it up (in the case of omen or item) or the event occurs.
  • If it's an omen, you also make a haunt roll (6 dice) to see if the haunt begins with that omen's discovery. The player must roll higher on 6 dice than the number of omens currently in play.
  • Movements are counted by doorway crossings or "hops" if you want to think of it that way. Only directions connected by doors on both adjacent room tiles can be crossed. If a room does not have a door in one direction, or the adjacent room does not have an adjoining door, an Explorer cannot move through it.
  • Combat, unless otherwise modified by items, is always might vs might. The attacker can make use of weapons, but the defender must defend only with might (unless an item says otherwise).
  • Combat cannot be initiated by the Explorers before the haunt begins.
  • There are two types of damage, unless specifically targeted to a trait by something. Physical damage is distributed amongst Speed and Might, whereas mental damage is distributed between Sanity and Intelligence. An explorer taking 3 physical damage can take all of it in Might, all of it in Speed, or some in Speed and some in Might.
  • When an attacker rolls his attack and a defender his defense, the difference is dealt as physical damage, unless otherwise noted.
  • During the haunt, a player can attempt to steal as an attack instead of a plain attack. In this case, if the attacker rolls 2 or more higher than the defender he steals the item successfully, otherwise damage is dealt as normal.
  • Traits move up or down by "notches" on the character cards (here represented by number sequences). The number under the notch is your trait value and corresponds to the number of dice you roll on a test in that trait. Gaining or losing points in that trait moves the notch up or down along the continuum.
  • When a trait runs off the bottom side, the Explorer dies and all of their items drop to the ground. Any Explorer can then go loot the item pile.
  • Explorers cannot die before the Haunt occurs. If a trait bar would run off the bottom end, the notch simply stays at the lowest point. This is obviously not a great sign for when the Haunt DOES occur, but at least you're still alive right?
  • When the haunt happens and a Traitor is chosen, that Traitor (and his monsters, if any) may ignore events and room effects if he wishes.
  • Monsters may climb up several rooms that are normally one-way paths, however they cannot use the mystic elevator by themselves. They must be accompanied by the Traitor if the Traitor wants them to use it. They can, however, enter it and sit in it.
  • Monsters move differently than Explorers. At the end of the Traitor's normal turn, he rolls for the speed of each monster class he controls (separated by Speed). The number he rolls is their speed for this extra turn after his normal turn.
  • Some rooms have special effects or requirements to cross them. In this case, the room is logically split into two zones, pre-movement and post-movement. If the player attempts to move forward but fails the requirement he may still move forward but will usually lose a point in the trait tested in the requirement. If the player wishes, however, he can simply stand in the pre-movement section of the room without taking the movement requirement test.
  • The entrance hall/foyer/staircase is a special tile that contains 3 subtiles, each treated as normal tiles with doorways that require movement to pass through.
  • Moving up or down a staircase also counts as a single movement, but going down the coal chute or falling through the collapsed room does not.
  • Some rooms have special properties, such as giving you a point in a trait once per game if you end your turn in that room. They should be self-explanatory.
  • Items can be traded between players, but they must be in the same room while doing so. A player moving through a room that another player is in can trade items as if both were in the same room, even if he moves away in the same turn (in other words, you do not need to end your turn in the same room to trade).
  • An Explorer can attack only one thing per turn, but does not have to stop moving to do so.
  • Heroes obstruct monsters and the Traitor and vice versa. This means that an Explorer attempting to move out of a room requires 1 extra speed per obstructing person to leave the room, moving a minimum of one space.

Important Bits About Winning
The way to win changes depending on which haunt and what side in the haunt you are on. When the haunt is revealed and the Traitor is chosen, he is sent off to a private room to read the Traitor's Tome, which will give him all the knowledge what he needs to do to win. Similarly, the remaining Heroes read the Secrets of Survival to learn how they win. The information contained within each tome may be different for each group, and as such you should not give away information that the other party may be overjoyed to know.
Each party should conceal their objectives as much as possible so that the other party does not know how they win. For instance, because the Traitor's Tome and the Secrets of Survival differ in the information they give, it is possible that a Traitor does not know that their monsters can be removed from play using a particular omen in a particular room and using a trait roll.

Author:  CrazyMLC [ Fri Jan 03, 2014 11:54 am ]
Post subject:  Re: Betrayal at House on the Hill

Peter Akimoto

Author:  maart3n [ Fri Jan 03, 2014 1:33 pm ]
Post subject:  Re: Betrayal at House on the Hill

Heather Granville

Author:  Miggles [ Fri Jan 03, 2014 4:12 pm ]
Post subject:  Re: Betrayal at House on the Hill

Darrin "Flash" Williams

Author:  CaveCricket48 [ Fri Jan 03, 2014 7:04 pm ]
Post subject:  Re: Betrayal at House on the Hill

Zoe Ingstrom

Author:  Duh102 [ Fri Jan 03, 2014 8:08 pm ]
Post subject:  Re: Betrayal at House on the Hill

I'm going to wait for another few hours (4 hours from this post) in case anyone else wants to join, then start the game. Since "starting the game" means everyone starts moving, here's the current map of the house:
Large Format
Minmap Format




Movements in coordinates (to A, 0) would be good but you can also use relative (up 1, left 2) if you wish. Remember that you can only go into one unknown room in a turn due to the inherent limitations of forum games. However, your movement speed may allow you to, for instance, go three spaces from the entrance hall to the upper floor, and then to one of the upper rooms. There are as of yet no doorways to the basement, so it is unreachable presently.

Author:  Amazigh [ Fri Jan 03, 2014 8:29 pm ]
Post subject:  Re: Betrayal at House on the Hill

Fr. Rhinehardt

Author:  caekdaemon [ Fri Jan 03, 2014 10:12 pm ]
Post subject:  Re: Betrayal at House on the Hill

This looks interesting. I'm gonna sit out the first game though, so I can learn more about it in action.

Coming in as Vivian Lopez. Though can you change the blue in the OP slightly? It doesn't contrast well with the grey on my monitor. Maybe this blue would be better? In game it isn't a problem, just readability issue with the OP.

"Well, this isn't creepy at all! I'm Vivian, nice to meet you all. I guess you guys had to stop here too because of the storm, right? "

Just a plausible in universe reason for why we are in here in the first place, and...

"Let's take a look around, shall we?" Go through the door on the left, C3.

Author:  Duh102 [ Fri Jan 03, 2014 11:52 pm ]
Post subject:  Re: Betrayal at House on the Hill

Reminder to anyone who is not caek: Post a move so I can actually move you.

Author:  CaveCricket48 [ Fri Jan 03, 2014 11:54 pm ]
Post subject:  Re: Betrayal at House on the Hill

Up 1, Left 1.

Author:  maart3n [ Sat Jan 04, 2014 12:00 am ]
Post subject:  Re: Betrayal at House on the Hill

Move right.

Author:  Amazigh [ Sat Jan 04, 2014 12:11 am ]
Post subject:  Re: Betrayal at House on the Hill

"Pleased to meet you, I'm Friar Rhinehardt."
"I hope the owners of this fine house don't mind our trespass."
Head to Top-C2

Author:  Duh102 [ Sat Jan 04, 2014 12:40 am ]
Post subject:  Re: Betrayal at House on the Hill

Forgot to mention one thing in the rules that will probably not be a problem, it's up there now:
Explorers cannot die before the Haunt happens. If their notch would go off the stat bar, it's simply held to the bottom notch.
Also corrected the grid, it used to be displayed as (Y,X), I change it so it displays (X,Y) now. I also edited posts giving absolute coordinates to be correct based on previous coordinates.

Author:  caekdaemon [ Sat Jan 04, 2014 1:15 am ]
Post subject:  Re: Betrayal at House on the Hill

Duh102 wrote:
I also edited posts giving absolute coordinates to be correct based on previous coordinates.

Not yet you haven't.

But yeah, I eagerly await the start of this haunting.

"Nice to meet you Friar. It's always good to have a man of the cloth near."

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