Post by Squashua on Apr 8, 2009 16:08:28 GMT -5
SAN LOSS TIMELINE
FRIDAY
11 : 35 | -1 Daniel (Threshold)
11 : 35 | -1 David (Threshold)
11 : 50 | -1 Benjamin (Face)
12 : 35 | -3 Daniel (Beatrice)
12 : 35 | -4 Benjamin (Beatrice)
12 : 35 | -3 Roger (Beatrice)
13 : 05 | -1 David (Shutters)
13 : 05 | -1 Roger (Shutters)
14 : 45 | -1 Charles (Threshold)
MAGIC POINT TIMELINE
32 Magic Points
MP recover fully in 24 hours. Prorated for earlier.
Recover 1 MP / 45 minutes.
FRIDAY
11 : 45 | (31) : -1 Spoil Food
11 : 45 | (30) : -1 Clock
11 : 45 | (29) : -1 Shutter
11 : 45 | (28) : -1 Alter Weather
11 : 50 | (25) : -3 Frightening Faces vs. Benjamin
12 : 10 | (19) : -6 Implant Fear vs. Mr. E.
12 : 13 | (16) : -3 Darkness
12 : 13 | (15) : -1 Creaking
12 : 15 | (14) : -1 Caress
12 : 16 | (13) : -1 Squelch Electric Torch
12 : 17 | (13) : x0 Close Door
12 : 18 | (12) : -1 Footsteps Running
12 : 18 | (12) : x0 Open/Close Door
12 : 20 | (11) : -1 Simple Stuck Door
12 : 30 | (12) : +1 Recovery
12 : 30 | (11) : -1 Footsteps Creeping and Open/Close Door.
12 : 31 | (10) : -1 Dumbwaiter Manipulation
12 : 35 | (04) : -6 Summon Beatrice
13 : 00 | (04) : x0 Slam Shutters
13 : 15 | (05) : +1 Recovery
14 : 00 | (06) : +1 Recovery
14 : 45 | (07) : +1 Recovery
15 : 30 | (08) : +1 Recovery
15 : 35 | (08) : +0 Set off Player Piano
16 : 15 | (09) : +1 Recovery
16 : 30 | (05) : -4 Major Telekinesis; Drop Chandelier
17 : 00 | (06) : +1 Recovery
17 : 15 | (03) : -3 Alcohol to Blood illusion vs. Charles
17 : 45 | (04) : +1 Recovery
. . .
18 : 30 | (xx) : +1 Recovery
19 : 15 | (xx) : +1 Recovery
20 : 00 | (xx) : +1 Recovery
20 : 45 | (xx) : +1 Recovery
21 : 30 | (xx) : +1 Recovery
22 : 15 | (xx) : +1 Recovery
23 : 00 | (xx) : +1 Recovery
23 : 45 | (xx) : +1 Recovery
SATURDAY
00 : 30 | (xx) : +1 Recovery
01 : 15 | (xx) : +1 Recovery
02 : 00 | (xx) : +1 Recovery
02 : 45 | (xx) : +1 Recovery
03 : 30 | (xx) : +1 Recovery
04 : 15 | (xx) : +1 Recovery
05 : 00 | (xx) : +1 Recovery
05 : 45 | (xx) : +1 Recovery
06 : 30 | (xx) : +1 Recovery
07 : 15 | (xx) : +1 Recovery
08 : 00 | (xx) : +1 Recovery
08 : 45 | (xx) : +1 Recovery
09 : 30 | (xx) : +1 Recovery
10 : 15 | (xx) : +1 Recovery
11 : 00 | (xx) : +1 Recovery
11 : 45 | (xx) : +1 Recovery
12 : 30 | (xx) : +1 Recovery
13 : 15 | (xx) : +1 Recovery
14 : 00 | (xx) : +1 Recovery
14 : 45 | (xx) : +1 Recovery
15 : 30 | (xx) : +1 Recovery
16 : 15 | (xx) : +1 Recovery
17 : 00 | (xx) : +1 Recovery
17 : 45 | (xx) : +1 Recovery
18 : 30 | (xx) : +1 Recovery
19 : 15 | (xx) : +1 Recovery
20 : 00 | (xx) : +1 Recovery
20 : 45 | (xx) : +1 Recovery
21 : 30 | (xx) : +1 Recovery
22 : 15 | (xx) : +1 Recovery
23 : 00 | (xx) : +1 Recovery
23 : 45 | (xx) : +1 Recovery
SUNDAY
00 : 30 | (xx) : +1 Recovery
01 : 15 | (xx) : +1 Recovery
02 : 00 | (xx) : +1 Recovery
02 : 45 | (xx) : +1 Recovery
03 : 30 | (xx) : +1 Recovery
04 : 15 | (xx) : +1 Recovery
05 : 00 | (xx) : +1 Recovery
05 : 45 | (xx) : +1 Recovery
06 : 30 | (xx) : +1 Recovery
07 : 15 | (xx) : +1 Recovery
08 : 00 | (xx) : +1 Recovery
08 : 45 | (xx) : +1 Recovery
09 : 30 | (xx) : +1 Recovery
10 : 15 | (xx) : +1 Recovery
11 : 00 | (xx) : +1 Recovery
11 : 45 | (xx) : +1 Recovery
12 : 30 | (xx) : +1 Recovery
13 : 15 | (xx) : +1 Recovery
14 : 00 | (xx) : +1 Recovery
14 : 45 | (xx) : +1 Recovery
15 : 30 | (xx) : +1 Recovery
16 : 15 | (xx) : +1 Recovery
17 : 00 | (xx) : +1 Recovery
17 : 45 | (xx) : +1 Recovery
18 : 30 | (xx) : +1 Recovery
19 : 15 | (xx) : +1 Recovery
20 : 00 | (xx) : +1 Recovery
20 : 45 | (xx) : +1 Recovery
21 : 30 | (xx) : +1 Recovery
22 : 15 | (xx) : +1 Recovery
23 : 00 | (xx) : +1 Recovery
23 : 45 | (xx) : +1 Recovery
--------
: 30 | (xx) : +1 Recovery
: 15 | (xx) : +1 Recovery
: 00 | (xx) : +1 Recovery
: 45 | (xx) : +1 Recovery
ABILITIES
COST: 0 MAGIC POINTS
- CLOSE
Close any door, window, shutter.
- LISTEN
Watch or Listen to anyone in the house.
COST: 1 MAGIC POINT
COLD SPOT
20 degrees F, 1-2' diameter. Place in hallway or in front of a door. Lasts 24 hours.
EXTINGUISH FIRE
candles - out instantly 1 point
fireplace - out 7-10 rounds slowly
match - prevent lighting
ALTER WEATHER
Small, localized thunder storm.
DECAY FOOD
Rapid decay uncanned / unbottled food. Inedible.
RAPPING / CREAKING
Wood emits soft sounds or footsteps.
STENCH
Use when opening a sealed door. Does not affect adversely and dispels in 2 minutes.
COST: 2 MAGIC POINTS
COLD BREEZE
1-2 rounds of wind; rumple hair, blow out candles. Blow from a locked or sealed door.
MINOR TELEKINESIS
1 round; must be plant or wood material. Slide small objects, turn pages, knock over books.
Investigator can stop it by grasping object.
SPIRIT WRITING
2 rounds duration; cause a message to appear on any wooded surface; table, panel, floor.
English, Dutch or ancient Gaelic.
JAM / STICK DOOR/WINDOW/SHUTTER
2 points per round. Hold a door closed. STRENGTH vs. DRUID POW
Use when running for a door.
SMOKE IN CORNERS
Trickles of gray smoke curl from corners in room.
Lasts 3 rounds; no heat accompaniment.
Use when investigator reading
CAUSE FIRE
3 rounds to activate
Wood spontaneously bursts into flames.
CREEPY SOUNDS
Chants, mumbled conversations, heated arguments.
Use when listening at a door or similar.
Can be quite loud; use when investigating nearby from closed room.
COST: 3 MAGIC POINTS
WOOD GLOW
All oak woodwork (floorboards) glows with luminesce with soft green light.
Lasts 2 minutes. Mantle glows more brightly.
Use when not likely to enter that part of house.
MAJOR TELEKINESIS
Only vs. wood/plants
Single Round
Large / Heavy objects (chairs, paperweight, knife, drapery cords to choke. Bookshelf topple.
Heavy armchair / loveseat - 4 points
large sofa - 6 points
Wood can warp drastically and explode in splinters
PLANT GROWTH
Use in greenhouse.
Twist and grow cause 1d3 SAN loss
Grasped = +1d3 SAN loss additional
PUSH
Knock off balance while on stairs or precarious.
DARKNESS
5 rounds; room filled with inky blackness not even a flashlight can permeate more than 2-3 feet.
FRIGHTENING FACES
Requires reflective surface.
Horrible ugly maimed rotted faces.
Pieces of skull through the decayed flesh, others are skulls with eyes in them.
SAN or lose 1D6
Fail, startled and fail action.
Own reflection melt
SAN or lose 1/1D8
Illusion disappears when SAN roll is made.
BLOOD WATER
Pumping water or raising glass to lips
Any liquid
Liquid is obviously warm blood
SAN or lose 1D3
Illusion disappears when SAN roll is made.
COST: 4 MAGIC POINTS
NIGHTMARE
MAGIC POINT COST: 4
1D3 SAN - NO CHECK
No memory of dream without Psychoanalysis
COST: 6 MAGIC POINTS
SUMMON SPIRIT
MAGIC POINT COST: 6
Short time: 1-2 rounds
Movements of death
Beatrice = 1D6 SAN
Elizabeth = 1 / 1D8 SAN
IMPLANT FEAR
MAGIC POINT COST: 6
Sudden grip by a soul-chilling fear
1D6 SAN LOSS
Use when about to pick something up or open a new door or sit on a furniture or open a book.
COST: 8 MAGIC POINTS
MENTAL SUGGESTION
MAGIC POINT COST: 8
POW vs POW
1 round Do ANYTHING; attack or suicide.
COST: 10 MAGIC POINTS
DEATH SPELL
MAGIC POINT COST: 10
POW vs POW or DIE BY FIRE!
FRIDAY
11 : 35 | -1 Daniel (Threshold)
11 : 35 | -1 David (Threshold)
11 : 50 | -1 Benjamin (Face)
12 : 35 | -3 Daniel (Beatrice)
12 : 35 | -4 Benjamin (Beatrice)
12 : 35 | -3 Roger (Beatrice)
13 : 05 | -1 David (Shutters)
13 : 05 | -1 Roger (Shutters)
14 : 45 | -1 Charles (Threshold)
MAGIC POINT TIMELINE
32 Magic Points
MP recover fully in 24 hours. Prorated for earlier.
Recover 1 MP / 45 minutes.
FRIDAY
11 : 45 | (31) : -1 Spoil Food
11 : 45 | (30) : -1 Clock
11 : 45 | (29) : -1 Shutter
11 : 45 | (28) : -1 Alter Weather
11 : 50 | (25) : -3 Frightening Faces vs. Benjamin
12 : 10 | (19) : -6 Implant Fear vs. Mr. E.
12 : 13 | (16) : -3 Darkness
12 : 13 | (15) : -1 Creaking
12 : 15 | (14) : -1 Caress
12 : 16 | (13) : -1 Squelch Electric Torch
12 : 17 | (13) : x0 Close Door
12 : 18 | (12) : -1 Footsteps Running
12 : 18 | (12) : x0 Open/Close Door
12 : 20 | (11) : -1 Simple Stuck Door
12 : 30 | (12) : +1 Recovery
12 : 30 | (11) : -1 Footsteps Creeping and Open/Close Door.
12 : 31 | (10) : -1 Dumbwaiter Manipulation
12 : 35 | (04) : -6 Summon Beatrice
13 : 00 | (04) : x0 Slam Shutters
13 : 15 | (05) : +1 Recovery
14 : 00 | (06) : +1 Recovery
14 : 45 | (07) : +1 Recovery
15 : 30 | (08) : +1 Recovery
15 : 35 | (08) : +0 Set off Player Piano
16 : 15 | (09) : +1 Recovery
16 : 30 | (05) : -4 Major Telekinesis; Drop Chandelier
17 : 00 | (06) : +1 Recovery
17 : 15 | (03) : -3 Alcohol to Blood illusion vs. Charles
17 : 45 | (04) : +1 Recovery
. . .
18 : 30 | (xx) : +1 Recovery
19 : 15 | (xx) : +1 Recovery
20 : 00 | (xx) : +1 Recovery
20 : 45 | (xx) : +1 Recovery
21 : 30 | (xx) : +1 Recovery
22 : 15 | (xx) : +1 Recovery
23 : 00 | (xx) : +1 Recovery
23 : 45 | (xx) : +1 Recovery
SATURDAY
00 : 30 | (xx) : +1 Recovery
01 : 15 | (xx) : +1 Recovery
02 : 00 | (xx) : +1 Recovery
02 : 45 | (xx) : +1 Recovery
03 : 30 | (xx) : +1 Recovery
04 : 15 | (xx) : +1 Recovery
05 : 00 | (xx) : +1 Recovery
05 : 45 | (xx) : +1 Recovery
06 : 30 | (xx) : +1 Recovery
07 : 15 | (xx) : +1 Recovery
08 : 00 | (xx) : +1 Recovery
08 : 45 | (xx) : +1 Recovery
09 : 30 | (xx) : +1 Recovery
10 : 15 | (xx) : +1 Recovery
11 : 00 | (xx) : +1 Recovery
11 : 45 | (xx) : +1 Recovery
12 : 30 | (xx) : +1 Recovery
13 : 15 | (xx) : +1 Recovery
14 : 00 | (xx) : +1 Recovery
14 : 45 | (xx) : +1 Recovery
15 : 30 | (xx) : +1 Recovery
16 : 15 | (xx) : +1 Recovery
17 : 00 | (xx) : +1 Recovery
17 : 45 | (xx) : +1 Recovery
18 : 30 | (xx) : +1 Recovery
19 : 15 | (xx) : +1 Recovery
20 : 00 | (xx) : +1 Recovery
20 : 45 | (xx) : +1 Recovery
21 : 30 | (xx) : +1 Recovery
22 : 15 | (xx) : +1 Recovery
23 : 00 | (xx) : +1 Recovery
23 : 45 | (xx) : +1 Recovery
SUNDAY
00 : 30 | (xx) : +1 Recovery
01 : 15 | (xx) : +1 Recovery
02 : 00 | (xx) : +1 Recovery
02 : 45 | (xx) : +1 Recovery
03 : 30 | (xx) : +1 Recovery
04 : 15 | (xx) : +1 Recovery
05 : 00 | (xx) : +1 Recovery
05 : 45 | (xx) : +1 Recovery
06 : 30 | (xx) : +1 Recovery
07 : 15 | (xx) : +1 Recovery
08 : 00 | (xx) : +1 Recovery
08 : 45 | (xx) : +1 Recovery
09 : 30 | (xx) : +1 Recovery
10 : 15 | (xx) : +1 Recovery
11 : 00 | (xx) : +1 Recovery
11 : 45 | (xx) : +1 Recovery
12 : 30 | (xx) : +1 Recovery
13 : 15 | (xx) : +1 Recovery
14 : 00 | (xx) : +1 Recovery
14 : 45 | (xx) : +1 Recovery
15 : 30 | (xx) : +1 Recovery
16 : 15 | (xx) : +1 Recovery
17 : 00 | (xx) : +1 Recovery
17 : 45 | (xx) : +1 Recovery
18 : 30 | (xx) : +1 Recovery
19 : 15 | (xx) : +1 Recovery
20 : 00 | (xx) : +1 Recovery
20 : 45 | (xx) : +1 Recovery
21 : 30 | (xx) : +1 Recovery
22 : 15 | (xx) : +1 Recovery
23 : 00 | (xx) : +1 Recovery
23 : 45 | (xx) : +1 Recovery
--------
: 30 | (xx) : +1 Recovery
: 15 | (xx) : +1 Recovery
: 00 | (xx) : +1 Recovery
: 45 | (xx) : +1 Recovery
ABILITIES
COST: 0 MAGIC POINTS
- CLOSE
Close any door, window, shutter.
- LISTEN
Watch or Listen to anyone in the house.
COST: 1 MAGIC POINT
COLD SPOT
20 degrees F, 1-2' diameter. Place in hallway or in front of a door. Lasts 24 hours.
EXTINGUISH FIRE
candles - out instantly 1 point
fireplace - out 7-10 rounds slowly
match - prevent lighting
ALTER WEATHER
Small, localized thunder storm.
DECAY FOOD
Rapid decay uncanned / unbottled food. Inedible.
RAPPING / CREAKING
Wood emits soft sounds or footsteps.
STENCH
Use when opening a sealed door. Does not affect adversely and dispels in 2 minutes.
COST: 2 MAGIC POINTS
COLD BREEZE
1-2 rounds of wind; rumple hair, blow out candles. Blow from a locked or sealed door.
MINOR TELEKINESIS
1 round; must be plant or wood material. Slide small objects, turn pages, knock over books.
Investigator can stop it by grasping object.
SPIRIT WRITING
2 rounds duration; cause a message to appear on any wooded surface; table, panel, floor.
English, Dutch or ancient Gaelic.
JAM / STICK DOOR/WINDOW/SHUTTER
2 points per round. Hold a door closed. STRENGTH vs. DRUID POW
Use when running for a door.
SMOKE IN CORNERS
Trickles of gray smoke curl from corners in room.
Lasts 3 rounds; no heat accompaniment.
Use when investigator reading
CAUSE FIRE
3 rounds to activate
Wood spontaneously bursts into flames.
CREEPY SOUNDS
Chants, mumbled conversations, heated arguments.
Use when listening at a door or similar.
Can be quite loud; use when investigating nearby from closed room.
COST: 3 MAGIC POINTS
WOOD GLOW
All oak woodwork (floorboards) glows with luminesce with soft green light.
Lasts 2 minutes. Mantle glows more brightly.
Use when not likely to enter that part of house.
MAJOR TELEKINESIS
Only vs. wood/plants
Single Round
Large / Heavy objects (chairs, paperweight, knife, drapery cords to choke. Bookshelf topple.
Heavy armchair / loveseat - 4 points
large sofa - 6 points
Wood can warp drastically and explode in splinters
PLANT GROWTH
Use in greenhouse.
Twist and grow cause 1d3 SAN loss
Grasped = +1d3 SAN loss additional
PUSH
Knock off balance while on stairs or precarious.
DARKNESS
5 rounds; room filled with inky blackness not even a flashlight can permeate more than 2-3 feet.
FRIGHTENING FACES
Requires reflective surface.
Horrible ugly maimed rotted faces.
Pieces of skull through the decayed flesh, others are skulls with eyes in them.
SAN or lose 1D6
Fail, startled and fail action.
Own reflection melt
SAN or lose 1/1D8
Illusion disappears when SAN roll is made.
BLOOD WATER
Pumping water or raising glass to lips
Any liquid
Liquid is obviously warm blood
SAN or lose 1D3
Illusion disappears when SAN roll is made.
COST: 4 MAGIC POINTS
NIGHTMARE
MAGIC POINT COST: 4
1D3 SAN - NO CHECK
No memory of dream without Psychoanalysis
COST: 6 MAGIC POINTS
SUMMON SPIRIT
MAGIC POINT COST: 6
Short time: 1-2 rounds
Movements of death
Beatrice = 1D6 SAN
Elizabeth = 1 / 1D8 SAN
IMPLANT FEAR
MAGIC POINT COST: 6
Sudden grip by a soul-chilling fear
1D6 SAN LOSS
Use when about to pick something up or open a new door or sit on a furniture or open a book.
COST: 8 MAGIC POINTS
MENTAL SUGGESTION
MAGIC POINT COST: 8
POW vs POW
1 round Do ANYTHING; attack or suicide.
COST: 10 MAGIC POINTS
DEATH SPELL
MAGIC POINT COST: 10
POW vs POW or DIE BY FIRE!