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 Forum index » Chaotic Fiction » Slender Man Mythos
Slenderman Tabletop?
Moderators: ChildOfAtom, Cougar Draven, DavFlamerock, Dixie_Wolf, ndemeter
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Author Message
Crimm
Kilroy

Joined: 31 Jul 2011
Posts: 1

just so you know i thought this idea was too epic to go unnoticed so i had to stop lurking and created an account just to post here.

i agree with 12th regarding the de-emphasis on combat. maybe in specific situations but its tricky with slender man considering i dont recall any blog or vlog that presented a direct confrontation with slendy and didn't ignore the viewer's suspension of belief,

All flesh must be eaten, had some really good ideas to it, while its a zombie RPG the concepts you might like are the personality traits and such.

Read some of the posts in encyclopedia slenderia. they have alot of information regarding the mythos from an oog view to include the recent concept of 'dimension bleeding' and also variants in proxies (i.e. masky)

silent hill is also something that i personally consider similar in someways to the slender man mythos, look at silent hill heaven for information on that series

and try chris' survival horror quest for information and indepth analysis regarding horror gaming in general

i'll go look for more sources and provide links when i can.

http://slenderia.blogspot.com/
http://www.dreamdawn.com/sh/index.php
http://www.relyonhorror.com/[/url]

PostPosted: Sun Jul 31, 2011 2:33 am
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12th
Unfettered


Joined: 07 Jun 2011
Posts: 640

Started scribbling notes for a "Lady Blackbird" hack on this. I'm sorta skirting the line on whether or not to make the characters generic archetypes, or actual characters. The Antagonists I am making somewhat generic: Slender Man is "The Entity", Maskies are "Proxies", Rake/Violent creatures are "Hunters", and I'm putting something in here which probably fits the genre if not any particular series: The Corruptor (their only goal is madness/chaos).

All I know about the player characters now is that I have a few kids, a sheriff, and "NETWORK": the audience/forum users who assist characters in any Slender Series (e.g. the HYBRIDs). NETWORK is immune to physical harm, but can't act physically in scenes. Unfortunately the Entity can still come after them. Twisted Evil

PostPosted: Sun Jul 31, 2011 4:21 pm
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Col. Blarg
Boot

Joined: 02 Dec 2011
Posts: 17

Slender RPG

I know this has been discussed before. I'm quoting the previous posting below, but I have to thank Compass for this.... : )


Compass wrote:
    Slender Man...
    Roleplaying...
    A slenderman role-playing game!
    Oh God. What have I done?


What indeed. So it looks like this was knocked around back in July but this seems too good an idea to let it completely die.

I'm not sure who posted it but I've got say that I think the Cthulhu (btw it terrifies me that my computer knows how to spell Cthulhu) game is a good model for a Slenderman RPG.

The Slenderman tabletop RPG

I would base this whole system on a d10. I'm not going to break down the details of that here but lets just say if you wanted to try something you roll a d10 and there would be various bonuses depending on how you initially built your character, but everything is 1 out 10.

The focus of the game though would be the mystery. GM's would be encouraged to try and write a compelling backstory that deals with a disappearance that the characters need to investigate.

I think the sanity checks make sense. Encountering the Slenderman should be a world altering event that leaves most people a drooling mess.

Players would run a constant risk of being taken by the Slenderman. At anytime the GM could have a player's character just taken away.

Also, I think it makes for a better horror element if all of the playable characters are just normal people trying to figure out this world ending horror.

Fighting would not be the focus of the system because you don't get to fight Slenderman.


Slenderman would just snap your mind and then do whatever it is that he does.

Slenderman wins...every time.


The possibilities for this are endless. It's just up to the creativity of the GM to write a compelling story and world for the players to interact with.

Thoughts?

Oh right the original post on this topic is below.




TheNarrator wrote:
UPDATED TO INCLUDE: Items, new information on Audio and Visual tearing/camera handling, new feat, new skill, Darkness, EXP/Leveling, starter packages.

This is my little baby, working on a Slender Man Tabletop RPG. If you have any suggestions, feel free to make them. If you have any questions, I can try to explain it.

thank you!

----- Nar.

--------------------------------
Everyone's Slender Sickness/Instability/Insanity starts at 0, each grows with every encounter, etc.

---------------------
TO GET YOUR BASE STATS
Luck/Str/Dex/Int - Everyone starts at 8. You have 30 skill points to hand out.
HP roll 1d8 and add 10 to it. (Everyone at least starts at 11)
Skill points are alloted as: Speedy: 25, Lucky: 25, Strong: 20, Smart: 25
Strong gets Improved Slender Sickness Immunity, automatically.
Every character gets a 1st level feat, after that, they get 1 feat every 2 levels, they get 10 skill points every level as well (after level 1).
EXP is handed out at the end of every session; give them it based on what they've done in the game, how many clues they've gotten and what they've figured out about Slenderman and why he's there.]

----------------------
How to roll for Slender Sickness/Instability/Insanity:
Insanity: 1d20 (-2 for Speedy and Strong, unless you have the feat to cancel this out), if you get 15 or higher, it goes up by one, make this check every time you encounter something out of the norm (Slenderman, slenderfiends, etc, etc)
Instability: 1d20 (-2 Lucky and Intelligent, unless you have the feat to cancel this out), if you get 15 or higher it goes up by one, make this check every time you fail to figure out a clue or come in direct contact with Slenderman.
Slendersickness: Roll 1d20, 15 or higher gets one added to their slender sickness. If they roll a 20 two gets added.
All cap at 15.

---------------------
EFFECTS OF SLENDER SICKNESS/INSTABILITY/INSANITY:
Instability: 1-10 nothing happens, 11-15 Loss of judgment, another -2 to instability rolls.
How to lessen: Stay inside and relax, rest for 8 hours in a well lit place will loose you 5. Resting for 16 hours, with sleep involved, will bring you down to 0.
Insanity: 1-5 impaired Jugdment, 6-10 -2 to instability rolls, 11-15 complete mental breakdown, unable to move on.
How to Lessen: Stay inside and relax, rest for 8 hours in a well lit place will calm you down and bring you to 10, 18 hours will bring you to 5 and medication (Anti-psychotic) or 24 hours rest will bring you to 0.
Slender Sickness: 1-5 slight memory loss and minor headaches, 6-10 major headaches coughing up blood, 11-15 complete memory loss, constant coughs of blood. Also prone to violent outbursts.
How to Lessen: You can act while going through Slendersickness, but your character won't remember what has happened at all. Resting 24 hours will bring you back to 0.

---------------------
Arch-Types:
Lucky: -2 Str, +2 Luck; 1d6+1
---- Lucky Arch-types are the type that always get the good side of a coin, they'll find what they need with easy.
DOWNSIDE: When doing an instability check, they always +2 from their final roll.
Strong: +2 Str, -2 Int; 1d8+2
---- Strong Arch-types are the tpye that is the brawns, they're sometimes not the smartest, but they'll always know how to be a heavy hitter.
DOWNSIDE: They are prone to insanity, when calculating your insanity, they get +2 to their insanity rolls
Speedy: +2 Dex, -2 Str: 1d6+1
---- Speedy Arch-Types: Are the type that are quick on their feet, they aren't the strongest, but they're definitely the fastest
DOWNSIDE: Speedy types are prone to Insanity, after slender-porting too many times or anything else, they can become insane, they get a +2 to Insanity rolls
Smart: +2 Int, -2 Dex: 1d3+1
---- Smart Arch-types are the type that is smart as all hell, they're not often all that fast, heading into the fight, but they always have a plan!
Downside: Smart Types are prone to instability, they are often perturbed by the sights they see, it does not compute with them, giving them a lack of judgment. They get a +2 to their rolls.

---------------------
FEATS:
Improved Slender Sickness Immunity - You have a -2 to your rolls calculating your slender sickness.
---- Greater Slender sickness Immunity - You have a -4 to your rolls.
Improved Instability Immunity - -2 to your instability rolls.
---- Greater Instability Immunity - -4 to your instability rolls.
Improved Insanity Immunity - -2 to your insanity rolls
---- Insanity Immunity - -2 to your insanity rolls
Deduce - +4 to Check for Clues, Listen and Spot checks.
Drive - +4 to Driving checks.
Flee - +2 to Move silently, run, and hide.
Handle Camera: +2 to Handle Camera checks.
Toughness - +4 HP (stackable)
Lucky Day - Add 1 to your luck stat.
Vitamin Shakes - Add 1 to your Str stat.
RedBull - add 1 to your Dex Stat
Pocket Book - add 1 to your Int stat.

------------------------------
SKILLS:
At level 1 you can put 5 points in your skills. There are no cross-class skills. At level 2, you can put 6 and every level you can push them up by one.
Check For Clues - Search for clues.
Climb - Climb a tree, wall, etc.
Drive - Drive a car.
Handle Camera - How well you are able to use a camera.
Hide - How well you hide.
Knowledge (Local) - You know all about (Local) history/venues.
Knowledge (Rural) - You know all about (Rural) History/Venues
Knowledge (Mythos) - You know all about (Mythos).
Listen - How well you can hear things.
Move Silently - You can move silently
Read Map - How well you can read a map.
Run - How fast you can run.
Search - Search for secret entrances/ways out.
Spot - How fast you can spot things.

----------------------
Battling:
There is no AC, your Luck is how you determine if you're hit.
Say if you had an Luck of 15, you would divide that in half and add ten, that is your AC. So, basically. 17 would be that persons AC.
Quarter your Dex stat and you will have what you add to your Initiative: Say... 16 is this person Dex, they would get a +4 to their initiative.
If you are going to attack, your strength is key. It will always be rolling 1d20, then using your Hit Die (1d4+1, 1d6+1, etc, etc)

---------------------
Monsters:
MASKED MEN - AC: 15 / Strength 15 / Initiative: 2
Rabid Dogs - AC: 8 / Strength 16 / Int: 2
Slenderman: No way of telling.
The Rake: AC: 25 / Strength 20 / Unitive: 5

--------------------
CLUE FINDING:
Clues are marked by some distinct marker, can be anything, Marble Hornets use the OX and Everyman Hybrid use purple tape. Clue Markers can be picked up (If you can).
Make sure you keep an eye on them as they attract Slenderman and or give you Slendersickness (Flip a coin, heads or tails).
Amassing a bunch of these markers can create a extreme time lapse (3 weeks - 7 months).
If there is a marker, there WILL BE A CLUE.

--------------------
RECORDING YOUR ADVENTURES:
One character at random will get a camcorder.
They will be in charge of recording everyones encounters and things.
They will have X amount of tapes at the beginning, once you run out, you have to get some. There is a chance you will find some around the clues, but chances are you will have to make a trip to the store during the day.
Visual tearing occurs when Slenderman is close by. Audio tearing occurs when you are right by him, usually only play back or searching the tape is the only way to tell. Audio tearing also happens if one Lucky (or someone who's bought tape recorder) has their recorder on and is recording their journey via that.
Paper and pen recording is all right as well, it is a way to make sure that you can tell yourself what happened the night before if you have Slendersickness. But if you are 10-15 in Slendersickness or Insanity, you will be illegible and make no sense.

--------------------
DARKNESS RULES:
If you encounter Slenderman you will more than likely encounter him at night unless you are in a forested area or some other place where Darkness can over come you. In these places if you don't have any source of light, you are more than likely going to be more effected by Insanity and Instability.
These instances give a +1 to Insanity/Instability checks.

--------------------
ITEMS YOU CAN FIND OR BUY:
Tapes: Found almost anywhere. Beware that some tapes may have something on them, always make sure to watch them through. Can also be bought at the store, these ones will always be blank. Cost $10 for 6.
Flashlights: Takes 2 Batteries, can illuminate in front of you. When Batteries go out, you may be in trouble. Cost $5 with batteries included.
Batteries: You use these in Flashlights and other things. Costs $5 for 10.
Machete: WEAPON. Usually found in kitchens. Can buy, costs $10.
Baseball Bats: Weapon. Found in basements/garages. Can buy, costs $5.
Running Shoes: Buy, $20.
Tape recorder: Buy $10, comes with 4 cassettes.
Cassettes: Comes in packages of 5 for $2.
Books: Buy or find, costs anywhere from $10-$30s. Your DM will most likely be able to tell you what you have the choice of buying so far.
Notebooks: Buy for $1/Each or find.
Food: 5$ for a full meal, gives you 1d8+1 of Health back for each and every finished meal, buy at store.

--------------------
STARTING PACKAGES:
Speedy: 1 flashlight, 4 batteries. 1 notebook, 1 pair of running shoes, 1 free meal cupon, $40
Strong: 1 flashlight, 4 batteries, 1 notebook, 1 baseball bat, 1 free meal cupon, $40.
Lucky: 1 flashlight, 4 batteries, 1 notebook, 1 baseball bat, 1 tape recorder, 4 cassettes, 1 free meal cupon, $40.
Smart: 1 flashlight, 4 batteries, 1 notebook, 1 book (choice between the Knowledge trio books), 1 free meal cupon, $40.
--------------------

EXP/LEVELING:
Each encounter should give at least 50 EXP to every character, but remember to calculate it by how well they do.
Each clue they find is 50exp, every riddle they solve is 75exp, RPing can give them at the most 100exp each.
Every Slenderman encounter they survive gives them 200exp.
Do NOT divide the EXP by the number of players playing.
HOW TO KNOW WHEN YOUR CHARACTERS ARE LEVELING UP:
Level 2: 1000exp
Level 3: 2000exp
Level 4: 4000exp.
Every level goes up by doubling the previous level's amount.
--------------------

------------------------------------------
CHARACTER FACTS:
Name:
Age:
Gender:
Arch-Type: (Speedy, Smart, Strong, Lucky)
Level:
EXP:
Money:

SLENDERSTATS:
Slender Sickness:
Instability:
Insanity:

BASESTATS:
HP -
Luck -
Str -
Dex -
Int -
ARMOR-CLASS:
Initiative:

SKILLS:
Check For Clues -
Climb -
Drive -
Handle Camera -
Hide -
Knowledge (Local) -
Knowledge (Rural) -
Knowledge (Mythos) -
Listen -
Move Silently -
Read Map -
Run -
Search -
Spot -
Swim -

FEATS:

ITEMS/WEAPONS:


PostPosted: Wed Dec 07, 2011 6:51 pm
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ChildOfAtomModerator
Unfictologist


Joined: 15 Aug 2010
Posts: 1606
Location: NY, NY

Re: Slender RPG

Col. Blarg wrote:
I know this has been discussed before.


If you took the trouble to find the original post then why not just continue the discussion there? Merging threads.

PostPosted: Wed Dec 07, 2011 7:25 pm
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Tharol
I Have 100 Cats and Smell of Wee

Joined: 02 Oct 2011
Posts: 4805
Location: Muncie, Indiana

Personal some people miss the search in back pages for think.

PostPosted: Wed Dec 07, 2011 8:17 pm
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Compass
Greenhorn


Joined: 04 Dec 2011
Posts: 7
Location: Beyond

Re: Slender RPG

Col. Blarg wrote:
I know this has been discussed before. I'm quoting the previous posting below, but I have to thank Compass for this.... : )
Compass wrote:
    Slender Man...
    Roleplaying...
    A slenderman role-playing game!
    Oh God. What have I done?

    So I find this topic to notice that I have been quoted. I feel a mix of pride and fear right now. Hahaha!
    Onto the RP. So right now all I see is a character sheet, not a lot of rules involved. This could be a really fun game if expanded. I think there is something rather unfair about the "Recording your Adventures" section. I see no point in having the camera handler randomly chosen. It will take the fun out of the game for the people who have to handle the camera, but didn't want to, and for the people who wanted to handle the camera, but didn't get to. That is all I didn't like for now. Up to you if you want to change it. It was a fun read!


PostPosted: Thu Dec 08, 2011 7:55 pm
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MissAnna
Boot


Joined: 12 Oct 2011
Posts: 64

This game sounds awesome. I would love to play it some time.

PostPosted: Sat Dec 10, 2011 7:41 pm
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Tharol
I Have 100 Cats and Smell of Wee

Joined: 02 Oct 2011
Posts: 4805
Location: Muncie, Indiana

Check sounded fun based personal.

PostPosted: Sat Dec 10, 2011 8:37 pm
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