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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
TheNarrator
Boot


Joined: 25 Feb 2011
Posts: 22

Slenderman Tabletop?

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: Sat Jul 30, 2011 5:33 pm
Last edited by TheNarrator on Sun Jul 31, 2011 12:49 am; edited 2 times in total
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KeithMorris
Boot


Joined: 25 Jul 2011
Posts: 29
Location: New York, USA

I think it's a good idea!

Whenever I thought of Slenderman Tabletop, the only thing that came to mind was Call of Cthulhu's rule set with just a different approach to scenarios.

A dedicated one could do a lot more though. Good luck with it!

PostPosted: Sat Jul 30, 2011 6:58 pm
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TheNarrator
Boot


Joined: 25 Feb 2011
Posts: 22

Thank you!

And yeah, I'm gonna be working on this, right now I'm doing a beta test for friends, I got one into Slenderman soooo. xD They all play D&D though.

PostPosted: Sat Jul 30, 2011 9:54 pm
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TheFallenenvoy
Entrenched


Joined: 08 Apr 2011
Posts: 847

I like the ruleset...maybe expand on the monsters? Throw in stuff like Seedeaters and The Rake etc

PostPosted: Sat Jul 30, 2011 10:25 pm
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TheNarrator
Boot


Joined: 25 Feb 2011
Posts: 22

I most definitely will.

Anything else I should add?

PostPosted: Sat Jul 30, 2011 11:03 pm
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12th
Unfettered


Joined: 07 Jun 2011
Posts: 640

You know, I know somewhere someone had posted that they had designed a tabletop card game for MH/EMH/TT. Not sure where on the boards it was. Looked reasonably well done, but have no idea what the ruleset looked like.

PostPosted: Sun Jul 31, 2011 12:06 am
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TheNarrator
Boot


Joined: 25 Feb 2011
Posts: 22

Pretty sure it's on the Marble Hornet's fanart thread.

PostPosted: Sun Jul 31, 2011 12:08 am
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cochinosanchez
Entrenched


Joined: 12 Aug 2010
Posts: 846

12th wrote:
You know, I know somewhere someone had posted that they had designed a tabletop card game for MH/EMH/TT. Not sure where on the boards it was. Looked reasonably well done, but have no idea what the ruleset looked like.


I believe that you're thinking of carpecor's card game, but im not 100% sure. I recall it being modeled off a pre-existing card game if i'm correct.
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PostPosted: Sun Jul 31, 2011 12:18 am
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Randoman96
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Joined: 26 Feb 2011
Posts: 1542
Location: Logansport, Indiana

Didn't somebody already make one of these, called SEES ME? (Not to discredit yours, still sounds awesome.)

EDIT: Nevermind, already posted, I'm an idiot.

PostPosted: Sun Jul 31, 2011 12:24 am
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TheNarrator
Boot


Joined: 25 Feb 2011
Posts: 22

This isn't supposed to be a card game? It's a tabletop RPG, much like D&D, except this is supposed to be more... RP centric? I think.

(Thank you though!)

PostPosted: Sun Jul 31, 2011 12:27 am
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KeithMorris
Boot


Joined: 25 Jul 2011
Posts: 29
Location: New York, USA

TheNarrator wrote:
This isn't supposed to be a card game? It's a tabletop RPG, much like D&D, except this is supposed to be more... RP centric? I think.

(Thank you though!)


Like Call of Cthulhu, this is meant to be more focused on interaction of the player in an immersible environment Razz I'm not sure if you're familiar with it, it'd give some good inspiration in my opinion.

PostPosted: Sun Jul 31, 2011 12:53 am
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TheNarrator
Boot


Joined: 25 Feb 2011
Posts: 22

I actually downloaded all of the books, I'll have to check them out. I'm also thinking of running a game with just a prototype of this game on Tuesday for some friends.

PostPosted: Sun Jul 31, 2011 12:55 am
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SolDL
Unfettered


Joined: 21 Oct 2010
Posts: 545

Hmm...I think if I GM'ed this, I'd ditch the Masked Men monster stats and just roll them using the normal methods...

Any offensive skills? Daily actions? Per encounter? Might be a bit hard with what we're given, but they might expand tactics in battle (which I assume is not particularly often) a little beyond "SURROUND HIM AND HIT HIM WITH STICKS"

This is also borrowing a little from World of Darkness' morality system and the like, but maybe once folk get completely mentally unstable, they become Masked Men and fight against their friends? Razz

PostPosted: Sun Jul 31, 2011 12:59 am
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TheNarrator
Boot


Joined: 25 Feb 2011
Posts: 22

The masked men idea is fantastic, I should add that.

Hm, I'm thinking of ditching the masked men anyways, I have an idea for how to deal with the maskies they might encounter and/or become.

The reason why I went with this roll idea is because I find the others needlessly overly written, I barely can keep my head in remembering all of the things I have to remember for D&D. Thus I believe short is simple.

Luck is how to hit a monster, The Hit die is how much damage they do. I think it's simple and good for someone who has so many things going through their heads.

For daily actions and the like, I have to think about more deeply. These are just the bones of the whole experience, I'll be play testing and amending as I go along.

You're welcome to do whatever you like with this idea, it's just me being silly and thinking about how awesome it'd be to play in a place where Slenderman is stalking you.

PostPosted: Sun Jul 31, 2011 1:05 am
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12th
Unfettered


Joined: 07 Jun 2011
Posts: 640

You know, given the somewhat unconventional narrative in any slenderseries and creepypastas in general, I wonder if this would be better served with a more indie-aligned system. That is, with little to no emphasis on combat, or at least alternative conflict resolution (rather than ACs, Hit percentages, etc).

Gonna think about that one.

PostPosted: Sun Jul 31, 2011 1:41 am
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