Post by heartgobbler on Dec 12, 2005 12:50:15 GMT
This is my ghostmaster campaign idea. The first three missions have already appeared here, but since I wrote more of it, I decided to make a separate thread.
Although I tried not to rip off anybody, (not very blatantly at least) some ideas may have been repeated.
I anyone makes a mod from any of this, I would be very happy.
The campaign introduces some new features.
New types of ghosts.
White ladies:(1st power level)
These women are archetypical ghosts, white figures that walk in silence through the corridors. Their power list has up to 6 powers and their typical fetter is thoroughfare.
Fey (1st power level)
Fey are mischievous spirits of nature, trolls, leprechauns, tanuki, and all other creations of folklore. They are related to tricksters but much less powerful ( 6 powers ) and much cheaper in plasm.
Bogeymen (4th power level)
Bogeymen are incarnations of fear, monsters created solely by human imagination, shaped by the things people have always feared. They skulk in the shadows, waiting for the right mortal to sustain their existence. The vivid imagination of children makes them ideal targets. Bogeymen can have up to 8 powers, and mostly use emotional fetters.
Terrors (5th power level)
Terrors are monsters that stalk the night. They haunt the open spaces, hunting the mortals that get onto their territory. ( 8 powers, outside fetter)
Old ones (6th power level)
Old ones are among the most powerful spirits, ancient, alien entities that predate humanity by eons. With their deadly array of 10 powers, they are the ultimate bringers of madness.
New type of mortal: hero .
Heroes are exceptionally brave mortals who excel in spoiling every haunter’s night. Not only are they very hard to drive away, but with their presence they bolster courage of nearby mortals, calming them, and as a result, reducing the amount of plasm available for your ghosts. Hero exorcists and ghostbrakers are the worst of all as it is very hard to tackle them in the usual way (i.e.: by keeping them running so they can’t exorcise) Once they start attacking your ghost, it takes something very drastic (like setting them on fire) to make them stop.
And here are my ideas for quests.
1 New ghosts in town.
Introduction: Welcome ghostmaster. Since your recent successes, we have had no assignments in Gravenville that would be worth someone of your skill. However, there is a town under our supervision, which for some time has lacked a competent haunting co-ordinator. Nightmarehill needs you badly, ghostmaster. Pick a team of your best haunters and relocate there immediately. Once you are on site, establish a new base of operations and await further instructions. We have found out that there is an old opera house there, that is now in danger of being closed for good. Make sure that it is, and it should make for a good haunting ground.
Description: I have decided it would be good to have a new town for this “mission pack”, as well as a new ghoul room to accommodate all the new ghosts. This mission provides the player with both. The player chooses 13 ghosts from those collected during the game (this should be enough to fit all the “can’t finish a mission without it” ghosts, plus a handful of personal favourites) , they will join him in the new ghoul room... as soon as he makes sure it is free of mortals. Then, the opera house will replace the regular ghoul room for all the new missions and any new ghosts will be added there.
Area: A large (old) opera house, consisting of three floors +basement, full of potential fetters.
Haunt team: 6 ghosts.
People to scare: actors, staff, director, some (sparse) audience.
Special objectives: No mortals left in the building, which means for once, no madness. They all have to run away.
Ghosts: Brunhilda. Once a famous diva , she died in an accident, just a day before what was supposed to be the greatest day in her career. Still angry at her death, she refuses to help you with her powers. However, if she could only appear on stage... play her greatest part as she was supposed to... (I have an idea how to do it, but won’t put it here. If it is ever made, you will have to find out for yourself...)
Brunhilda.
Type: banshee (sort of )
Fetter: emotional
Appearance: a 120 kg woman , wearing an XXL metal bra and a horned helmet.
Powers:
1 fluster
2 (distant thunder)
3 (howl)
4 (insane invitation)
5 dominate
6 (wail)
7 quake
8 siren song or shattering song
9 Asgard’s call : a chosen male mortal gets a large belief boost and becomes temporarily immune to fear.
2 A night at the office
Introduction: Ghostmaster, there is one more thing that you have to do, in order to secure your new haunt. The new owner of the opera building wants it demolished and replaced with a new hotel. This enterprise has to be stopped. You must go the office building of the company, destroy the documents in their safe, that prove their ownership of the opera house, then get their head manager to quit his job for good.
Description: this mission is somewhat similar to “deadfellows”- it includes a number of mortals to scare but your main goal is a single , very sceptical man. There is also an element of a puzzle as you have to get the papers out of the safe and destroy them. (of course, fire would be the most appropriate. If you lack an elemental in your new ghoul room, one fire starter is available on the spot.)
Area: an office building, roughly the size of “deadfellows” yacht.
Haunt team: 4 ghosts
People to scare: head manager, office workers who had to stay late, secretaries, security and cleaners.
Special objectives: get the head manager to open the safe. There is a lot of ways...
Ghosts:
404 is a gremlin, who started life as a system bug, but then become an actual bug, when the fervent curses of the server operating staff breathed life into him. He has a twisted personality and takes great joy from watching mortals foam with frustration as they try fruitlessly to make their machines work. Currently he is trapped in a disused computer in one of the back rooms. He needs a spark of power to break free, but there are no other machines nearby...
Rosie used to be the boss’ secretary before she got murdered by a younger , more aggressive woman. She burns with hate (literally) and would give anything to get her revenge... But the new secretary never comes close to her rival’s old room...
404
Type: gremlin
Fetter: electrical
Appearance: a small, glowing beetle with a shifting pattern of green numbers covering its body.
Powers:
1 fluster
2 spark or shattered nerves
3 (blow fuse)
4 (strange behaviour)
5 (mania)
6 sparkstorm
7 wild and crazy or obsession
8 (luckstorm)
Rosie
Type: spectre
Fetter: violence, murder.
Appearance: A red-haired woman in her thirties, with glowing red eyes and face twisted with anger.
Powers:
1 sweat
2 (tremor)
3 (strange vision)
4 (dread)
5 (bonfire)
6 spooky surprise
7 (possess)
8 terror incarnate or shattering song
9 TK storm
3 Ghosts of the past
Introduction: Take a look ghostmaster .What you now see is Nightmarehill castle, an ancient home to the local ghosts... and the arena of one of the worst mess-ups done by your infamous predecessor. The castle is very important for the haunting comity, as its legends fuel the local population’s belief in the supernatural. In his attempt to increase the scaring efficiency, the incompetent ghostmaster started changing the haunting routines of the residents.. only to get them trapped in their haunting spots! You must take control of the castle, free the trapped agents, then make sure that the mortals feel the castle’s supernatural aura. Just remember, ghostmaster: the castle has very few permanent residents, so to keep it working smoothly, it must attract new tourists that could be scared the next night. Do not make it’s reputation too grim.
Description: This mission is very unusual, since it requires you to scare mortals as much as you can, without scaring them away. In game terms, you have to get a certain point score (not counting points for freed ghosts or time record) to finish the level. Furthermore, you get no points for scaring people away or damaging their sanity (If you scare too many or make someone insane, you lose the level) . To compensate for that, you get extra points for increasing belief , screams and faints. You also have to free at least two ghosts to win the level.
Area: An ancient castle, now a museum
Haunt team: 5 ghosts
People to scare: staff and various tourists. A small group of treasure hunters.
Special objectives: see description
Ghosts:
Sir Nicholas is one of the original haunters of the castle. He used to appear in the armoury and on the castle walls, until the ghostmaster moved him into an armour standing in the corridor... an armour which turned out to have been his own old armour (resulting in him getting stuck inside, just as he used to when he was alive) . Now, someone has to put the armour apart to free him...
Lady Ann is a white lady, a silent ghost that used to walk the empty corridors of the castle. The ghostmaster started moving her around the castle ,placing her in more and more extravagant spots until she appeared on top of one of the towers and , being afraid of heights, got stuck there. If only someone came to the roof, she could follow him down.
Clarence is a simple spook , brought to the castle by the previous ghostmaster. It was one of his first assignments and a poor choice of a haunting spot got him stuck in one of the empty chests in the old treasury room. He will be happy to help if you could just get him out.
Mc Grumpy is the oldest resident ghost of the castle. He is the only ghost still to remain free, and only because he didn’t listen to the ghostmaster’s orders. Now, he will only listen to you if you prove you are any better then the last one. First ,you have to undo all the mess that your predecessor has done, then make one of the museum staff (Mc Grumpy’s distant descendant) believe in ghosts. Only then will he take any orders from you.
Sir Nicholas
Type: Apparition
Fetter: violence
Appearance: a thin, elderly knight, wearing a full-plate armour that seems to be a bit too tight for him. Likes scaring people by taking his head off.
Powers:
1 footsteps
2 (fright)
3 (strange vision)
4 (dread)
5 numb
6 (spooky surprise)
7 (possess)
8 scared to death
Lady Ann
Type: white lady
Fetter: thoroughfare
Appearance: a young noblewoman, dressed in medieval clothes, completely white.
Powers:
1 (footsteps)
2 (fright)
3 (brief scare)
4 (strange vision)
5 hypnotic image
6 (aura reading).
Clarence
Type: spook
Fetter: inside
Appearance: a thin spook, equipped with a long chain he always drags along (he is really proud of his chain rattling skills) . He is constantly nervous and he stutters.
Powers:
1 (moan)
2 (rattle chains)
3 howl
4 (hide and seek)
5 shriek or slow
6 (kinesis)
Mc Grumpy
Type: wight
Fetter: earth, corpse
Appearance: an old (and slightly rotten) Scotsman, dressed in traditional clothes and armed with a clymore.
Powers:
1 (fog)
2 gather winds
3 (strange vision)
4 dense swarm (ravens) or ice breath
5 dominate
6 (spooky surprise)
7 (paralyse)
8 scared to death or frozen stiff
9 (dance macabre)
10 deadly pursuit.
4 Silent Valley
Introduction: Now that you have established yourself in Nightmarehill, take a look at this small , abandoned town called Silent Valley. Ever since its original inhabitants were driven away by a group of powerful independent haunters, we have been using it as a “ghost town”, the horrors of which supplied all the local haunters with a steady flow of ectoplasm. Recently, however, the flow has stopped, as a group of mortal heroes managed to seal the sources of the dark force, effectively taking the town away from us. You must reawaken its powers, so we can put them to further use. We have already made some moves towards this goal. A small group of teenage filmmakers have been tricked into coming to town. Now, it is your turn to trick them into breaking the seals. Once it is done, show them the full horror of the supernatural. Just make sure that their tape gets out of town undamaged. It will lure new “adventurers” into Silent Valley.
Description: A small group of teenage filmmakers have entered the abandoned town. Your task is to trick them into unleashing the powers that are trapped there, then scare them away. One you should give special attention to is the camera girl (she has to run away with the camera, so don’t drive her insane)
Area: an abandoned town , consisting of about 8 houses , a lake and some basements. It contains a number of fences and other obstacles , which can be used to “direct” mortals, as well as a fair number of “violence” and “murder” fetters.
Haunt team: 5 ghosts
People to scare: a group of 4 filmmakers
Special objectives: There are 3 special points in the town that have to be unsealed. The first is a book in a ritual room in the attic of one of the houses, which must be opened. The second is a statue in the middle of the city, which is pierced with an enchanted dagger (which must be removed) and the third is a well in a half-flooded basement, which must be re-opened. None of those items can be influenced by ghosts, they are “warded” and can only be moved by mortals. Each broken seal provides extra ectoplasm, in addition, opening the well uncovers a ghost that will join forces with you. (Hotaru). Oh, make sure not to break the camera.
Hotaru
Type: Phantom
Fetter: water, emotional
Appearance: a small girl dressed in white, constantly dripping with water. Her long black hair cover a part of her face.
Powers:
1 fluster or footsteps
2 (fright)
3 (strange vision)
4 dread or insane invitation
5 (slow)
6 aura reading or terrorise
7 (seeping blood)
8 scared to death
9 TK storm or gushing blood
Extra challenge: If you drive 3 people insane in this scenario, a new secret ghost will become available when you next visit this area. (Cheese-Burger-Niggurath)
5 The creepy movie.
Introduction: We have received some disturbing news, ghostmaster. We have found out that the Nightmarehill Studios company is preparing a new production. A horror-comedy that mocks some of our most important members! If this movie becomes successful, it may be very dangerous to our scaring capabilities all over the country. You must stop this insolence, ghostmaster! Show those foolish mortals the true power of the supernatural, destroy the script and leave no sane mortal within the studio!
Description: The mission is fairly straightforward: scare everyone away. The only complication (apart from the slightly unhinged but extremely stubborn director) is the script which , while not very well protected, exists in a number of copies that must all be destroyed.
Area: A film studio, containing numerous pieces of scenery, numerous staff rooms and storage rooms and a lot of electrical fetters.
Haunt team: 6 ghosts
People to scare: the director, the manager, actors, staff, security.
Special objectives: see description
Ghosts:
Double spent her entire life as exactly that: a double whose job was to do all the unimportant scenes that the “stars” didn’t feel like doing themselves. She doesn’t even remember her real name anymore. Her dream of becoming a star herself was never fulfilled. This dream is what is holding her here. If you could lure one of the main actresses to the mirror in her room, she could finally play a role she so long desired...
Stunt spent his life as a stuntman until an overgrown ego of the actor he was replacing, led to the addition of an extremely “spectacular” action scene which ended his life. (They never found his head after the explosion! It is on the roof behind one of the chimneys and now acts as his fetter. ) Stunt wants revenge on the actor responsible, revenge that could only be achieved by showing the vain star what a stuntman’s work is about. You must trick him into performing something spectacular and dangerous...
Double
Type: fetch
Fetter: mirror
Appearance: A young, deathly pale woman, with long wavy hair which is ,quite obviously, a wig.
Powers:
1 (fluster)
2 (intrigue)
3 twist reflection
4 (ethereal gift)
5 mania
6 (aura reading)
7 whisper or ghostly apparition
8 (pull in the mirror) (traps the terrified victim in the mirror, while allowing Double to assume her shape and roam. )
9 perfect clone: copies a mortal, causing him or her a serious shock as well as learning all about the victim’s fears. While in this form, she has all the victim’s special features, and can even be possessed by other ghosts, just like a mortal could.
Stunt
Type: Mane
Fetter: corpse
Appearance: A badly burned man wearing a white padded suit and a helmet. He hangs in the air in a sitting position , with arms outstretched, as if behind the wheel.
Powers:
1 (sweat)
2 brief scare
3 (suspicious stench)
4 (dread)
5 (bonfire)
6 choking odour or spooky surprise
7 (possess)
8 terror incarnate
9 TK storm
The studio also contains a hidden ghost
6 Great hassle in the Asian Quarter
Introduction: Intriguing news, ghostmaster. While observing Nightmarehill Asian quarter, our agents located an item of magic, a small statuette enchanted to be used in occult rituals, which could be very useful for us in our affairs in Silent Valley. It is now in possession of a certain mobster who has taken residence there, a prized treasure in his collection of trophies. Your task is to take the statuette from him, then make sure that he won’t be looking for it, by scaring him out of town . There is also a man , just a couple of houses away from the mobster’s bar , who will find himself in Silent Valley soon. Make sure that the statuette gets into his hands.
Description: A rather complicated mission. While the statuette is an occult item that can serve as a fetter to almost any ghost, it generally has to be moved by mortal hands, meaning that you will probably have to trick one of the yakuza members into stealing from his boss!
Area: A couple of streets, with colourful shops , small bars and a small park. The biggest building in the area is a bar , the upper floors of which contain an apartment of a yakuza boss.
Haunt team: 6 ghosts
People to scare: Yakuza boss, mobsters, civilians. There is a fair number of people there that are not directly linked to the mission, but can be scared for extra plasm. However, if you start scaring them away, they may call an Asian exorcist, who can be a real pain. (He is less effective at banishing ghosts, however, he has an ability to place seals on objects, which forces ghosts out of them and makes them unusable as fetters until the seal is removed.)
Special objectives: Get someone to take the statuette. Protect him from the rest of the gang. Make sure the statuette is dropped where the right person can pick it up. Get rid of the yakuza boss.
Ghosts:
Charming is a kitsune, a Japanese trickster who likes having fun at the expense of mortals. At the moment , she is sitting in the park, terribly bored. She will join you if you amuse her. Find her a handsome man and lure him into the park. He must really be something, she is not interested in plain people...
Exhausting is a nurikabe, a foreign spirit, quite new in town and still learning the haunting job. Just give him a chance to test all his powers (must use them on some mortals) and he will be happy to join you.
There is also 1 hidden ghost in the area.
Charming
Type: trickster
Fetter: outside
Appearance: a female fox, wearing an elaborate kimono.
Powers:
1 (flower power)
2 (intrigue)
3 wild geese
4 (ethereal gift)
5 (dominate)
6 trap
7 (human guise) (Charming turns into a human woman. She can roam, and all humans except exorcists will be friendly towards her, even if she appears in a place that is obviously off-limits.)
8 (loathsome aspect)
9 dance macabre
10 expose fears
Exhausting
Type: fey
Fetter: thoroughfare
Appearance: A square brick wall with short arms and legs
Powers:
1 fog
2 (shattered nerves)
3 (strange vision)
4 delusion
5 (slow)
6 (endless road) ( creates portals on both ends of the haunted thoroughfare, causing mortals to walk in a loop. )
Although I tried not to rip off anybody, (not very blatantly at least) some ideas may have been repeated.
I anyone makes a mod from any of this, I would be very happy.
The campaign introduces some new features.
New types of ghosts.
White ladies:(1st power level)
These women are archetypical ghosts, white figures that walk in silence through the corridors. Their power list has up to 6 powers and their typical fetter is thoroughfare.
Fey (1st power level)
Fey are mischievous spirits of nature, trolls, leprechauns, tanuki, and all other creations of folklore. They are related to tricksters but much less powerful ( 6 powers ) and much cheaper in plasm.
Bogeymen (4th power level)
Bogeymen are incarnations of fear, monsters created solely by human imagination, shaped by the things people have always feared. They skulk in the shadows, waiting for the right mortal to sustain their existence. The vivid imagination of children makes them ideal targets. Bogeymen can have up to 8 powers, and mostly use emotional fetters.
Terrors (5th power level)
Terrors are monsters that stalk the night. They haunt the open spaces, hunting the mortals that get onto their territory. ( 8 powers, outside fetter)
Old ones (6th power level)
Old ones are among the most powerful spirits, ancient, alien entities that predate humanity by eons. With their deadly array of 10 powers, they are the ultimate bringers of madness.
New type of mortal: hero .
Heroes are exceptionally brave mortals who excel in spoiling every haunter’s night. Not only are they very hard to drive away, but with their presence they bolster courage of nearby mortals, calming them, and as a result, reducing the amount of plasm available for your ghosts. Hero exorcists and ghostbrakers are the worst of all as it is very hard to tackle them in the usual way (i.e.: by keeping them running so they can’t exorcise) Once they start attacking your ghost, it takes something very drastic (like setting them on fire) to make them stop.
And here are my ideas for quests.
1 New ghosts in town.
Introduction: Welcome ghostmaster. Since your recent successes, we have had no assignments in Gravenville that would be worth someone of your skill. However, there is a town under our supervision, which for some time has lacked a competent haunting co-ordinator. Nightmarehill needs you badly, ghostmaster. Pick a team of your best haunters and relocate there immediately. Once you are on site, establish a new base of operations and await further instructions. We have found out that there is an old opera house there, that is now in danger of being closed for good. Make sure that it is, and it should make for a good haunting ground.
Description: I have decided it would be good to have a new town for this “mission pack”, as well as a new ghoul room to accommodate all the new ghosts. This mission provides the player with both. The player chooses 13 ghosts from those collected during the game (this should be enough to fit all the “can’t finish a mission without it” ghosts, plus a handful of personal favourites) , they will join him in the new ghoul room... as soon as he makes sure it is free of mortals. Then, the opera house will replace the regular ghoul room for all the new missions and any new ghosts will be added there.
Area: A large (old) opera house, consisting of three floors +basement, full of potential fetters.
Haunt team: 6 ghosts.
People to scare: actors, staff, director, some (sparse) audience.
Special objectives: No mortals left in the building, which means for once, no madness. They all have to run away.
Ghosts: Brunhilda. Once a famous diva , she died in an accident, just a day before what was supposed to be the greatest day in her career. Still angry at her death, she refuses to help you with her powers. However, if she could only appear on stage... play her greatest part as she was supposed to... (I have an idea how to do it, but won’t put it here. If it is ever made, you will have to find out for yourself...)
Brunhilda.
Type: banshee (sort of )
Fetter: emotional
Appearance: a 120 kg woman , wearing an XXL metal bra and a horned helmet.
Powers:
1 fluster
2 (distant thunder)
3 (howl)
4 (insane invitation)
5 dominate
6 (wail)
7 quake
8 siren song or shattering song
9 Asgard’s call : a chosen male mortal gets a large belief boost and becomes temporarily immune to fear.
2 A night at the office
Introduction: Ghostmaster, there is one more thing that you have to do, in order to secure your new haunt. The new owner of the opera building wants it demolished and replaced with a new hotel. This enterprise has to be stopped. You must go the office building of the company, destroy the documents in their safe, that prove their ownership of the opera house, then get their head manager to quit his job for good.
Description: this mission is somewhat similar to “deadfellows”- it includes a number of mortals to scare but your main goal is a single , very sceptical man. There is also an element of a puzzle as you have to get the papers out of the safe and destroy them. (of course, fire would be the most appropriate. If you lack an elemental in your new ghoul room, one fire starter is available on the spot.)
Area: an office building, roughly the size of “deadfellows” yacht.
Haunt team: 4 ghosts
People to scare: head manager, office workers who had to stay late, secretaries, security and cleaners.
Special objectives: get the head manager to open the safe. There is a lot of ways...
Ghosts:
404 is a gremlin, who started life as a system bug, but then become an actual bug, when the fervent curses of the server operating staff breathed life into him. He has a twisted personality and takes great joy from watching mortals foam with frustration as they try fruitlessly to make their machines work. Currently he is trapped in a disused computer in one of the back rooms. He needs a spark of power to break free, but there are no other machines nearby...
Rosie used to be the boss’ secretary before she got murdered by a younger , more aggressive woman. She burns with hate (literally) and would give anything to get her revenge... But the new secretary never comes close to her rival’s old room...
404
Type: gremlin
Fetter: electrical
Appearance: a small, glowing beetle with a shifting pattern of green numbers covering its body.
Powers:
1 fluster
2 spark or shattered nerves
3 (blow fuse)
4 (strange behaviour)
5 (mania)
6 sparkstorm
7 wild and crazy or obsession
8 (luckstorm)
Rosie
Type: spectre
Fetter: violence, murder.
Appearance: A red-haired woman in her thirties, with glowing red eyes and face twisted with anger.
Powers:
1 sweat
2 (tremor)
3 (strange vision)
4 (dread)
5 (bonfire)
6 spooky surprise
7 (possess)
8 terror incarnate or shattering song
9 TK storm
3 Ghosts of the past
Introduction: Take a look ghostmaster .What you now see is Nightmarehill castle, an ancient home to the local ghosts... and the arena of one of the worst mess-ups done by your infamous predecessor. The castle is very important for the haunting comity, as its legends fuel the local population’s belief in the supernatural. In his attempt to increase the scaring efficiency, the incompetent ghostmaster started changing the haunting routines of the residents.. only to get them trapped in their haunting spots! You must take control of the castle, free the trapped agents, then make sure that the mortals feel the castle’s supernatural aura. Just remember, ghostmaster: the castle has very few permanent residents, so to keep it working smoothly, it must attract new tourists that could be scared the next night. Do not make it’s reputation too grim.
Description: This mission is very unusual, since it requires you to scare mortals as much as you can, without scaring them away. In game terms, you have to get a certain point score (not counting points for freed ghosts or time record) to finish the level. Furthermore, you get no points for scaring people away or damaging their sanity (If you scare too many or make someone insane, you lose the level) . To compensate for that, you get extra points for increasing belief , screams and faints. You also have to free at least two ghosts to win the level.
Area: An ancient castle, now a museum
Haunt team: 5 ghosts
People to scare: staff and various tourists. A small group of treasure hunters.
Special objectives: see description
Ghosts:
Sir Nicholas is one of the original haunters of the castle. He used to appear in the armoury and on the castle walls, until the ghostmaster moved him into an armour standing in the corridor... an armour which turned out to have been his own old armour (resulting in him getting stuck inside, just as he used to when he was alive) . Now, someone has to put the armour apart to free him...
Lady Ann is a white lady, a silent ghost that used to walk the empty corridors of the castle. The ghostmaster started moving her around the castle ,placing her in more and more extravagant spots until she appeared on top of one of the towers and , being afraid of heights, got stuck there. If only someone came to the roof, she could follow him down.
Clarence is a simple spook , brought to the castle by the previous ghostmaster. It was one of his first assignments and a poor choice of a haunting spot got him stuck in one of the empty chests in the old treasury room. He will be happy to help if you could just get him out.
Mc Grumpy is the oldest resident ghost of the castle. He is the only ghost still to remain free, and only because he didn’t listen to the ghostmaster’s orders. Now, he will only listen to you if you prove you are any better then the last one. First ,you have to undo all the mess that your predecessor has done, then make one of the museum staff (Mc Grumpy’s distant descendant) believe in ghosts. Only then will he take any orders from you.
Sir Nicholas
Type: Apparition
Fetter: violence
Appearance: a thin, elderly knight, wearing a full-plate armour that seems to be a bit too tight for him. Likes scaring people by taking his head off.
Powers:
1 footsteps
2 (fright)
3 (strange vision)
4 (dread)
5 numb
6 (spooky surprise)
7 (possess)
8 scared to death
Lady Ann
Type: white lady
Fetter: thoroughfare
Appearance: a young noblewoman, dressed in medieval clothes, completely white.
Powers:
1 (footsteps)
2 (fright)
3 (brief scare)
4 (strange vision)
5 hypnotic image
6 (aura reading).
Clarence
Type: spook
Fetter: inside
Appearance: a thin spook, equipped with a long chain he always drags along (he is really proud of his chain rattling skills) . He is constantly nervous and he stutters.
Powers:
1 (moan)
2 (rattle chains)
3 howl
4 (hide and seek)
5 shriek or slow
6 (kinesis)
Mc Grumpy
Type: wight
Fetter: earth, corpse
Appearance: an old (and slightly rotten) Scotsman, dressed in traditional clothes and armed with a clymore.
Powers:
1 (fog)
2 gather winds
3 (strange vision)
4 dense swarm (ravens) or ice breath
5 dominate
6 (spooky surprise)
7 (paralyse)
8 scared to death or frozen stiff
9 (dance macabre)
10 deadly pursuit.
4 Silent Valley
Introduction: Now that you have established yourself in Nightmarehill, take a look at this small , abandoned town called Silent Valley. Ever since its original inhabitants were driven away by a group of powerful independent haunters, we have been using it as a “ghost town”, the horrors of which supplied all the local haunters with a steady flow of ectoplasm. Recently, however, the flow has stopped, as a group of mortal heroes managed to seal the sources of the dark force, effectively taking the town away from us. You must reawaken its powers, so we can put them to further use. We have already made some moves towards this goal. A small group of teenage filmmakers have been tricked into coming to town. Now, it is your turn to trick them into breaking the seals. Once it is done, show them the full horror of the supernatural. Just make sure that their tape gets out of town undamaged. It will lure new “adventurers” into Silent Valley.
Description: A small group of teenage filmmakers have entered the abandoned town. Your task is to trick them into unleashing the powers that are trapped there, then scare them away. One you should give special attention to is the camera girl (she has to run away with the camera, so don’t drive her insane)
Area: an abandoned town , consisting of about 8 houses , a lake and some basements. It contains a number of fences and other obstacles , which can be used to “direct” mortals, as well as a fair number of “violence” and “murder” fetters.
Haunt team: 5 ghosts
People to scare: a group of 4 filmmakers
Special objectives: There are 3 special points in the town that have to be unsealed. The first is a book in a ritual room in the attic of one of the houses, which must be opened. The second is a statue in the middle of the city, which is pierced with an enchanted dagger (which must be removed) and the third is a well in a half-flooded basement, which must be re-opened. None of those items can be influenced by ghosts, they are “warded” and can only be moved by mortals. Each broken seal provides extra ectoplasm, in addition, opening the well uncovers a ghost that will join forces with you. (Hotaru). Oh, make sure not to break the camera.
Hotaru
Type: Phantom
Fetter: water, emotional
Appearance: a small girl dressed in white, constantly dripping with water. Her long black hair cover a part of her face.
Powers:
1 fluster or footsteps
2 (fright)
3 (strange vision)
4 dread or insane invitation
5 (slow)
6 aura reading or terrorise
7 (seeping blood)
8 scared to death
9 TK storm or gushing blood
Extra challenge: If you drive 3 people insane in this scenario, a new secret ghost will become available when you next visit this area. (Cheese-Burger-Niggurath)
5 The creepy movie.
Introduction: We have received some disturbing news, ghostmaster. We have found out that the Nightmarehill Studios company is preparing a new production. A horror-comedy that mocks some of our most important members! If this movie becomes successful, it may be very dangerous to our scaring capabilities all over the country. You must stop this insolence, ghostmaster! Show those foolish mortals the true power of the supernatural, destroy the script and leave no sane mortal within the studio!
Description: The mission is fairly straightforward: scare everyone away. The only complication (apart from the slightly unhinged but extremely stubborn director) is the script which , while not very well protected, exists in a number of copies that must all be destroyed.
Area: A film studio, containing numerous pieces of scenery, numerous staff rooms and storage rooms and a lot of electrical fetters.
Haunt team: 6 ghosts
People to scare: the director, the manager, actors, staff, security.
Special objectives: see description
Ghosts:
Double spent her entire life as exactly that: a double whose job was to do all the unimportant scenes that the “stars” didn’t feel like doing themselves. She doesn’t even remember her real name anymore. Her dream of becoming a star herself was never fulfilled. This dream is what is holding her here. If you could lure one of the main actresses to the mirror in her room, she could finally play a role she so long desired...
Stunt spent his life as a stuntman until an overgrown ego of the actor he was replacing, led to the addition of an extremely “spectacular” action scene which ended his life. (They never found his head after the explosion! It is on the roof behind one of the chimneys and now acts as his fetter. ) Stunt wants revenge on the actor responsible, revenge that could only be achieved by showing the vain star what a stuntman’s work is about. You must trick him into performing something spectacular and dangerous...
Double
Type: fetch
Fetter: mirror
Appearance: A young, deathly pale woman, with long wavy hair which is ,quite obviously, a wig.
Powers:
1 (fluster)
2 (intrigue)
3 twist reflection
4 (ethereal gift)
5 mania
6 (aura reading)
7 whisper or ghostly apparition
8 (pull in the mirror) (traps the terrified victim in the mirror, while allowing Double to assume her shape and roam. )
9 perfect clone: copies a mortal, causing him or her a serious shock as well as learning all about the victim’s fears. While in this form, she has all the victim’s special features, and can even be possessed by other ghosts, just like a mortal could.
Stunt
Type: Mane
Fetter: corpse
Appearance: A badly burned man wearing a white padded suit and a helmet. He hangs in the air in a sitting position , with arms outstretched, as if behind the wheel.
Powers:
1 (sweat)
2 brief scare
3 (suspicious stench)
4 (dread)
5 (bonfire)
6 choking odour or spooky surprise
7 (possess)
8 terror incarnate
9 TK storm
The studio also contains a hidden ghost
6 Great hassle in the Asian Quarter
Introduction: Intriguing news, ghostmaster. While observing Nightmarehill Asian quarter, our agents located an item of magic, a small statuette enchanted to be used in occult rituals, which could be very useful for us in our affairs in Silent Valley. It is now in possession of a certain mobster who has taken residence there, a prized treasure in his collection of trophies. Your task is to take the statuette from him, then make sure that he won’t be looking for it, by scaring him out of town . There is also a man , just a couple of houses away from the mobster’s bar , who will find himself in Silent Valley soon. Make sure that the statuette gets into his hands.
Description: A rather complicated mission. While the statuette is an occult item that can serve as a fetter to almost any ghost, it generally has to be moved by mortal hands, meaning that you will probably have to trick one of the yakuza members into stealing from his boss!
Area: A couple of streets, with colourful shops , small bars and a small park. The biggest building in the area is a bar , the upper floors of which contain an apartment of a yakuza boss.
Haunt team: 6 ghosts
People to scare: Yakuza boss, mobsters, civilians. There is a fair number of people there that are not directly linked to the mission, but can be scared for extra plasm. However, if you start scaring them away, they may call an Asian exorcist, who can be a real pain. (He is less effective at banishing ghosts, however, he has an ability to place seals on objects, which forces ghosts out of them and makes them unusable as fetters until the seal is removed.)
Special objectives: Get someone to take the statuette. Protect him from the rest of the gang. Make sure the statuette is dropped where the right person can pick it up. Get rid of the yakuza boss.
Ghosts:
Charming is a kitsune, a Japanese trickster who likes having fun at the expense of mortals. At the moment , she is sitting in the park, terribly bored. She will join you if you amuse her. Find her a handsome man and lure him into the park. He must really be something, she is not interested in plain people...
Exhausting is a nurikabe, a foreign spirit, quite new in town and still learning the haunting job. Just give him a chance to test all his powers (must use them on some mortals) and he will be happy to join you.
There is also 1 hidden ghost in the area.
Charming
Type: trickster
Fetter: outside
Appearance: a female fox, wearing an elaborate kimono.
Powers:
1 (flower power)
2 (intrigue)
3 wild geese
4 (ethereal gift)
5 (dominate)
6 trap
7 (human guise) (Charming turns into a human woman. She can roam, and all humans except exorcists will be friendly towards her, even if she appears in a place that is obviously off-limits.)
8 (loathsome aspect)
9 dance macabre
10 expose fears
Exhausting
Type: fey
Fetter: thoroughfare
Appearance: A square brick wall with short arms and legs
Powers:
1 fog
2 (shattered nerves)
3 (strange vision)
4 delusion
5 (slow)
6 (endless road) ( creates portals on both ends of the haunted thoroughfare, causing mortals to walk in a loop. )