Post by werebeagale on Dec 11, 2008 18:57:13 GMT
this takes place a few years after the events in ghostmaster. the Ghostmaster has been awarded for scaring away an entire town, something not easily done. Cyrptvilla is the corny name of the next door city. people apper to have forgotten the spirt world exists. so, remind them. while like all ghostmasters, you need to be "invited" to huant a place, cyrptvilla is so close it can be considerd a part of gravenville. have fun scaring everyone away...
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the setting of the Ghost master game im making up. its a revamped version of ghostmaster.
Ghosts: at the start of act 1 you're assigned the starting ghosts in ghost master, plus the darkling(but he can't be used untill act 2). as always, you can pick up trapped ghosts in the map, but theres a new group of haunters: Monsters. monsters are like the darkling, very powerful but expensive and hard to find a fetter for. only 1 monster can be in a huanting.
look for my other campain detials in Gameplay and ghost ideas.
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GAMPLAY: map
the map has changed, while you can still chose missions like in ghostmaster, you can haunt areas. a mission is something thats critical, like haunting a place where people don't believe in ghosts, or get a powerful ghost. there optional missions, which might include 1 trapped ghost, but aren't needed to win to complete the game. for example, haunting a coffee shop, office, house, etc, etc. a mission would be haunting a police station, someone who has negative beilif in ghosts, getting a powerful ghost, etc, etc. theres a new group of ghosts. wanderers. they can't haunt in missions, but can haunt completed missions in the map. if you complete a mission, bats will fly around the cardboard cut out like in ghost master, but you can assign wanderers to it to gain silver plasm. silver plasm is used to buy passive upgrades, like plus 100 plasm in all haunting, all ghosts can be brought back to previous missions even if they weren't unlocked back then. silver plasm is generated every time you complete a haunting, revisiting a haunting doesn't count. depending on how good the wanderer is. monster can be used as wanderers, and generate the most silver plasm, but can't be used while in a previous haunting. only 1 ghost can be in a previous haunting at a time. gold plasm still exists and still has the same restrictions.
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Gamplay: hauntings.
combo moves, when 2 ghosts use 2 powers together, they make a new power. for example, kenesis and kensies storm, when used together, objects float into the air and some throw themselves at mortals. if posses and strange behavior are used, the gremlin posses its eletritc fetter, turning it into a monster for a short while. at first this happens by accident, but as a haunter levels up, they will work together if there in the same room.
Support powers: support powers act like powers like bitter cold as they do not need recharge and last forever. support powers help ghosts in the room or area, like decrease plasm us, decrease power recharge, allow 2 cointinoius powers to be used at a time.
Soul eating: some monsters can eat a mortals soul, putting the mortal into a perment coma. this gives huge terror and plasm, and points.
Beilievers: if a mortals belief has reached the max, they become beilivers in the spirit world. they can be frightened off very easily, but will raise the belief of all other mortals they talk to.
New Fetter: Entertainment fetters are ones that are used to entertain mortals. distracting and belief ghosts tend to binded to this.
Sub Fetters:each fetter can have a sub category, for example, corpse could have murder or violence, or enteirtainment could be music of Game. each ghost has a sub fetter that gives it decreased plasm per power, and the more powerful ones, horrors and monsters, have a sub fetter that increases plasm per power. a sub fetter is depends on what fetter a ghost can bind to. a Manes sub fetters to a corpse would be violence and murder, while Ghastlys sub fetters would be Corpse and Murder. in game, a sub fetter would only be showed if the fetter is in use, red letters would show a sub fetter.
Deathly Fear: 3rd type of fear, unlike phobias, you need to know this type of fear for it to work. if used, there is a chance of a heart attack in the victim. this brings you more plasm and points then sub phobias, but less then soul sucking. note: if there is at least 1 person there they will call a ambulance, which brings you 2 more mortals. however, if the mortal is undiscovered or alone, or if you scare everyone away from the phone(harder with teens, cause they have cellphones, some adults have them too, older adults don't), the mortal will die and either become a whiff or a ghost if he's important.(this will probely be scrapped)
Whiff: whiffs are special, but they are either summoned by powers, or found in missions. they dissapper after the mission is over, and do not apper on the ghost menu during a haunting. they are always bound to mortals.
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missions:
Act 1:
Spook Out:
Intro: ghost Master, to start your campaign of terror, you must first make a base for your ghosts in Cyrptvilla. however, for your ghosts to stay in the mortal realm, there must be a seance in the building. theres a building with the proper matrils for a sceance, in the Theater. get the mortals to perform the Sceance, and Scare all mortals in to the night! (insane mortals are not allowed).
this mission allows all 8 ghostmaster starter ghosts to be used. the theatare is mostly abandend, used for a meeting place for teenagers. theres a sceance board and candles among the crates of stuff in the attic. use Tremor from Stonewall, bound to the dirt pile in the attic. this will dislodge the sceance stuff. use Boo to kenasis the sceance stuff to a east location to find. then use either boos rattle chain or ather to get the 6 teens up here. once they perform the sceance, its party crashing time! +200 plasm, and all ghosts can be bound anywhere! scare the mortals away from the theatare.
Mortals: just 6. there easy to scare, all teens.
Ghosts: theres 1 ghost.
Road rage: a wanderer who is a car. however, it moves about and looks cartoony. look for the sister thread in ghost ideas for details.
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Amiss in ThunderLand:
Intro: Once upon a time, there was a sweet little girl, who feel asleep, AND NEVER WOKE UP. she lives in her own dreamworld. mortal doctors have never woke her up, and her family has tried a medium for help. destroying this potential danger early would be a good idea for our campaign of terror. drive the medium away in terror.
Pretty easy, just use your 4 ghosts to drive away the medium. driving away the other mortals is good for bonus points. takes place in a cabin the woods. if you wait for a few minutes, the medium will cure Alice, in the wrong way. she brings Alices dreams into the mortal realm. this will realese 1 ghost. this gives you 1 new objective, drive Alice away in terror to break alices dream.
Mortals: a medium, who sucks at banishing ghosts, and decteecting them, and 5 family members, 2 sisters, Alice(coma), mother and father.
Ghosts: The Checkered Cat: a wisp who looks like a fat cat with a Checkered pattern. Secret.
----------------------------------------------------------------------
the setting of the Ghost master game im making up. its a revamped version of ghostmaster.
Ghosts: at the start of act 1 you're assigned the starting ghosts in ghost master, plus the darkling(but he can't be used untill act 2). as always, you can pick up trapped ghosts in the map, but theres a new group of haunters: Monsters. monsters are like the darkling, very powerful but expensive and hard to find a fetter for. only 1 monster can be in a huanting.
look for my other campain detials in Gameplay and ghost ideas.
-----------------------------------------------------------------------
GAMPLAY: map
the map has changed, while you can still chose missions like in ghostmaster, you can haunt areas. a mission is something thats critical, like haunting a place where people don't believe in ghosts, or get a powerful ghost. there optional missions, which might include 1 trapped ghost, but aren't needed to win to complete the game. for example, haunting a coffee shop, office, house, etc, etc. a mission would be haunting a police station, someone who has negative beilif in ghosts, getting a powerful ghost, etc, etc. theres a new group of ghosts. wanderers. they can't haunt in missions, but can haunt completed missions in the map. if you complete a mission, bats will fly around the cardboard cut out like in ghost master, but you can assign wanderers to it to gain silver plasm. silver plasm is used to buy passive upgrades, like plus 100 plasm in all haunting, all ghosts can be brought back to previous missions even if they weren't unlocked back then. silver plasm is generated every time you complete a haunting, revisiting a haunting doesn't count. depending on how good the wanderer is. monster can be used as wanderers, and generate the most silver plasm, but can't be used while in a previous haunting. only 1 ghost can be in a previous haunting at a time. gold plasm still exists and still has the same restrictions.
-----------------------------------------------------------------------
Gamplay: hauntings.
combo moves, when 2 ghosts use 2 powers together, they make a new power. for example, kenesis and kensies storm, when used together, objects float into the air and some throw themselves at mortals. if posses and strange behavior are used, the gremlin posses its eletritc fetter, turning it into a monster for a short while. at first this happens by accident, but as a haunter levels up, they will work together if there in the same room.
Support powers: support powers act like powers like bitter cold as they do not need recharge and last forever. support powers help ghosts in the room or area, like decrease plasm us, decrease power recharge, allow 2 cointinoius powers to be used at a time.
Soul eating: some monsters can eat a mortals soul, putting the mortal into a perment coma. this gives huge terror and plasm, and points.
Beilievers: if a mortals belief has reached the max, they become beilivers in the spirit world. they can be frightened off very easily, but will raise the belief of all other mortals they talk to.
New Fetter: Entertainment fetters are ones that are used to entertain mortals. distracting and belief ghosts tend to binded to this.
Sub Fetters:each fetter can have a sub category, for example, corpse could have murder or violence, or enteirtainment could be music of Game. each ghost has a sub fetter that gives it decreased plasm per power, and the more powerful ones, horrors and monsters, have a sub fetter that increases plasm per power. a sub fetter is depends on what fetter a ghost can bind to. a Manes sub fetters to a corpse would be violence and murder, while Ghastlys sub fetters would be Corpse and Murder. in game, a sub fetter would only be showed if the fetter is in use, red letters would show a sub fetter.
Deathly Fear: 3rd type of fear, unlike phobias, you need to know this type of fear for it to work. if used, there is a chance of a heart attack in the victim. this brings you more plasm and points then sub phobias, but less then soul sucking. note: if there is at least 1 person there they will call a ambulance, which brings you 2 more mortals. however, if the mortal is undiscovered or alone, or if you scare everyone away from the phone(harder with teens, cause they have cellphones, some adults have them too, older adults don't), the mortal will die and either become a whiff or a ghost if he's important.(this will probely be scrapped)
Whiff: whiffs are special, but they are either summoned by powers, or found in missions. they dissapper after the mission is over, and do not apper on the ghost menu during a haunting. they are always bound to mortals.
-------------------------------------------------------------------------
missions:
Act 1:
Spook Out:
Intro: ghost Master, to start your campaign of terror, you must first make a base for your ghosts in Cyrptvilla. however, for your ghosts to stay in the mortal realm, there must be a seance in the building. theres a building with the proper matrils for a sceance, in the Theater. get the mortals to perform the Sceance, and Scare all mortals in to the night! (insane mortals are not allowed).
this mission allows all 8 ghostmaster starter ghosts to be used. the theatare is mostly abandend, used for a meeting place for teenagers. theres a sceance board and candles among the crates of stuff in the attic. use Tremor from Stonewall, bound to the dirt pile in the attic. this will dislodge the sceance stuff. use Boo to kenasis the sceance stuff to a east location to find. then use either boos rattle chain or ather to get the 6 teens up here. once they perform the sceance, its party crashing time! +200 plasm, and all ghosts can be bound anywhere! scare the mortals away from the theatare.
Mortals: just 6. there easy to scare, all teens.
Ghosts: theres 1 ghost.
Road rage: a wanderer who is a car. however, it moves about and looks cartoony. look for the sister thread in ghost ideas for details.
------------------------------------------------------------------------
Amiss in ThunderLand:
Intro: Once upon a time, there was a sweet little girl, who feel asleep, AND NEVER WOKE UP. she lives in her own dreamworld. mortal doctors have never woke her up, and her family has tried a medium for help. destroying this potential danger early would be a good idea for our campaign of terror. drive the medium away in terror.
Pretty easy, just use your 4 ghosts to drive away the medium. driving away the other mortals is good for bonus points. takes place in a cabin the woods. if you wait for a few minutes, the medium will cure Alice, in the wrong way. she brings Alices dreams into the mortal realm. this will realese 1 ghost. this gives you 1 new objective, drive Alice away in terror to break alices dream.
Mortals: a medium, who sucks at banishing ghosts, and decteecting them, and 5 family members, 2 sisters, Alice(coma), mother and father.
Ghosts: The Checkered Cat: a wisp who looks like a fat cat with a Checkered pattern. Secret.