inittles comittles
32
.ninja_log
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# ninja log v6
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11
README
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# TO HAUNT AND BE HAUNTED
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a solo succession haunted house game
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## GETTING STARTED
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||||
|
||||
This was built with:
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- m4 v1.4.6: templating, etc
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- pandoc v3.6.2: convert between formats
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- ninja v1.12.1: build
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id="tspan17">3</tspan><tspan
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id="tspan18">4</tspan><tspan
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d="m 111.77736,122.3827 20.5486,14.9352 7.8486,24.15549 c 5.53704,-1.97666 9.77037,-5.05009 12.7,-9.22029 3.19003,-4.45682 4.80728,-9.43519 4.85177,-14.93512 0.0487,-5.20858 -1.56842,-10.187 -4.85146,-14.93528 -3.81375,-4.80665 -8.04709,-7.88002 -12.7,-9.22011 -5.23221,-1.65947 -10.46471,-1.65947 -15.69751,0 -5.70989,2.10711 -9.94323,5.18048 -12.7,9.22011 z"
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xml:space="preserve"
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style="font-size:4.23333px;stroke-width:0.264583"
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inkscape:label="seg2"
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style="opacity:0.9;fill:#ffe6d5;stroke:#000000;stroke-width:0.264583px;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1"
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d="m 132.32596,137.33077 7.8486,24.14262 c -5.24047,1.65946 -10.4643,1.65946 -15.67149,0 -5.33427,-1.80869 -9.57617,-4.88206 -12.72571,-9.22012 -3.28051,-4.74169 -4.89752,-9.72012 -4.85103,-14.93529 z"
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sodipodi:role="line"
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style="font-size:4.23333px;stroke-width:0.264583"
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y="148.45819">Jealous -3</tspan></text></g><g
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d="m 132.32596,137.3179 -20.5486,-14.9352 c -3.16182,4.37299 -4.77883,9.35142 -4.85103,14.93528 l 25.39963,0.0128 z"
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sodipodi:nodetypes="ccccc" /><text
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xml:space="preserve"
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|
After Width: | Height: | Size: 11 KiB |
31
build.ninja
Normal file
@ -0,0 +1,31 @@
|
||||
# build html
|
||||
rule md2html
|
||||
command = m4 -P $in $
|
||||
| pandoc $
|
||||
--from=markdown+autolink_bare_uris $
|
||||
--to=html5 $
|
||||
--output=$out $
|
||||
--standalone $
|
||||
--toc $
|
||||
--variable=linkcolor:blue $
|
||||
--resource-path=assets $
|
||||
--embed-resources=true
|
||||
build dist/haunt.html: md2html src/haunt.md
|
||||
build dist/play.html: md2html src/play.md
|
||||
build html: phony dist/haunt.html dist/play.html
|
||||
|
||||
# build pdf
|
||||
rule md2pdf
|
||||
command = m4 -P $in $
|
||||
| pandoc $
|
||||
--from=markdown+autolink_bare_uris $
|
||||
--to=pdf $
|
||||
--pdf-engine=xelatex $
|
||||
--variable=linkcolor:blue $
|
||||
--standalone $
|
||||
--toc $
|
||||
--resource-path=assets $
|
||||
--embed-resources=true $
|
||||
--output=$out
|
||||
build dist/haunt.pdf: md2pdf src/haunt.md
|
||||
build pdf: phony dist/haunt.pdf
|
2129
dist/haunt.html
vendored
Normal file
BIN
dist/haunt.pdf
vendored
Normal file
541
dist/play.html
vendored
Normal file
@ -0,0 +1,541 @@
|
||||
<!DOCTYPE html>
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" lang xml:lang>
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="generator" content="pandoc" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" />
|
||||
<title>No One Ever Leaves</title>
|
||||
<style>
|
||||
html {
|
||||
color: #1a1a1a;
|
||||
background-color: #fdfdfd;
|
||||
}
|
||||
body {
|
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margin: 0 auto;
|
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max-width: 36em;
|
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padding-left: 50px;
|
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padding-right: 50px;
|
||||
padding-top: 50px;
|
||||
padding-bottom: 50px;
|
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hyphens: auto;
|
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overflow-wrap: break-word;
|
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text-rendering: optimizeLegibility;
|
||||
font-kerning: normal;
|
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}
|
||||
@media (max-width: 600px) {
|
||||
body {
|
||||
font-size: 0.9em;
|
||||
padding: 12px;
|
||||
}
|
||||
h1 {
|
||||
font-size: 1.8em;
|
||||
}
|
||||
}
|
||||
@media print {
|
||||
html {
|
||||
background-color: white;
|
||||
}
|
||||
body {
|
||||
background-color: transparent;
|
||||
color: black;
|
||||
font-size: 12pt;
|
||||
}
|
||||
p, h2, h3 {
|
||||
orphans: 3;
|
||||
widows: 3;
|
||||
}
|
||||
h2, h3, h4 {
|
||||
page-break-after: avoid;
|
||||
}
|
||||
}
|
||||
p {
|
||||
margin: 1em 0;
|
||||
}
|
||||
a {
|
||||
color: blue;
|
||||
}
|
||||
a:visited {
|
||||
color: blue;
|
||||
}
|
||||
img {
|
||||
max-width: 100%;
|
||||
}
|
||||
svg {
|
||||
height: auto;
|
||||
max-width: 100%;
|
||||
}
|
||||
h1, h2, h3, h4, h5, h6 {
|
||||
margin-top: 1.4em;
|
||||
}
|
||||
h5, h6 {
|
||||
font-size: 1em;
|
||||
font-style: italic;
|
||||
}
|
||||
h6 {
|
||||
font-weight: normal;
|
||||
}
|
||||
ol, ul {
|
||||
padding-left: 1.7em;
|
||||
margin-top: 1em;
|
||||
}
|
||||
li > ol, li > ul {
|
||||
margin-top: 0;
|
||||
}
|
||||
blockquote {
|
||||
margin: 1em 0 1em 1.7em;
|
||||
padding-left: 1em;
|
||||
border-left: 2px solid #e6e6e6;
|
||||
color: #606060;
|
||||
}
|
||||
code {
|
||||
font-family: Menlo, Monaco, Consolas, 'Lucida Console', monospace;
|
||||
font-size: 85%;
|
||||
margin: 0;
|
||||
hyphens: manual;
|
||||
}
|
||||
pre {
|
||||
margin: 1em 0;
|
||||
overflow: auto;
|
||||
}
|
||||
pre code {
|
||||
padding: 0;
|
||||
overflow: visible;
|
||||
overflow-wrap: normal;
|
||||
}
|
||||
.sourceCode {
|
||||
background-color: transparent;
|
||||
overflow: visible;
|
||||
}
|
||||
hr {
|
||||
background-color: #1a1a1a;
|
||||
border: none;
|
||||
height: 1px;
|
||||
margin: 1em 0;
|
||||
}
|
||||
table {
|
||||
margin: 1em 0;
|
||||
border-collapse: collapse;
|
||||
width: 100%;
|
||||
overflow-x: auto;
|
||||
display: block;
|
||||
font-variant-numeric: lining-nums tabular-nums;
|
||||
}
|
||||
table caption {
|
||||
margin-bottom: 0.75em;
|
||||
}
|
||||
tbody {
|
||||
margin-top: 0.5em;
|
||||
border-top: 1px solid #1a1a1a;
|
||||
border-bottom: 1px solid #1a1a1a;
|
||||
}
|
||||
th {
|
||||
border-top: 1px solid #1a1a1a;
|
||||
padding: 0.25em 0.5em 0.25em 0.5em;
|
||||
}
|
||||
td {
|
||||
padding: 0.125em 0.5em 0.25em 0.5em;
|
||||
}
|
||||
header {
|
||||
margin-bottom: 4em;
|
||||
text-align: center;
|
||||
}
|
||||
#TOC li {
|
||||
list-style: none;
|
||||
}
|
||||
#TOC ul {
|
||||
padding-left: 1.3em;
|
||||
}
|
||||
#TOC > ul {
|
||||
padding-left: 0;
|
||||
}
|
||||
#TOC a:not(:hover) {
|
||||
text-decoration: none;
|
||||
}
|
||||
code{white-space: pre-wrap;}
|
||||
span.smallcaps{font-variant: small-caps;}
|
||||
div.columns{display: flex; gap: min(4vw, 1.5em);}
|
||||
div.column{flex: auto; overflow-x: auto;}
|
||||
div.hanging-indent{margin-left: 1.5em; text-indent: -1.5em;}
|
||||
|
||||
ul.task-list[class]{list-style: none;}
|
||||
ul.task-list li input[type="checkbox"] {
|
||||
font-size: inherit;
|
||||
width: 0.8em;
|
||||
margin: 0 0.8em 0.2em -1.6em;
|
||||
vertical-align: middle;
|
||||
}
|
||||
.display.math{display: block; text-align: center; margin: 0.5rem auto;}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<header id="title-block-header">
|
||||
<h1 class="title">No One Ever Leaves</h1>
|
||||
<p class="subtitle">Actual Play</p>
|
||||
</header>
|
||||
<nav id="TOC" role="doc-toc">
|
||||
<h2 id="toc-title">CONTENTS</h2>
|
||||
<ul>
|
||||
<li><a href="#turn-1" id="toc-turn-1">TURN 1</a>
|
||||
<ul>
|
||||
<li><a href="#phase-1-arrival" id="toc-phase-1-arrival">PHASE 1:
|
||||
ARRIVAL</a></li>
|
||||
<li><a href="#phase-2-haunting" id="toc-phase-2-haunting">PHASE 2:
|
||||
HAUNTING</a></li>
|
||||
<li><a href="#phase-3-trapped" id="toc-phase-3-trapped">PHASE 3:
|
||||
TRAPPED</a></li>
|
||||
<li><a href="#phase-4-finale" id="toc-phase-4-finale">PHASE 4:
|
||||
FINALE</a></li>
|
||||
</ul></li>
|
||||
</ul>
|
||||
</nav>
|
||||
<h2 id="turn-1">TURN 1</h2>
|
||||
<!--
|
||||
Player: dozens
|
||||
Started: 2025-03-08
|
||||
Finished: ???
|
||||
//-->
|
||||
<ul>
|
||||
<li><p>ERA: Proximate Past. 1950s Mississippi.</p></li>
|
||||
<li><p>HOUSE DESCRIPTION: The house sits alone at the top of a small
|
||||
hill at the end of a lane off the main highway through town by a small
|
||||
pond.</p></li>
|
||||
</ul>
|
||||
<p>FAMILY</p>
|
||||
<ul>
|
||||
<li><p>FLEEING: Mya sacrificed for her job. Spent too much time there.
|
||||
When she got sacked it was like she didn’t know who she was any
|
||||
more.</p></li>
|
||||
<li><p>SEARCHING: Time to rekindle her relationship with her
|
||||
son.</p></li>
|
||||
<li><p>MYA GOMEZ, AGE 40</p>
|
||||
<ul>
|
||||
<li>Reactions
|
||||
<ul>
|
||||
<li>1 - 6 Remorseful +2</li>
|
||||
<li>7 Patient -2</li>
|
||||
<li>8 - 9 Professional +2</li>
|
||||
</ul></li>
|
||||
<li>Memories
|
||||
<ol type="1">
|
||||
<li>Summary: Something is wrong with this house
|
||||
<ul>
|
||||
<li>We moved into the house and it was so dark</li>
|
||||
<li>The tub is leaking and now the ceiling is damaged. This place is a
|
||||
disaster. It’s falling apart. What have I done?</li>
|
||||
<li>First the plumbing and now the electrical. Was this a terrible
|
||||
idea?</li>
|
||||
<li>Why do these repairs not stick?</li>
|
||||
</ul></li>
|
||||
<li>Summary: Guillermo is acting out and is uncontrollable
|
||||
<ul>
|
||||
<li>Guillermo won’t stop peeling the wallpaper</li>
|
||||
<li>Or the paint</li>
|
||||
<li>Guillermo was skating in the house and broke his wrist. he got hurt
|
||||
because he won’t mind me. he is reckless</li>
|
||||
<li>I haven’t seen Guillermo around much lately, but it’s for the
|
||||
better. We’ve been fighting so much. But I feel guilty avoiding him. I
|
||||
moved here to spend time with him.</li>
|
||||
</ul></li>
|
||||
<li>Summary: I think I’m going crazy
|
||||
<ul>
|
||||
<li>I can’t sleep. The lights, and the noise.</li>
|
||||
<li>I think I’m hearing voices of people who aren’t there</li>
|
||||
<li>I feel like somebody’s watching me.</li>
|
||||
<li>This has all happened before.</li>
|
||||
</ul></li>
|
||||
<li>Summary:
|
||||
<ul>
|
||||
<li>This house is dangerous because it is destroying my mind</li>
|
||||
<li>Unusually aggressive coyotes attacked me in my house.</li>
|
||||
<li></li>
|
||||
<li></li>
|
||||
</ul></li>
|
||||
</ol></li>
|
||||
</ul></li>
|
||||
<li><p>GUILLERMO GOMEZ, AGE 8</p>
|
||||
<ul>
|
||||
<li>Reactions
|
||||
<ul>
|
||||
<li>1 - 2 Honest +2</li>
|
||||
<li>3 - 4 Brutal -1</li>
|
||||
<li>5 - 6 Remorseful +1</li>
|
||||
<li>7 - 9 Emotional +2</li>
|
||||
<li>10 Honest +3</li>
|
||||
</ul></li>
|
||||
<li>Memories
|
||||
<ol type="1">
|
||||
<li>Summary:
|
||||
<ul>
|
||||
<li>Mom won’t listen to me and won’t believe me</li>
|
||||
<li>Mom is depressed and mopey</li>
|
||||
<li>Mom is accusing me of lying to her</li>
|
||||
<li></li>
|
||||
</ul></li>
|
||||
<li>Summary: I’m all alone and I don’t need anybody
|
||||
<ul>
|
||||
<li>Gomez is my only friend</li>
|
||||
<li>Mom doesn’t want anything to do with me</li>
|
||||
<li>The kids don’t play with me</li>
|
||||
<li>The parents keep kids away from me.</li>
|
||||
</ul></li>
|
||||
<li>Summary:
|
||||
<ul>
|
||||
<li>I fell and hurt myself skating</li>
|
||||
<li>Gomez got hurt protecting us from coyotes</li>
|
||||
<li></li>
|
||||
<li></li>
|
||||
</ul></li>
|
||||
<li>Summary:
|
||||
<ul>
|
||||
<li>I discovered a wallpapered door, a secret stairway down to the
|
||||
basement</li>
|
||||
<li>The basement saved us from the coyotes</li>
|
||||
<li></li>
|
||||
<li></li>
|
||||
</ul></li>
|
||||
</ol></li>
|
||||
</ul></li>
|
||||
<li><p>GOMEZ GOMEZ (DOG)</p></li>
|
||||
</ul>
|
||||
<h3 id="phase-1-arrival">PHASE 1: ARRIVAL</h3>
|
||||
<p>OVERTONE: Dark</p>
|
||||
<h4 id="hand-1">Hand 1</h4>
|
||||
<p>Undertone: Dark</p>
|
||||
<p>Hand:</p>
|
||||
<ul>
|
||||
<li>9C: Inexplicable shadows</li>
|
||||
<li>2C: Doors won’t stay <del>closed</del> open</li>
|
||||
<li>QC: Wallpaper won’t stay on</li>
|
||||
</ul>
|
||||
<p>Description:</p>
|
||||
<p>Mya and Guillermo move into the house on the hill. It’s gloomy. Just
|
||||
like their moods after the move and the long drive. Mya throws open the
|
||||
windows and the doors to brighten the place up but the shadows continue
|
||||
to pool and deepen. The doors close of their own volition no matter what
|
||||
she does. The wallpaper in the foyer peels off in ribbons. Mya blames
|
||||
Guillermo. Guillermo blames Gomez. Everybody is resentful.</p>
|
||||
<p>Reactions:</p>
|
||||
<ul>
|
||||
<li>Mya: 6 = Remorseful +2</li>
|
||||
<li>Guillermo: 9 = Emotional +2</li>
|
||||
<li>Total: 4</li>
|
||||
</ul>
|
||||
<p>Outcome:</p>
|
||||
<p>Tensions run high. Mya’s remorse and the gloom of the house leaves
|
||||
her obviously struggling with depression. Guillermo avoids her and
|
||||
hides, playing with Gomez outside. Mya wonders if this was a
|
||||
mistake.</p>
|
||||
<h4 id="hand-2">Hand 2</h4>
|
||||
<p>Undertone: Bright</p>
|
||||
<p>Hand:</p>
|
||||
<ul>
|
||||
<li>JC: Paint peeling off in layers</li>
|
||||
<li>8C: Uneven floors</li>
|
||||
<li>AC: Creaky floors</li>
|
||||
</ul>
|
||||
<p>Description:</p>
|
||||
<p>Guillermo is playing with a ball and watches it roll from one end of
|
||||
the great hall all the way to the other. Soon he is skateboarding
|
||||
through the house, Gomez nipping at his heels. Mya warns him to stop but
|
||||
he doesn’t listen. He keeps at it until he hits a bump in the uneven
|
||||
floors that wasn’t there before and falls and breaks his wrist. Mya
|
||||
confiscates his skateboard and is convinced that Guillermo has been
|
||||
peeling the paint as retribution for his punishment.</p>
|
||||
<p>Reactions:</p>
|
||||
<ul>
|
||||
<li>Mya: 1 = Remorseful +2</li>
|
||||
<li>Guillermo: 2 = Honest +2</li>
|
||||
</ul>
|
||||
<p>Outcome:</p>
|
||||
<p>Guillermo blows up and insists that he’s telling the truth. He’s
|
||||
tired of being blamed for the wallpaper and the paint. Mya’s mood
|
||||
continues to darken.</p>
|
||||
<h4 id="hand-3">Hand 3</h4>
|
||||
<p>UNDERTONE: Dark</p>
|
||||
<p>HAND:</p>
|
||||
<ul>
|
||||
<li>3C: Mysterious drafts</li>
|
||||
<li>10C: Old secret spaces or hidden rooms</li>
|
||||
<li>KC: Outdated plumbing</li>
|
||||
</ul>
|
||||
<p>DESCRIPTION:</p>
|
||||
<p>Water is leaking from somewhere near the upstairs guest bathub. There
|
||||
is a water spot on the ceiling in the foyer and it is starting to split
|
||||
the ceiling and drip. Mya is busy trying to get a hold of a plumber who
|
||||
can come out and fix the leak and also a handyman who can repaint the
|
||||
ceiling and repair the damage to the house. Guillermo noticed a weird
|
||||
draft and a slight whistling coming from behind a wallpapered door in
|
||||
the kitchen and discovers the stairs down to the basement.</p>
|
||||
<p>REACTIONS:</p>
|
||||
<ul>
|
||||
<li>Mya: 3 Remorseful +2</li>
|
||||
<li>Guillermo: 10 Honest +3</li>
|
||||
<li>Total: 5</li>
|
||||
</ul>
|
||||
<p>OUTCOME:</p>
|
||||
<p>Mya and Guillermo avoid each other. She’s busy working on the house,
|
||||
and he has disappeared into the basement.</p>
|
||||
<h4 id="hand-4">Hand 4</h4>
|
||||
<p>UNDERTONE: Bright</p>
|
||||
<p>HAND:</p>
|
||||
<ul>
|
||||
<li>5C: Lights flickering and turning on by themselves</li>
|
||||
<li>4C: Unexplained thumps and thuds and creaks</li>
|
||||
</ul>
|
||||
<p>DESCRIPTION:</p>
|
||||
<p>Mya makes dinner and tries to spend some quality time with Guillermo
|
||||
who continues to be withdrawn. The lights keep coming on during the
|
||||
night when she’s trying to sleep waking her up. And when the lights
|
||||
aren’t flickering there are strange thumps and thuds that keep her up.
|
||||
She is sleep deprived and on edge during the day.</p>
|
||||
<p>REACTIONS:</p>
|
||||
<ul>
|
||||
<li>Mya: 8 Professional +2</li>
|
||||
<li>Total: 2</li>
|
||||
</ul>
|
||||
<p>OUTCOME:</p>
|
||||
<p>Mya has three different electricians out to the house. There is
|
||||
nothing wrong with the wiring. The plumber has fixed the pipes and the
|
||||
handyman has repaired the ceiling. She has painted over the spot herself
|
||||
3 times, but it keeps coming out. She has a carpenter come out to level
|
||||
the floor where Guillermo fell, but the board keeps popping back up.</p>
|
||||
<h3 id="phase-2-haunting">PHASE 2: HAUNTING</h3>
|
||||
<p>UNDERTONE: Dark</p>
|
||||
<h4 id="hand-1-1">Hand 1</h4>
|
||||
<p>UNDERTONE: Dark</p>
|
||||
<p>HAND: 3 / 2 = 1</p>
|
||||
<ul>
|
||||
<li>8D: Voices coming from the attic</li>
|
||||
</ul>
|
||||
<p>DESCRIPTION: Mya hears voices coming from the attic and thinks that
|
||||
Guillermo is up there playing by himself. But she hears a voice she
|
||||
doesn’t recognize. Later asks him who was up there with him and he says
|
||||
he wasn’t up there at all.</p>
|
||||
<p>REACTIONS:</p>
|
||||
<ul>
|
||||
<li>Mya: 9 / 2 = 4 = Remorseful +2</li>
|
||||
<li>Guillermo: 6 / 2 = 3 = Brutal -1</li>
|
||||
<li>Total: 1</li>
|
||||
</ul>
|
||||
<p>OUTCOME: The tension continues to build. Mya accuses Guillermo of
|
||||
lying to her about stuff. But also starts to believe that something else
|
||||
is going on. Guillermo resents that his mom seems to keep blaming him
|
||||
for stuff and won’t listen to him or believe him.</p>
|
||||
<h4 id="hand-2-1">Hand 2</h4>
|
||||
<p>UNDERTONE: Bright</p>
|
||||
<p>HAND: 8 = 4</p>
|
||||
<ul>
|
||||
<li>QD: Being ostracized by the neighbors</li>
|
||||
<li>4D: Insomnia</li>
|
||||
<li>10D: Feeling like you’re being watched</li>
|
||||
<li>KD: The feeling that this has all happened before</li>
|
||||
</ul>
|
||||
<p>DESCRIPTION: Mya still can’t sleep and decides to embrace it, staying
|
||||
up all night cooking and cleaning and trying to paint and patch stuff.
|
||||
She’s a little manic and a little frantic and keeps having late night
|
||||
experiences where she swears somebody is watching her. She can’t shake a
|
||||
creeping sense of deja vu, like this has all happened before.</p>
|
||||
<p>Guillermo has been acting weird and keeping to himself and talking to
|
||||
himself, and the neighborhood kids have started calling him names and
|
||||
staying away from him. Those who don’t, their parents keep them away
|
||||
anyway.</p>
|
||||
<p>REACTIONS:</p>
|
||||
<ul>
|
||||
<li>Mya: 7 / 2 = 3 = Remorseful +2</li>
|
||||
<li>Guillermo: 4 / 2 = 2 = Honest +2</li>
|
||||
<li>Total: 4</li>
|
||||
</ul>
|
||||
<p>OUTCOME: The family continues to fracture and isolate. Mya’s insomnia
|
||||
is leading her to question things. Guillermo is growing weirder and more
|
||||
peculiar and more angry.</p>
|
||||
<h4 id="hand-3-1">Hand 3</h4>
|
||||
<p>UNDERTONE: Dark</p>
|
||||
<p>HAND: 5 / 2 = 2</p>
|
||||
<ul>
|
||||
<li>3D: Old secret spaces or hidden rooms</li>
|
||||
<li>7D: Sleepwalking</li>
|
||||
</ul>
|
||||
<p>DESCRIPTION: Guillermo is starting to venture more down into the
|
||||
basement. Mya starts sleepwalking, will suddenly come to in the middle
|
||||
of the night out on the lawn in her nihgtgown</p>
|
||||
<p>REACTIONS:</p>
|
||||
<ul>
|
||||
<li>Mya: K / 2 = 6 = Professional +2</li>
|
||||
<li>Guillermo: 2 / 2 = 1 = Honest +2</li>
|
||||
<li>Total: 4</li>
|
||||
</ul>
|
||||
<p>OUTCOME: Mya tries to get help by seeing a doctor. Is this carbon
|
||||
monoxide poisoning or something? She gets some professionals to come out
|
||||
to test the house for a gas leak.</p>
|
||||
<h4 id="hand-4-1">Hand 4</h4>
|
||||
<p>UNDERTONE: Dark</p>
|
||||
<p>HAND: K / 2 = 6</p>
|
||||
<ul>
|
||||
<li>6D: Creepy neighbors</li>
|
||||
<li>9D: Electronics stop working</li>
|
||||
<li>5D: Things going missing</li>
|
||||
<li>AD: Animal infestation</li>
|
||||
<li>2D: Things moving around on their own, not being where you left
|
||||
them</li>
|
||||
<li>JD: Pets/animals acting strange</li>
|
||||
</ul>
|
||||
<p>DESCRIPTION: (whew this is a lot to tie together. let’s see..) Gomez
|
||||
Gomez has taken to acting weird: standing in the hallway growling at
|
||||
nothing, barking randomly during the night, suddenly getting up and
|
||||
running out of the room. Refuses to go into the basement with Guillermo.
|
||||
One night, a pair of friggin wild, aggressive coyotes break into the
|
||||
house. It is terrible and terrifying! They attack and injure Gomez while
|
||||
he was trying to protect them. Mya grabs a large knife to protect
|
||||
herself. Her cell phone is dead so she runs into the other room to use
|
||||
the phone. She puts down the knife to dial 911 but the landline is dead.
|
||||
And the knife isn’t there any more where she put it down when she hangs
|
||||
up. From the upstairs window they see some neighbors standing out on the
|
||||
sidewalk just watching, possibly alerted by the shouting. They bang on
|
||||
the windows and call for help but they just stand impassively and watch
|
||||
and don’t move. They get chased through the house and eventually realize
|
||||
they won’t go near the basement. Mya hasn’t known about it up to now,
|
||||
but Guillermo leads her to the papered over hidden door and they go down
|
||||
there and spend the night. In the morning the coyotes are gone and the
|
||||
house, and the kitchen especially, looks like it has been ransacked.</p>
|
||||
<p>REACTIONS:</p>
|
||||
<ul>
|
||||
<li>Mya: 2 / 2 = 1 = Remorseful +2</li>
|
||||
<li>Guillermo: 10 / 2 = 5 = Remorseful +1</li>
|
||||
<li>Total: 3 (Oops! All remorse!)</li>
|
||||
</ul>
|
||||
<p>OUTCOME: In the aftermath of the attack, survivors trauma does more
|
||||
to mend Mya’s and Guillermo’s relationship than moving across the
|
||||
country into this house, or anything else they’ve done. Not that it does
|
||||
that much. There’s still plenty of distrust and resentment there. But
|
||||
it’s a start. They seem recommitted to each others safety and well
|
||||
being. Guillermo has brought Mya into his increasingly private world by
|
||||
showing her the basement. She is thankful that his quick thinking was
|
||||
able to save them. Mya buys a gun. Gomez Gomez has some superficial
|
||||
wounds treated and is physically fine. But he grows very anxious now if
|
||||
Mya and Guillermo aren’t together in a room, and always at their side,
|
||||
even refusing to sleep anywhere but in bed with one of them.</p>
|
||||
<h3 id="phase-3-trapped">PHASE 3: TRAPPED</h3>
|
||||
<h3 id="phase-4-finale">PHASE 4: FINALE</h3>
|
||||
<!--
|
||||
## NOTES ##
|
||||
|
||||
I.
|
||||
Mya has two full memories
|
||||
by the end of phase 1
|
||||
|
||||
II.
|
||||
HINT:
|
||||
deal hands from the current suit pile,
|
||||
and use another suit pile
|
||||
to draw stuff like tone,
|
||||
hand size,
|
||||
reactions,
|
||||
etc.
|
||||
|
||||
III.
|
||||
CONVICTION:
|
||||
if you just happen to have all strong convictions,
|
||||
then things will just always escalate
|
||||
//-->
|
||||
</body>
|
||||
</html>
|
BIN
haunt.tar.gz
Normal file
24
justfile
Normal file
@ -0,0 +1,24 @@
|
||||
set quiet
|
||||
|
||||
# list all recipes
|
||||
default:
|
||||
just --list --unsorted
|
||||
|
||||
# build html
|
||||
html:
|
||||
ninja html
|
||||
|
||||
# build pdf
|
||||
pdf:
|
||||
ninja pdf
|
||||
|
||||
# build epub
|
||||
epub:
|
||||
echo TODO
|
||||
|
||||
# build all
|
||||
all: html pdf epub
|
||||
|
||||
# remove built files
|
||||
clean:
|
||||
ninja -t clean
|
990
src/haunt.md
Normal file
@ -0,0 +1,990 @@
|
||||
m4_changequote(<{{,}}>)
|
||||
---
|
||||
title: NO ONE EVER LEAVES
|
||||
subtitle: to haunt and be haunted
|
||||
author: dozens
|
||||
date: 2025-03-05
|
||||
version: 1.0
|
||||
status: draft
|
||||
toc-title: CONTENTS
|
||||
---
|
||||
|
||||
|
||||
# THIS OLD SPOOKY HOUSE WILL BE A MUCH NEEDED FRESH START FOR OUR FAMILY I CAN'T BELIEVE IT WAS LISTED FOR SO CHEAP SURELY IT WILL BRING US CLOSER TOGETHER AND WE WILL REGRET ABSOLUTELY NOTHING ABOUT THIS LIFE-ALTERING DECISION
|
||||
|
||||
## ABOUT
|
||||
|
||||
This is a game.
|
||||
You are already playing.
|
||||
It is a haunted house game
|
||||
where each turn
|
||||
a new family moves into the old house,
|
||||
is haunted by the previous occupants,
|
||||
and ultimately joins their ranks
|
||||
to haunt the next owners.
|
||||
|
||||
It is a solo journaling adventure horror game
|
||||
designed specifically for solo succession play.
|
||||
|
||||
## SAFETY
|
||||
|
||||
This is a horror game.
|
||||
It is designed to evoke strong feeling
|
||||
including
|
||||
creeping horror,
|
||||
acute terror,
|
||||
isolation,
|
||||
and dissociation.
|
||||
|
||||
So be careful.
|
||||
After each hand,
|
||||
or after each phase at the very least,
|
||||
check in with yourself
|
||||
and see how you're doing.
|
||||
Check for elevated heart rate,
|
||||
agitation,
|
||||
breathing quickly.
|
||||
And then take a break.
|
||||
|
||||
## GETTING STARTED
|
||||
|
||||
You will need:
|
||||
|
||||
- This book so you can refer
|
||||
to its rules and tables.
|
||||
|
||||
- A standard deck of 52 playing cards.
|
||||
Or a browser that can navigate to
|
||||
https://deck.of.cards/
|
||||
|
||||
- A journal,
|
||||
paper or digital,
|
||||
or some other a way to keep notes
|
||||
such as dictating to a scribe or notetaker.
|
||||
|
||||
- And a pen or other favorite writing utensil.
|
||||
If you don't have a favorite writing utensil
|
||||
then use your least favorite.
|
||||
|
||||
- Time and space to read and think and write and feel.
|
||||
|
||||
## OVERVIEW
|
||||
|
||||
This game is like your favorite 7-layer dip:
|
||||
it's got layers!
|
||||
|
||||
The game consists of turns.
|
||||
One turn
|
||||
is a complete playthrough
|
||||
during which
|
||||
a family will move into the house,
|
||||
have experiences,
|
||||
and ultimately succumb to the haunting.
|
||||
Subsequent turns
|
||||
tell the story of other families
|
||||
encountering the house.
|
||||
|
||||
A turn is made up four distinct phases:
|
||||
the move in,
|
||||
the haunting,
|
||||
entrapment,
|
||||
and the finale.
|
||||
|
||||
Each phase plays out
|
||||
via a number of hands.
|
||||
Each hand starts with a series of experiences,
|
||||
which are assigned to memories.
|
||||
The hand ends with
|
||||
all of the characters involved
|
||||
having reactions.
|
||||
And finally,
|
||||
the tension will either escalate
|
||||
or deescalate
|
||||
based on their reactions
|
||||
and convictions.
|
||||
|
||||
When all of the hands
|
||||
in a phase has been played,
|
||||
then it's time to move on to the next phase.
|
||||
|
||||
When all of the phases
|
||||
in a turn have been played,
|
||||
then that turn is over.
|
||||
You can start a new turn,
|
||||
Or if you are playing the succession rules,
|
||||
you can pass the game on to the next player.
|
||||
|
||||
## HOW TO PLAY
|
||||
|
||||
Sound fun?
|
||||
Here's how to play!
|
||||
|
||||
1. FAMILY:
|
||||
At the start of each turn,
|
||||
[create a new family](#create-a-family)
|
||||
|
||||
2. PHASES:
|
||||
Separate your deck of cards into four suits.
|
||||
Shuffle each suit separately,
|
||||
and keep them separated.
|
||||
There is one suit
|
||||
for each distinct phase of play:
|
||||
first clubs,
|
||||
then diamonds and hearts,
|
||||
and finally spades.
|
||||
|
||||
3. OVERTONE:
|
||||
At the start of each phase,
|
||||
draw a card to
|
||||
[establish the Overtone](#tone).
|
||||
|
||||
Hint:
|
||||
when drawing for tone
|
||||
or making other auxiliary or supplemental draws,
|
||||
draw from a suit / phase pile
|
||||
that is currently not being used
|
||||
so that you don't deplete
|
||||
your current hand of experiences.
|
||||
|
||||
m4_esyscmd(<!
|
||||
pandoc -f tsv -t markdown src/tables/phases.tsv
|
||||
!>)
|
||||
|
||||
Table: [Phases Of Play]{#table-phases}
|
||||
|
||||
4. UNDERTONE:
|
||||
Draw a card
|
||||
to establish the undertone.
|
||||
This marks the start of a new hand.
|
||||
|
||||
5. EXPERIENCES:
|
||||
[Deal c6 cards](#table-c6)
|
||||
facedown into a single hand.
|
||||
Turn the cards in hand face up
|
||||
one at a time,
|
||||
looking each one up on the
|
||||
[Experiences Table](#table-experiences).
|
||||
Resolve them one at a time,
|
||||
or consider them together all at once.
|
||||
|
||||
6. JOURNAL:
|
||||
Pause to consider your experiences
|
||||
and make a note in your journal.
|
||||
Add your experiences
|
||||
to your memories if you can.
|
||||
|
||||
7. REACTIONS:
|
||||
Decide or randomly choose
|
||||
which family member(s)
|
||||
and haunt(s)
|
||||
are involved in,
|
||||
or most effected by,
|
||||
the experiences
|
||||
from this hand.
|
||||
Have each of them [react](#reactions)
|
||||
and then add up all of their
|
||||
[conviction](#reactions) together.
|
||||
If the total is greater than zero,
|
||||
a terrible haunting manifests:
|
||||
things get complicated
|
||||
and the tension gets worse.
|
||||
If it is zero or less,
|
||||
then things let up.
|
||||
Some of the tension resolves.
|
||||
|
||||
7. CONTINUE:
|
||||
Repeat until you have finished the clubs phase.
|
||||
Continue with the diamonds,
|
||||
hearts,
|
||||
and spades phases.
|
||||
Whenever you turn over the King of spades,
|
||||
your family immediately succumbs to the house.
|
||||
Add them family to the Ledger
|
||||
so they can haunt the next family.
|
||||
|
||||
8. FADING:
|
||||
Erode the [memories](#memories) of the existing haunts
|
||||
in the Ledger.
|
||||
|
||||
9. REPEAT
|
||||
|
||||
## TONE
|
||||
|
||||
|
||||
m4_esyscmd(<{{
|
||||
pandoc -f tsv -t markdown src/tables/tone.tsv
|
||||
}}>)
|
||||
|
||||
Table: [Tone]{#table-tone}
|
||||
|
||||
Look,
|
||||
this is a haunted house story.
|
||||
It's always going to be kind of dark and spooky.
|
||||
But the tone is more nuanced than that,
|
||||
and it changes over time.
|
||||
A shift in tone
|
||||
marks shift
|
||||
between scenes,
|
||||
and gives each one
|
||||
its own specific
|
||||
flavor
|
||||
of spookiness.
|
||||
|
||||
There are two times
|
||||
you will establish tone
|
||||
during play:
|
||||
|
||||
1. At the start of each phase,
|
||||
draw one card
|
||||
to establish the Overtone.
|
||||
Allow this overtone
|
||||
to color your experiences
|
||||
and inform the overall mood
|
||||
throughout all phases of play.
|
||||
|
||||
2. At the start of each hand,
|
||||
draw an Undertone.
|
||||
If the overtone is the big picture feeling,
|
||||
the untertone is a lens
|
||||
that focuses on this particular moment,
|
||||
these few experiences.
|
||||
|
||||
## RANDOM NUMBERS
|
||||
|
||||
Playing cards
|
||||
can be used with little to no effort
|
||||
to simulate rolling
|
||||
four-sided,
|
||||
six-sided,
|
||||
and
|
||||
ten-sided
|
||||
dice.
|
||||
|
||||
That said,
|
||||
it is even less effort
|
||||
to use dice
|
||||
if you have them around.
|
||||
So,
|
||||
optional rule:
|
||||
you can use dice if you want to.
|
||||
|
||||
But the default rules
|
||||
are to use cards.
|
||||
So here's how to do that!
|
||||
|
||||
### A NOTATION FOR RANDOM NUMBERS USING CARDS {#notation}
|
||||
|
||||
But first:
|
||||
|
||||
The phrase
|
||||
"Draw on the 'Random Number Between 1 And 6' table"
|
||||
or even
|
||||
"draw a number between 1 and 6"
|
||||
can grow to be
|
||||
tedious
|
||||
and
|
||||
verbose.
|
||||
Let's develop a convenient shorthand.
|
||||
|
||||
To roll a six-sided die is to "roll d6."
|
||||
So let's say that to draw a random number between 1 and 6
|
||||
is to "draw c6."
|
||||
Where d = dice,
|
||||
c = card.
|
||||
|
||||
Let's use this notation from now on.
|
||||
When you see
|
||||
"draw c6"
|
||||
now you'll now what that means.
|
||||
And if you see
|
||||
"draw 2c6"
|
||||
you'll know that means
|
||||
to draw twice on the 'Random Number Between 1 And 6' table,
|
||||
and so on.
|
||||
|
||||
### NUMBERS BETWEEN 1 AND 4 {#c4}
|
||||
|
||||
You can use cards to simulate a four-sided die to get a random number between 1 and 4.
|
||||
|
||||
m4_esyscmd(<{{
|
||||
pandoc -f tsv -t markdown src/tables/d4-to-cards.tsv
|
||||
}}>)
|
||||
|
||||
Table: [Random Number Between 1 And 4]{#table-c4}
|
||||
|
||||
### NUMBERS BETWEEN 1 AND 6 {#c6}
|
||||
|
||||
This one is the most complicated
|
||||
because it requires
|
||||
a little math
|
||||
(dividing
|
||||
and rounding).
|
||||
But it's not that bad
|
||||
and you'll get the hang of it
|
||||
once you do it a few times.
|
||||
You got this.
|
||||
|
||||
To use cards instead of a six-sided die,
|
||||
divide a card's value by 2
|
||||
rounding down.
|
||||
Ignore aces.
|
||||
|
||||
m4_esyscmd(<{{
|
||||
pandoc -f tsv -t markdown src/tables/d6-to-cards.tsv
|
||||
}}>)
|
||||
|
||||
Table: [Random Number Between 1 And 6]{#table-c6}
|
||||
|
||||
### NUMBERS BETWEEN 1 AND 10 {#c10}
|
||||
|
||||
Getting a random number between 1 and 10 is simple.
|
||||
Draw a card and look at its value.
|
||||
A = 1, 2 = 2 ... 9 = 9, 10 = 10.
|
||||
Ignore jacks, queens, and kings
|
||||
and draw again.
|
||||
|
||||
## CREATE A FAMILY
|
||||
|
||||
1. Draw an era for this haunting.
|
||||
The house is present
|
||||
in the past,
|
||||
present,
|
||||
and future
|
||||
simultaneously.
|
||||
Just like you are.
|
||||
Make up a location for the house
|
||||
that is interesting to you.
|
||||
You can be familiar with it or not.
|
||||
What does the house look like in this time?
|
||||
What do the neighbors think of it?
|
||||
What do the neighborhood children call it?
|
||||
|
||||
m4_esyscmd(<{{
|
||||
pandoc -f tsv -t markdown src/tables/distance-time.tsv
|
||||
}}>)
|
||||
|
||||
Table: [Era]{#table-era}
|
||||
|
||||
2. Family size should be a couple humans.
|
||||
Around 1 - 3.
|
||||
Give them some names,
|
||||
ages,
|
||||
pronouns,
|
||||
etc.
|
||||
Why did they move here?
|
||||
What new start are they looking forward to?
|
||||
What are they leaving behind?
|
||||
|
||||
m4_esyscmd(<{{
|
||||
pandoc -f tsv -t markdown src/tables/family-size.tsv
|
||||
}}>)
|
||||
|
||||
Table: [Family Size]{#table-size}
|
||||
|
||||
3. Make a [Reaction Wheel](#reactions) for each family member.
|
||||
|
||||
m4_esyscmd(<{{
|
||||
pandoc -f tsv -t markdown src/tables/names.tsv
|
||||
}}>)
|
||||
|
||||
Table: [Names]{#table-names}[^names]
|
||||
|
||||
[^names]: Random selections from the top 1,000 US names (updated for 2023) from namecensus.com
|
||||
|
||||
## REACTIONS
|
||||
|
||||
Both occupants and haunts
|
||||
are nuanced and unpredictable people
|
||||
capable of a variety of reactions.
|
||||
|
||||
1. Draw on the [Reactions table](#table-reactions)
|
||||
|
||||
2. [Draw c6](#c6) to determine the reaction Conviction:
|
||||
|
||||
1. -3
|
||||
2. -2
|
||||
3. -1
|
||||
4. +1
|
||||
5. +2
|
||||
6. +3
|
||||
|
||||
3. Draw c6 to determine the Reaction Likelihood: 1 - 6.
|
||||
|
||||
4. Fill in
|
||||
a number of segments
|
||||
on the character's reaction track
|
||||
equal to the Reaction Likelihood.
|
||||
Label it with the Reaction and Conviction.
|
||||
|
||||
m4_esyscmd(<{{
|
||||
pandoc -f tsv -t markdown src/tables/reaction.tsv
|
||||
}}>)
|
||||
|
||||
Table: [Reactions]{#table-reactions}
|
||||
|
||||
Example:
|
||||
here is a blank reaction wheel:
|
||||
|
||||
<figure>
|
||||
|
||||
m4_esyscmd(<{{
|
||||
pic src/images/piechart-blank.t | groff -Tdvi | dvisvgm --optimize=all --no-styles --verbosity=0 --stdin --stdout
|
||||
}}>)
|
||||
|
||||
<figcaption>Figure: Blank Reaction Wheel</figcaption>
|
||||
</figure>
|
||||
|
||||
Let's fill it out.
|
||||
|
||||
I start by drawing 3 cards,
|
||||
1 for Reaction,
|
||||
1 for Conviction,
|
||||
and one for Likelihood.
|
||||
|
||||
I drew
|
||||
10 CLUBS,
|
||||
9 HEARTS,
|
||||
and Q CLUBS.
|
||||
That's "Manipulative +1" and 6.
|
||||
So I'll fill in 6 segments and label it,
|
||||
and will keep drawing until all 10 segments are filled.
|
||||
|
||||
<figure>
|
||||

|
||||
<figcaption>Figure: Reaction Wheel Step 1</figcaption>
|
||||
</figure>
|
||||
|
||||
Next hand is
|
||||
6 CLUBS,
|
||||
A CLUBS,
|
||||
and 6 DIAMONDS.
|
||||
That's "Jealous -3, 3"
|
||||
So I'll fill in the next 3 segments with "Jealous -3".
|
||||
|
||||
<figure>
|
||||

|
||||
<figcaption>Figure: Reaction Wheel Step 2</figcaption>
|
||||
</figure>
|
||||
|
||||
Only 1 segment left.
|
||||
It doesn't really matter what my Conviction is;
|
||||
this next hand will complete the track.
|
||||
|
||||
Q DIAMONDS,
|
||||
9 CLUBS,
|
||||
A DIAMONDS =
|
||||
"Friendly +1" ...
|
||||
and we normally would need to redraw the Ace.
|
||||
But again,
|
||||
there's only one segment left,
|
||||
so it doesn't matter.
|
||||
|
||||
<figure>
|
||||

|
||||
<figcaption>Figure: Reaction Wheel Step 3</figcaption>
|
||||
</figure>
|
||||
|
||||
Now we have a complete Reaction Track!
|
||||
From now on,
|
||||
When you are uncertain
|
||||
how a haunt or occupant
|
||||
would react to a situation,
|
||||
draw c10
|
||||
on this chart,
|
||||
and then you'll know!
|
||||
|
||||
## EXPERIENCES
|
||||
|
||||
m4_esyscmd(<!
|
||||
pandoc -f tsv -t markdown src/tables/experience.tsv
|
||||
!>)
|
||||
|
||||
Table: [Experiences]{#table-experiences}
|
||||
|
||||
Optionally,
|
||||
you may
|
||||
[draw c4](#table-c4)
|
||||
for Proximity
|
||||
for an experience.
|
||||
|
||||
m4_esyscmd(<{{
|
||||
pandoc -f tsv -t markdown src/tables/distance-space.tsv
|
||||
}}>)
|
||||
|
||||
Table: [Proximity]{#table-proximity}
|
||||
|
||||
## MEMORIES
|
||||
|
||||
A memory is a container for experiences,
|
||||
a way to periodically summarize
|
||||
a character's experiences in the house.
|
||||
The character will carry their memories
|
||||
with them into the afterlife
|
||||
when they become a haunt,
|
||||
at which point their memories
|
||||
will slowly erode
|
||||
until they eventually lose touch
|
||||
and forget what brought them here.
|
||||
|
||||
A character has four memory slots.
|
||||
|
||||
Each memory can hold up to four experiences.
|
||||
|
||||
You can add experiences to memory slots
|
||||
in any order,
|
||||
grouping them thematically,
|
||||
crossing out experiences and adding new ones,
|
||||
etc.
|
||||
Memories change over time after all.
|
||||
|
||||
When a memory is complete,
|
||||
when it holds four experiences
|
||||
and seems stable,
|
||||
write a short line summarizing it.
|
||||
|
||||
For haunts,
|
||||
memories erode at the end of each turn.
|
||||
For each haunt
|
||||
[draw c6](#table-c6).
|
||||
On a six,
|
||||
cross out one extant experience,
|
||||
or one empty memory.
|
||||
|
||||
What does it mean
|
||||
when you can no longer remember
|
||||
any experiences
|
||||
that make up a memory?
|
||||
What happens to a haunt
|
||||
who longer has any memories?
|
||||
|
||||
<style>
|
||||
#list-of-tables + ul {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
list-style-type: none;
|
||||
}
|
||||
</style>
|
||||
## APPENDIX: LIST OF TABLES
|
||||
|
||||
- [PHASES OF PLAY](#table-phases)
|
||||
- [TONE](#table-tone)
|
||||
- [RANDOM NUMBER BETWEEN 1 AND 4](#table-c4)
|
||||
- [RANDOM NUMBER BETWEEN 1 AND 6](#table-c6)
|
||||
- [ERA](#table-era)
|
||||
- [FAMILY SIZE](#table-size)
|
||||
- [NAMES](#table-names)
|
||||
- [REACTIONS](#table-reactions)
|
||||
- [EXPERIENCES](#table-experiences)
|
||||
- [PROXIMITY](#table-proximity)
|
||||
- [SUIT MEANINGS](#table-suits)
|
||||
- [CARD MEANINGS](#table-card-meanings)
|
||||
|
||||
## APPENDIX: GLOSSARY
|
||||
|
||||
[Conviction]{#glossary-conviction}:
|
||||
|
||||
: A number between -3 and +3
|
||||
that describes how strong a reaction is.
|
||||
When added together with all other convictions
|
||||
at the end of a hand,
|
||||
determines whether the scene ends
|
||||
with escalation
|
||||
or deescalation.
|
||||
|
||||
[Experience]{#experience}:
|
||||
|
||||
: A single thing that happens
|
||||
during a single scene.
|
||||
Corresponds to a single draw
|
||||
during a game phase.
|
||||
Usually happens in groups of experiences called hands.
|
||||
|
||||
[Hand]{#glossary-hand}:
|
||||
|
||||
: One scene.
|
||||
A single deal of 1 - 6 experiences.
|
||||
Hands are dealt repeatedly
|
||||
until the current phase is over.
|
||||
|
||||
[Haunt]{#glossary-haunt}:
|
||||
|
||||
: A ghostly resident of the house.
|
||||
A shade of a former occupant
|
||||
made up of fading memories
|
||||
and strong reactions.
|
||||
|
||||
[Likelihood]{#glossary-likelihood}
|
||||
|
||||
: A number between 1 and 6
|
||||
associated with a reaction
|
||||
that is both
|
||||
how many segments of a
|
||||
[reaction wheel](#glossary-reaction-wheel)
|
||||
a reaction occupies,
|
||||
and also the percent chance
|
||||
that a character reacts that way
|
||||
during a hand.
|
||||
|
||||
[Memory]{#glossary-memory}:
|
||||
|
||||
: Comprised of up to four experiences.
|
||||
Memories are built up during an occupant's
|
||||
time in the house,
|
||||
and then slowly decay
|
||||
over time
|
||||
after they become haunts.
|
||||
|
||||
[Phase]{#glossary-phase}:
|
||||
|
||||
: One of four periods of play
|
||||
comprised of a number of hands
|
||||
|
||||
[Reaction]{#glossary-reaction}:
|
||||
|
||||
: A reaction or temperament,
|
||||
but also its [conviction](#glossary-conviction)
|
||||
and [likelihood](#glossary-likelihood).
|
||||
|
||||
[Reaction wheel]{#glossary-reaction-wheel}
|
||||
|
||||
: A ten-section clock, wheel, or track
|
||||
that tracks the likelihood and strength (conviction)
|
||||
of a character's possible reaction
|
||||
to a scene.
|
||||
|
||||
[Succession]{#glossary-succession}
|
||||
|
||||
: A style of play
|
||||
where the game is played
|
||||
using the solo rules,
|
||||
but also passed
|
||||
each turn
|
||||
from player to player
|
||||
in succession.
|
||||
Hence the name.
|
||||
|
||||
[Tone]{#glossary-tone}:
|
||||
|
||||
: Bright vs Dark.
|
||||
Each phase has an overtone,
|
||||
and each hand has an undertone.
|
||||
Together,
|
||||
overtone and undertone
|
||||
describe the overall vibe
|
||||
or mood
|
||||
of a scene.
|
||||
|
||||
[Turn]{#glossary-turn}:
|
||||
|
||||
: One complete playthrough
|
||||
of all four phases.
|
||||
A complete narrative experience
|
||||
of a family moving in,
|
||||
being haunted,
|
||||
and succumbing to the house.
|
||||
During succession play,
|
||||
the end of a turn
|
||||
is when the game is passed to the next player.
|
||||
|
||||
|
||||
## APPENDIX: PLAYSHEET
|
||||
|
||||
TURN
|
||||
|
||||
- Era:
|
||||
|
||||
- Overtone:
|
||||
|
||||
- House description:
|
||||
|
||||
FAMILY
|
||||
|
||||
- What are you leaving behind?
|
||||
|
||||
- What fresh start are you looking forward to?
|
||||
|
||||
CHARACTER
|
||||
|
||||
1. Name/Age:
|
||||
|
||||
3. Description:
|
||||
|
||||
m4_esyscmd(<{{
|
||||
pic src/images/piechart-blank.t | groff -Tdvi | dvisvgm --optimize=all --no-styles --verbosity=0 --stdin --stdout
|
||||
}}>)
|
||||
|
||||
Memories:
|
||||
|
||||
1. Summary:
|
||||
|
||||
1. Experience:
|
||||
2. Experience:
|
||||
3. Experience:
|
||||
4. Experience:
|
||||
|
||||
2. Summary:
|
||||
|
||||
1. Experience:
|
||||
2. Experience:
|
||||
3. Experience:
|
||||
4. Experience:
|
||||
|
||||
3. Summary:
|
||||
|
||||
1. Experience:
|
||||
2. Experience:
|
||||
3. Experience:
|
||||
4. Experience:
|
||||
|
||||
4. Summary:
|
||||
|
||||
1. Experience:
|
||||
2. Experience:
|
||||
3. Experience:
|
||||
4. Experience:
|
||||
|
||||
HAND:
|
||||
|
||||
- Undertone:
|
||||
|
||||
- Hand:
|
||||
|
||||
- Description:
|
||||
|
||||
- Reactions:
|
||||
|
||||
- Outcome:
|
||||
|
||||
|
||||
## APPENDIX: MAP OF THE HOUSE
|
||||
|
||||

|
||||
|
||||
## APPENDIX: CARD MEANINGS
|
||||
|
||||
Additional meaning of cards
|
||||
inspired by tarot
|
||||
and numerology.
|
||||
If you are ever looking for a little extra inspiration,
|
||||
then draw a card and consider its meaning
|
||||
based on your own intuition,
|
||||
or based on the tables here.
|
||||
|
||||
m4_esyscmd(<{{
|
||||
pandoc -f tsv -t markdown src/tables/suit-meaning.tsv
|
||||
}}>)
|
||||
|
||||
Table: [Suit Meanings]{#table-suits}
|
||||
|
||||
This is a hierarchical order
|
||||
from the tarot
|
||||
based on social clout and social status:
|
||||
clubs represent artisans and laborers,
|
||||
and are the lowest rank;
|
||||
diamonds are the merchant class;
|
||||
hearts the clergy;
|
||||
and spades,
|
||||
the military and nobility,
|
||||
rule the suits.
|
||||
This is also,
|
||||
come to find out,
|
||||
the same order used for contract bridge.
|
||||
|
||||
An alternate order
|
||||
based on the tarot
|
||||
symbolizes the manifestation
|
||||
of the spiritual (clubs/wands)
|
||||
to the physical (diamonds/pentacles),
|
||||
through emotion (hearts/cups),
|
||||
and intellect (spades/swords).
|
||||
The classical elements associated with these realms are
|
||||
fire (clubs),
|
||||
water (hearts),
|
||||
air (spades),
|
||||
and earth (diamonds).
|
||||
Using this sequence,
|
||||
low to high
|
||||
(diamonds, spades, hearts, clubs),
|
||||
to evoke
|
||||
the sublimation of the physical
|
||||
to the spiritual
|
||||
is certainly appropriate for this game
|
||||
as you guide your families
|
||||
from their earthen forms
|
||||
to their new ghostly ones.
|
||||
|
||||
m4_esyscmd(<{{
|
||||
pandoc -f tsv -t markdown src/tables/card-meaning.tsv
|
||||
}}>)
|
||||
|
||||
Table: [Card Meanings]{#table-card-meanings}
|
||||
|
||||
|
||||
## APPENDIX: EXPLORING THE HIDDEN DEPTHS OF THE BASEMENT
|
||||
|
||||
This is the exploration and mapping minigame.
|
||||
|
||||
You will need:
|
||||
|
||||
- A deck of cards
|
||||
|
||||
DO NOT GO INTO THE BASEMENT!
|
||||
|
||||
But sometimes you might have to go into the basement.
|
||||
Either of your own volition and choosing,
|
||||
or because a card instructed you to.
|
||||
|
||||
Deal out 24 cards
|
||||
and add the King of Spades
|
||||
so that you now have 25 cards.
|
||||
The King of Spades represents
|
||||
your GOAL,
|
||||
your reason for entering the basement.
|
||||
Shuffle your cards
|
||||
and deal them facedown into a staggered 5x5 grid
|
||||
|
||||
```
|
||||
ABCDEFGHIJ
|
||||
1 o o o o o
|
||||
2 o o o o o
|
||||
3 o o o o o
|
||||
4 o o o o o
|
||||
5 o o o o o
|
||||
6 o o o o o
|
||||
```
|
||||
|
||||
Choose a card,
|
||||
e.g. A4,
|
||||
and flip it face up.
|
||||
This is the basement entrance.
|
||||
If/when you turn over a card of the same color and value,
|
||||
this is an exit to a deeper level of the basement.
|
||||
For example,
|
||||
If the basement entrance is the Five of Hearts,
|
||||
then the Five of Diamonds is an exit.
|
||||
|
||||
When entering a new room,
|
||||
turn that card over
|
||||
and look it up
|
||||
on the exploration table.
|
||||
Then
|
||||
roll 3d6
|
||||
to determine
|
||||
the exits
|
||||
for that room/area.
|
||||
|
||||
```
|
||||
1
|
||||
.---.
|
||||
6 | | 2
|
||||
| |
|
||||
5 | | 3
|
||||
'---'
|
||||
4
|
||||
```
|
||||
|
||||
Doubles = A hallway, (10 x pips) feet long
|
||||
|
||||
Triples = No exit!
|
||||
|
||||
The layout of the basement
|
||||
is bewildering
|
||||
and disorienting.
|
||||
You will often find doors
|
||||
leading back into rooms where there was no door before.
|
||||
|
||||
Some rooms are not reachable
|
||||
by any door or hallway.
|
||||
Remove them from the grid.
|
||||
|
||||
Key:
|
||||
|
||||
- J, Q, K: something good, a small comfort or respite
|
||||
- Black A - 10: nothing
|
||||
- Red A - 10: something bad
|
||||
|
||||
## APPENDIX: NO CARDS NO PROBLEM
|
||||
|
||||
Featuring patent pending
|
||||
FINGER JAB
|
||||
technology!
|
||||
All you gotta do
|
||||
is close your eyes
|
||||
and jab your finger
|
||||
a few times at this table
|
||||
or bounce the eraser of your pencil
|
||||
on it a few times
|
||||
or wave your pen around over head a few times
|
||||
and then let it fall on the page.
|
||||
There!
|
||||
Now you have a random card.
|
||||
|
||||
<figure>
|
||||
|
||||
m4_esyscmd(<{{
|
||||
pic src/images/cards.t | groff -Tdvi | dvisvgm --optimize=all --no-styles --verbosity=0 --stdin --stdout
|
||||
}}>)
|
||||
|
||||
<figcaption>Figure: Finger Jab Card Table</figcaption>
|
||||
</figure>
|
||||
|
||||
## APPENDIX: CREDIT AND INSPIRATION
|
||||
|
||||
Stuff I have been reading,
|
||||
watching,
|
||||
playing,
|
||||
thinking about
|
||||
while making this
|
||||
|
||||
Haunted Houses
|
||||
|
||||
: American Horror Story Murder House
|
||||
|
||||
: House of Leaves
|
||||
|
||||
Card and Dice Mechanics
|
||||
|
||||
: Alone Among The Stars: https://noroadhome.itch.io/alone-among-the-stars
|
||||
|
||||
: The Quiet Year: https://buriedwithoutceremony.itch.io/the-quiet-year
|
||||
|
||||
: Swords Without Master: https://epidiah.itch.io/worlds-without-master-issue-3
|
||||
|
||||
: No Cards No Problem: https://serialprizes.itch.io/no-cards-no-problem-0c0p
|
||||
|
||||
: One Page Solo Engine: https://inflatablestudios.itch.io/one-page-solo-engine
|
||||
|
||||
: Odd Folk: https://maxwellander.itch.io/oddfolk
|
||||
|
||||
Memories as Inventory
|
||||
|
||||
: Thousand Year Old Vampire: https://timhutchings.itch.io/tyov
|
||||
|
||||
Reactions and Conviction
|
||||
|
||||
: Cloud Empress Solo Rules: https://cloudempress.com/
|
||||
|
||||
Card based exploration
|
||||
|
||||
: Cardtography: https://koboldpress.com/howling-tower-cardtography/
|
||||
|
||||
: Carta SRD: https://peachgardengames.itch.io/carta-srd
|
||||
|
||||
## APPENDIX: DEVLOG
|
||||
|
||||
[2025-03-05]{#dev-2025-03-05}
|
||||
|
||||
I started working on this game while out of town visiting family. I have none of my usual game design tools here. That is, no role-playing dice. What I do have at the old family house is almost a dozen decks of playing cards. Nobody here ever played/plays card games together. No gin rummy or hearts or spades. Not for the adults anyway. There were fits of slapjack and go fish and crazy 8s amongst the children. But none for the adults, not that I remember. But there are sometimes simultaneous marathon sessions of solitaire. This family likes to do things alone together.
|
||||
|
||||
Which is yet another way to achieve group play with solo rules. Been doing it here for generations, in the succession game of this old family house.
|
||||
|
||||
Anyway, given the absence of other things to play with, I have decided that this game will mostly use playing cards for randomness, oracles, resolution, etc.
|
||||
|
||||
[2025-03-04]{#dev-2025-03-04}
|
||||
|
||||
I saw a thread on discord somewhere about GROUP PLAY WITH SOLO RULES . I can't find it any longer. But the idea took root. What intrigued me about it was not the idea actual collaborative group play that somehow uses solo rules, but a *serial* game of solo play using solo rules in which the world, the characters, the whole game is played with care and attention and then bundled up and handed off to the next player upon reaching some kind of landmark or checkpoint. A succession game.
|
||||
|
||||
This game came from that idea. The classic haunted house story is a succession game. It always starts with a naively hopeful family moving into the old house excited about a life chapter. And there is always a part where a confused ghosts thinks they still live there and cries out, Get out of my house! And the plucky young family finally escapes, or they don't. And then a newer younger pluckier family moves in. Repeat ad nauseum.
|
||||
|
||||
And therein lies the beauty. The haunted house genre comes with the succession game already built in. There's nothing else you have to do it whatsoever. When your family succumbs to the house (or successfully escapes it), then you wrap up any loose ends and pass the game. This is the succession game I want to play.
|
||||
|
140
src/images/cards.t
Normal file
@ -0,0 +1,140 @@
|
||||
.PS
|
||||
boxwid = 0.71
|
||||
boxht = 1
|
||||
movewid = 0.2
|
||||
moveht = 0.2
|
||||
down
|
||||
[
|
||||
right
|
||||
box "2 CLUBS"
|
||||
move
|
||||
box "4 CLUBS"
|
||||
move
|
||||
box "J DIAMONDS"
|
||||
move
|
||||
box "4 HEARTS"
|
||||
move
|
||||
box "10 HEARTS"
|
||||
move
|
||||
box "10 CLUBS"
|
||||
]
|
||||
move
|
||||
[
|
||||
right
|
||||
box "K DIAMONDS"
|
||||
move
|
||||
box "2 SPADES"
|
||||
move
|
||||
box "5 CLUBS"
|
||||
move
|
||||
box "7 DIAMONDS"
|
||||
move
|
||||
box "K CLUBS"
|
||||
move
|
||||
box "7 CLUBS"
|
||||
move
|
||||
] with .nw at last [].sw - (0,0.2)
|
||||
move
|
||||
[
|
||||
right
|
||||
box "10 DIAMONDS"
|
||||
move
|
||||
box "Q CLUBS"
|
||||
move
|
||||
box "A CLUBS"
|
||||
move
|
||||
box "A SPADES"
|
||||
move
|
||||
box "3 SPADES"
|
||||
move
|
||||
box "4 SPADES"
|
||||
move
|
||||
] with .nw at last [].sw - (0,0.2)
|
||||
move
|
||||
[
|
||||
right
|
||||
box "8 DIAMONDS"
|
||||
move
|
||||
box "10 SPADES"
|
||||
move
|
||||
box "2 DIAMONDS"
|
||||
move
|
||||
box "6 SPADES"
|
||||
move
|
||||
box "3 DIAMONDS"
|
||||
move
|
||||
box "A HEARTS"
|
||||
move
|
||||
] with .nw at last [].sw - (0,0.2)
|
||||
move
|
||||
[
|
||||
right
|
||||
box "8 HEARTS"
|
||||
move
|
||||
box "J SPADES"
|
||||
move
|
||||
box "6 HEARTS"
|
||||
move
|
||||
box "9 SPADES"
|
||||
move
|
||||
box "K SPADES"
|
||||
move
|
||||
box "8 SPADES"
|
||||
] with .nw at last [].sw - (0,0.2)
|
||||
move
|
||||
[
|
||||
right
|
||||
box "A DIAMONDS"
|
||||
move
|
||||
box "K HEARTS"
|
||||
move
|
||||
box "7 HEARTS"
|
||||
move
|
||||
box "9 HEARTS"
|
||||
move
|
||||
box "8 CLUBS"
|
||||
move
|
||||
box "3 HEARTS"
|
||||
] with .nw at last [].sw - (0,0.2)
|
||||
move
|
||||
[
|
||||
right
|
||||
box "Q SPADES"
|
||||
move
|
||||
box "2 HEARTS"
|
||||
move
|
||||
box "J CLUBS"
|
||||
move
|
||||
box "9 CLUBS"
|
||||
move
|
||||
box "5 DIAMONDS"
|
||||
move
|
||||
box "Q HEARTS"
|
||||
] with .nw at last [].sw - (0,0.2)
|
||||
move
|
||||
[
|
||||
right
|
||||
box "Q DIAMONDS"
|
||||
move
|
||||
box "4 DIAMONDS"
|
||||
move
|
||||
box "6 CLUBS"
|
||||
move
|
||||
box "3 CLUBS"
|
||||
move
|
||||
box "5 HEARTS"
|
||||
move
|
||||
box "J HEARTS"
|
||||
] with .nw at last [].sw - (0,0.2)
|
||||
move
|
||||
[
|
||||
right
|
||||
box "5 SPADES"
|
||||
move
|
||||
box "6 DIAMONDS"
|
||||
move
|
||||
box "7 SPADES"
|
||||
move
|
||||
box "9 DIAMONDS"
|
||||
] with .nw at last [].sw - (0,0.2)
|
||||
.PE
|
53
src/images/piechart-blank.t
Normal file
@ -0,0 +1,53 @@
|
||||
.PS
|
||||
# CONSTANTS
|
||||
pi = atan2(0, -1);
|
||||
cx = 1
|
||||
cy = 0
|
||||
r = 1
|
||||
|
||||
# CONFIG
|
||||
circle rad r
|
||||
|
||||
# DRAW PIE SEGMENTS
|
||||
for i = 1 to 6 do {
|
||||
a = i * pi / 5
|
||||
|
||||
x1 = cx + r * cos(a)
|
||||
y1 = cy + r * sin(a)
|
||||
|
||||
x2 = cx + r * cos(a + pi)
|
||||
y2 = cy + r * sin(a + pi)
|
||||
|
||||
line from (x1, y1) to (x2, y2)
|
||||
}
|
||||
|
||||
# DRAW SEGMENT LABELS
|
||||
# using a macro
|
||||
# and a 'copy thru' macro here
|
||||
# because i seem unable
|
||||
# to access looping variable
|
||||
# inside of a for loop
|
||||
# the way i want to.
|
||||
# meanwhile,
|
||||
# this seems to work just fine
|
||||
space = 0.2
|
||||
define labeler {
|
||||
a = ($1 + 0.5) * pi / 5;
|
||||
"$1" at ( \
|
||||
cx + (r + space) * cos(a) * -1, \
|
||||
cy + (r + space) * sin(a) \
|
||||
)
|
||||
}
|
||||
copy thru @ labeler($1) @ until "YEEEHAW"
|
||||
1
|
||||
2
|
||||
3
|
||||
4
|
||||
5
|
||||
6
|
||||
7
|
||||
8
|
||||
9
|
||||
10
|
||||
YEEEHAW
|
||||
.PE
|
488
src/play.md
Normal file
@ -0,0 +1,488 @@
|
||||
---
|
||||
title: No One Ever Leaves
|
||||
subtitle: Actual Play
|
||||
toc-title: CONTENTS
|
||||
---
|
||||
|
||||
## TURN 1
|
||||
|
||||
<!--
|
||||
Player: dozens
|
||||
Started: 2025-03-08
|
||||
Finished: ???
|
||||
//-->
|
||||
|
||||
- ERA:
|
||||
Proximate Past.
|
||||
1950s Mississippi.
|
||||
|
||||
- HOUSE DESCRIPTION:
|
||||
The house sits alone at the top of a small hill
|
||||
at the end of a lane
|
||||
off the main highway through town
|
||||
by a small pond.
|
||||
|
||||
FAMILY
|
||||
|
||||
- FLEEING:
|
||||
Mya sacrificed for her job.
|
||||
Spent too much time there.
|
||||
When she got sacked
|
||||
it was like she didn't know who she was any more.
|
||||
|
||||
- SEARCHING:
|
||||
Time to rekindle her relationship with her son.
|
||||
|
||||
- MYA GOMEZ, AGE 40
|
||||
- Reactions
|
||||
- 1 - 6 Remorseful +2
|
||||
- 7 Patient -2
|
||||
- 8 - 9 Professional +2
|
||||
- Memories
|
||||
1. Summary: Something is wrong with this house
|
||||
- We moved into the house and it was so dark
|
||||
- The tub is leaking and now the ceiling is damaged.
|
||||
This place is a disaster. It's falling apart.
|
||||
What have I done?
|
||||
- First the plumbing and now the electrical.
|
||||
Was this a terrible idea?
|
||||
- Why do these repairs not stick?
|
||||
2. Summary: Guillermo is acting out and is uncontrollable
|
||||
- Guillermo won't stop peeling the wallpaper
|
||||
- Or the paint
|
||||
- Guillermo was skating in the house
|
||||
and broke his wrist.
|
||||
he got hurt because he won't mind me.
|
||||
he is reckless
|
||||
- I haven't seen Guillermo around much lately,
|
||||
but it's for the better. We've been fighting so much.
|
||||
But I feel guilty avoiding him. I moved here
|
||||
to spend time with him.
|
||||
3. Summary: I think I'm going crazy
|
||||
- I can't sleep. The lights, and the noise.
|
||||
- I think I'm hearing voices of people
|
||||
who aren't there
|
||||
- I feel like somebody's watching me.
|
||||
- This has all happened before.
|
||||
4. Summary:
|
||||
- This house is dangerous because it is destroying my mind
|
||||
- Unusually aggressive coyotes attacked me in my house.
|
||||
-
|
||||
-
|
||||
|
||||
- GUILLERMO GOMEZ, AGE 8
|
||||
- Reactions
|
||||
- 1 - 2 Honest +2
|
||||
- 3 - 4 Brutal -1
|
||||
- 5 - 6 Remorseful +1
|
||||
- 7 - 9 Emotional +2
|
||||
- 10 Honest +3
|
||||
- Memories
|
||||
1. Summary:
|
||||
- Mom won't listen to me and won't believe me
|
||||
- Mom is depressed and mopey
|
||||
- Mom is accusing me of lying to her
|
||||
-
|
||||
2. Summary: I'm all alone and I don't need anybody
|
||||
- Gomez is my only friend
|
||||
- Mom doesn't want anything to do with me
|
||||
- The kids don't play with me
|
||||
- The parents keep kids away from me.
|
||||
3. Summary:
|
||||
- I fell and hurt myself skating
|
||||
- Gomez got hurt protecting us from coyotes
|
||||
-
|
||||
-
|
||||
4. Summary:
|
||||
- I discovered a wallpapered door,
|
||||
a secret stairway down to the basement
|
||||
- The basement saved us from the coyotes
|
||||
-
|
||||
-
|
||||
|
||||
- GOMEZ GOMEZ (DOG)
|
||||
|
||||
### PHASE 1: ARRIVAL
|
||||
|
||||
OVERTONE: Dark
|
||||
|
||||
#### Hand 1
|
||||
|
||||
Undertone: Dark
|
||||
|
||||
Hand:
|
||||
|
||||
- 9C: Inexplicable shadows
|
||||
- 2C: Doors won't stay <del>closed</del> open
|
||||
- QC: Wallpaper won't stay on
|
||||
|
||||
Description:
|
||||
|
||||
Mya and Guillermo move into the house on the hill.
|
||||
It's gloomy. Just like their moods after the move
|
||||
and the long drive.
|
||||
Mya throws open the windows and the doors
|
||||
to brighten the place up
|
||||
but the shadows continue to pool and deepen.
|
||||
The doors close of their own volition no matter what she does.
|
||||
The wallpaper in the foyer peels off in ribbons.
|
||||
Mya blames Guillermo.
|
||||
Guillermo blames Gomez.
|
||||
Everybody is resentful.
|
||||
|
||||
Reactions:
|
||||
|
||||
- Mya: 6 = Remorseful +2
|
||||
- Guillermo: 9 = Emotional +2
|
||||
- Total: 4
|
||||
|
||||
Outcome:
|
||||
|
||||
Tensions run high.
|
||||
Mya's remorse
|
||||
and the gloom of the house
|
||||
leaves her obviously struggling with depression.
|
||||
Guillermo avoids her
|
||||
and hides,
|
||||
playing with Gomez outside.
|
||||
Mya wonders if this was a mistake.
|
||||
|
||||
#### Hand 2
|
||||
|
||||
Undertone: Bright
|
||||
|
||||
Hand:
|
||||
|
||||
- JC: Paint peeling off in layers
|
||||
- 8C: Uneven floors
|
||||
- AC: Creaky floors
|
||||
|
||||
Description:
|
||||
|
||||
Guillermo is playing with a ball
|
||||
and watches it roll from one end of the great hall
|
||||
all the way to the other.
|
||||
Soon he is skateboarding through the house,
|
||||
Gomez nipping at his heels.
|
||||
Mya warns him to stop
|
||||
but he doesn't listen.
|
||||
He keeps at it
|
||||
until he hits a bump
|
||||
in the uneven floors that wasn't there before
|
||||
and falls and breaks his wrist.
|
||||
Mya confiscates his skateboard
|
||||
and is convinced that Guillermo
|
||||
has been peeling the paint
|
||||
as retribution for his punishment.
|
||||
|
||||
Reactions:
|
||||
|
||||
- Mya: 1 = Remorseful +2
|
||||
- Guillermo: 2 = Honest +2
|
||||
|
||||
Outcome:
|
||||
|
||||
Guillermo blows up
|
||||
and insists that he's telling the truth.
|
||||
He's tired of being blamed
|
||||
for the wallpaper and the paint.
|
||||
Mya's mood continues to darken.
|
||||
|
||||
#### Hand 3
|
||||
|
||||
UNDERTONE: Dark
|
||||
|
||||
HAND:
|
||||
|
||||
- 3C: Mysterious drafts
|
||||
- 10C: Old secret spaces or hidden rooms
|
||||
- KC: Outdated plumbing
|
||||
|
||||
DESCRIPTION:
|
||||
|
||||
Water is leaking
|
||||
from somewhere near
|
||||
the upstairs guest bathub.
|
||||
There is a water spot on the ceiling
|
||||
in the foyer
|
||||
and it is starting to split the ceiling
|
||||
and drip.
|
||||
Mya is busy trying to get a hold of a plumber
|
||||
who can come out and fix the leak
|
||||
and also a handyman
|
||||
who can repaint the ceiling
|
||||
and repair the damage to the house.
|
||||
Guillermo noticed a weird draft
|
||||
and a slight whistling
|
||||
coming from behind a wallpapered door
|
||||
in the kitchen
|
||||
and discovers the stairs down to the basement.
|
||||
|
||||
REACTIONS:
|
||||
|
||||
- Mya: 3 Remorseful +2
|
||||
- Guillermo: 10 Honest +3
|
||||
- Total: 5
|
||||
|
||||
OUTCOME:
|
||||
|
||||
Mya and Guillermo avoid each other.
|
||||
She's busy working on the house,
|
||||
and he has disappeared into the basement.
|
||||
|
||||
#### Hand 4
|
||||
|
||||
UNDERTONE: Bright
|
||||
|
||||
HAND:
|
||||
|
||||
- 5C: Lights flickering and turning on by themselves
|
||||
- 4C: Unexplained thumps and thuds and creaks
|
||||
|
||||
DESCRIPTION:
|
||||
|
||||
Mya makes dinner
|
||||
and tries to spend some quality time
|
||||
with Guillermo
|
||||
who continues to be withdrawn.
|
||||
The lights keep coming on during the night
|
||||
when she's trying to sleep
|
||||
waking her up.
|
||||
And when the lights aren't flickering
|
||||
there are strange thumps and thuds
|
||||
that keep her up.
|
||||
She is sleep deprived
|
||||
and on edge during the day.
|
||||
|
||||
REACTIONS:
|
||||
|
||||
- Mya: 8 Professional +2
|
||||
- Total: 2
|
||||
|
||||
OUTCOME:
|
||||
|
||||
Mya has three different electricians out to the house.
|
||||
There is nothing wrong with the wiring.
|
||||
The plumber has fixed the pipes
|
||||
and the handyman has repaired the ceiling.
|
||||
She has painted over the spot herself 3 times,
|
||||
but it keeps coming out.
|
||||
She has a carpenter come out
|
||||
to level the floor where Guillermo fell,
|
||||
but the board keeps popping back up.
|
||||
|
||||
### PHASE 2: HAUNTING
|
||||
|
||||
UNDERTONE: Dark
|
||||
|
||||
#### Hand 1
|
||||
|
||||
UNDERTONE:
|
||||
Dark
|
||||
|
||||
HAND: 3 / 2 = 1
|
||||
|
||||
- 8D: Voices coming from the attic
|
||||
|
||||
DESCRIPTION:
|
||||
Mya hears voices coming from the attic
|
||||
and thinks that Guillermo
|
||||
is up there playing by himself.
|
||||
But she hears a voice she doesn't recognize.
|
||||
Later asks him who was up there with him
|
||||
and he says he wasn't up there at all.
|
||||
|
||||
REACTIONS:
|
||||
|
||||
- Mya: 9 / 2 = 4 = Remorseful +2
|
||||
- Guillermo: 6 / 2 = 3 = Brutal -1
|
||||
- Total: 1
|
||||
|
||||
OUTCOME:
|
||||
The tension continues to build.
|
||||
Mya accuses Guillermo of lying to her about stuff.
|
||||
But also starts to believe that something else
|
||||
is going on.
|
||||
Guillermo resents that his mom
|
||||
seems to keep blaming him for stuff
|
||||
and won't listen to him
|
||||
or believe him.
|
||||
|
||||
#### Hand 2
|
||||
|
||||
UNDERTONE: Bright
|
||||
|
||||
HAND: 8 = 4
|
||||
|
||||
- QD: Being ostracized by the neighbors
|
||||
- 4D: Insomnia
|
||||
- 10D: Feeling like you're being watched
|
||||
- KD: The feeling that this has all happened before
|
||||
|
||||
DESCRIPTION:
|
||||
Mya still can't sleep
|
||||
and decides to embrace it,
|
||||
staying up all night
|
||||
cooking and cleaning
|
||||
and trying to paint and patch stuff.
|
||||
She's a little manic and a little frantic
|
||||
and keeps having late night experiences
|
||||
where she swears somebody is watching her.
|
||||
She can't shake a creeping sense of deja vu,
|
||||
like this has all happened before.
|
||||
|
||||
Guillermo has been acting weird
|
||||
and keeping to himself
|
||||
and talking to himself,
|
||||
and the neighborhood kids have started calling him names
|
||||
and staying away from him.
|
||||
Those who don't,
|
||||
their parents keep them away anyway.
|
||||
|
||||
REACTIONS:
|
||||
|
||||
- Mya: 7 / 2 = 3 = Remorseful +2
|
||||
- Guillermo: 4 / 2 = 2 = Honest +2
|
||||
- Total: 4
|
||||
|
||||
OUTCOME:
|
||||
The family continues to fracture and isolate.
|
||||
Mya's insomnia is leading her to question things.
|
||||
Guillermo is growing weirder
|
||||
and more peculiar
|
||||
and more angry.
|
||||
|
||||
#### Hand 3
|
||||
|
||||
UNDERTONE: Dark
|
||||
|
||||
HAND: 5 / 2 = 2
|
||||
|
||||
- 3D: Old secret spaces or hidden rooms
|
||||
- 7D: Sleepwalking
|
||||
|
||||
DESCRIPTION:
|
||||
Guillermo is starting to venture more down into the basement.
|
||||
Mya starts sleepwalking,
|
||||
will suddenly come to in the middle of the night
|
||||
out on the lawn
|
||||
in her nihgtgown
|
||||
|
||||
REACTIONS:
|
||||
|
||||
- Mya: K / 2 = 6 = Professional +2
|
||||
- Guillermo: 2 / 2 = 1 = Honest +2
|
||||
- Total: 4
|
||||
|
||||
OUTCOME:
|
||||
Mya tries to get help by seeing a doctor.
|
||||
Is this carbon monoxide poisoning or something?
|
||||
She gets some professionals to come out
|
||||
to test the house for a gas leak.
|
||||
|
||||
|
||||
#### Hand 4
|
||||
|
||||
UNDERTONE: Dark
|
||||
|
||||
HAND: K / 2 = 6
|
||||
|
||||
- 6D: Creepy neighbors
|
||||
- 9D: Electronics stop working
|
||||
- 5D: Things going missing
|
||||
- AD: Animal infestation
|
||||
- 2D: Things moving around on their own, not being where you left them
|
||||
- JD: Pets/animals acting strange
|
||||
|
||||
DESCRIPTION: (whew this is a lot to tie together.
|
||||
let's see..)
|
||||
Gomez Gomez has taken to acting weird:
|
||||
standing in the hallway growling at nothing,
|
||||
barking randomly during the night,
|
||||
suddenly getting up and running out of the room.
|
||||
Refuses to go into the basement with Guillermo.
|
||||
One night,
|
||||
a pair of friggin wild, aggressive coyotes break into the house.
|
||||
It is terrible and terrifying!
|
||||
They attack and injure Gomez
|
||||
while he was trying to protect them.
|
||||
Mya grabs a large knife to protect herself.
|
||||
Her cell phone is dead
|
||||
so she runs into the other room to use the phone.
|
||||
She puts down the knife to dial 911
|
||||
but the landline is dead.
|
||||
And the knife isn't there any more
|
||||
where she put it down
|
||||
when she hangs up.
|
||||
From the upstairs window
|
||||
they see some neighbors standing out on the sidewalk
|
||||
just watching,
|
||||
possibly alerted by the shouting.
|
||||
They bang on the windows and call for help
|
||||
but they just stand impassively and watch
|
||||
and don't move.
|
||||
They get chased through the house
|
||||
and eventually realize they won't go near the basement.
|
||||
Mya hasn't known about it up to now,
|
||||
but Guillermo leads her to the papered over
|
||||
hidden door
|
||||
and they go down there and spend the night.
|
||||
In the morning the coyotes are gone
|
||||
and the house,
|
||||
and the kitchen especially,
|
||||
looks like it has been ransacked.
|
||||
|
||||
REACTIONS:
|
||||
|
||||
- Mya: 2 / 2 = 1 = Remorseful +2
|
||||
- Guillermo: 10 / 2 = 5 = Remorseful +1
|
||||
- Total: 3 (Oops! All remorse!)
|
||||
|
||||
OUTCOME:
|
||||
In the aftermath of the attack,
|
||||
survivors trauma does more to mend
|
||||
Mya's and Guillermo's relationship
|
||||
than moving across the country into this house,
|
||||
or anything else they've done.
|
||||
Not that it does that much.
|
||||
There's still plenty of distrust and resentment there.
|
||||
But it's a start.
|
||||
They seem recommitted to each others
|
||||
safety and well being.
|
||||
Guillermo has brought Mya into his increasingly private world
|
||||
by showing her the basement.
|
||||
She is thankful that his quick thinking was able to save them.
|
||||
Mya buys a gun.
|
||||
Gomez Gomez has some superficial wounds treated
|
||||
and is physically fine.
|
||||
But he grows very anxious now if Mya and Guillermo
|
||||
aren't together in a room,
|
||||
and always at their side,
|
||||
even refusing to sleep anywhere
|
||||
but in bed with one of them.
|
||||
|
||||
### PHASE 3: TRAPPED
|
||||
|
||||
### PHASE 4: FINALE
|
||||
|
||||
<!--
|
||||
## NOTES ##
|
||||
|
||||
I.
|
||||
Mya has two full memories
|
||||
by the end of phase 1
|
||||
|
||||
II.
|
||||
HINT:
|
||||
deal hands from the current suit pile,
|
||||
and use another suit pile
|
||||
to draw stuff like tone,
|
||||
hand size,
|
||||
reactions,
|
||||
etc.
|
||||
|
||||
III.
|
||||
CONVICTION:
|
||||
if you just happen to have all strong convictions,
|
||||
then things will just always escalate
|
||||
//-->
|
77
src/playsheet.md
Normal file
@ -0,0 +1,77 @@
|
||||
---
|
||||
Name:
|
||||
Date:
|
||||
Note:
|
||||
---
|
||||
|
||||
## Turn
|
||||
|
||||
HOUSE
|
||||
|
||||
- ERA + LOCATION:
|
||||
|
||||
- HOUSE DESCRIPTION:
|
||||
|
||||
FAMILY:
|
||||
|
||||
- FLEEING:
|
||||
|
||||
- SEARCHING:
|
||||
|
||||
- Name/age
|
||||
|
||||
- Reactions
|
||||
- likelihood reaction conviction
|
||||
- likelihood reaction conviction
|
||||
- likelihood reaction conviction
|
||||
- Memories
|
||||
1. Summary:
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
2. Summary:
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
3. Summary:
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
4. Summary:
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
|
||||
### PHASE 1: ARRIVAL
|
||||
|
||||
OVERTONE:
|
||||
|
||||
#### Hand 1
|
||||
|
||||
UNDERTONE:
|
||||
|
||||
HAND:
|
||||
|
||||
-
|
||||
-
|
||||
-
|
||||
|
||||
DESCRIPTION:
|
||||
|
||||
REACTIONS:
|
||||
|
||||
- Name, Reaction
|
||||
- Name, Reaction
|
||||
- Total:
|
||||
|
||||
OUTCOME:
|
||||
|
||||
### PHASE 2: HAUNTING
|
||||
|
||||
### PHASE 3: TRAPPED
|
||||
|
||||
### PHASE 4: FINALE
|
14
src/tables/card-meaning.tsv
Normal file
@ -0,0 +1,14 @@
|
||||
Card Meaning
|
||||
Ace Beginning, opportunity
|
||||
Two Balance, duality
|
||||
Three Growth, creativity
|
||||
Four Stability, structure
|
||||
Five Change, conflict
|
||||
Six Cooperation, communication
|
||||
Seven Knowledge, reflection
|
||||
Eight Accomplishment, mastery
|
||||
Nine Attainment, fruition
|
||||
Ten Completion, renewal
|
||||
Jack Knows (domain)
|
||||
Queen Has (domain)
|
||||
King Is (domain)
|
|
13
src/tables/d10-to-cards.tsv
Normal file
@ -0,0 +1,13 @@
|
||||
Card Result
|
||||
A 1
|
||||
2 2
|
||||
3 3
|
||||
4 4
|
||||
5 5
|
||||
6 6
|
||||
7 7
|
||||
8 8
|
||||
9 9
|
||||
10 10
|
||||
J - K Draw Again
|
||||
|
|
5
src/tables/d4-to-cards.tsv
Normal file
@ -0,0 +1,5 @@
|
||||
Card Result
|
||||
CLUBS 1
|
||||
DIAMONDS 2
|
||||
HEARTS 3
|
||||
SPADES 4
|
|
8
src/tables/d6-to-cards.tsv
Normal file
@ -0,0 +1,8 @@
|
||||
Card Result
|
||||
A Draw again
|
||||
2 - 3 1
|
||||
4 - 5 2
|
||||
6 - 7 3
|
||||
8 - 9 4
|
||||
10 - J 5
|
||||
Q - K 6
|
|
15
src/tables/desire.tsv
Normal file
@ -0,0 +1,15 @@
|
||||
Card Desire
|
||||
A Harm
|
||||
1 Heal
|
||||
2 Warn
|
||||
3 Solitude
|
||||
4 Family
|
||||
5 Power
|
||||
6 Respect
|
||||
7 Love
|
||||
8 Wisdom
|
||||
9 Magic
|
||||
10 Destruction
|
||||
J Release
|
||||
Q Oblivion
|
||||
K Intimacy
|
|
6
src/tables/distance-space.tsv
Normal file
@ -0,0 +1,6 @@
|
||||
Card Proximity
|
||||
CLUBS Distant
|
||||
DIAMONDS Near but in another part of the house
|
||||
HEARTS Close, in this room
|
||||
SPADES HERE AND NOW
|
||||
|
|
7
src/tables/distance-time.tsv
Normal file
@ -0,0 +1,7 @@
|
||||
Card Result
|
||||
A Draw again
|
||||
2 - 3 Distant past
|
||||
4 - 5 Proximate past
|
||||
6 - 9 Present
|
||||
10 - J Proximate future
|
||||
Q - K Distant future
|
|
53
src/tables/experience.tsv
Normal file
@ -0,0 +1,53 @@
|
||||
Suit Card Experience
|
||||
CLUBS A Creaky floors
|
||||
CLUBS 2 Doors won't stay closed
|
||||
CLUBS 3 Mysterious drafts
|
||||
CLUBS 4 Unexplained thumps and thuds and creaks
|
||||
CLUBS 5 Lights flickering and turning on by themselves
|
||||
CLUBS 6 Strange smells
|
||||
CLUBS 7 Unusual hot and cold spots
|
||||
CLUBS 8 Uneven floors
|
||||
CLUBS 9 Inexplicable shadows
|
||||
CLUBS 10 Old secret spaces or hidden rooms
|
||||
CLUBS J Paint peeling off in layers
|
||||
CLUBS Q Wallpaper won't stay on
|
||||
CLUBS K Outdated plumbing
|
||||
DIAMONDS A Animal infestation
|
||||
DIAMONDS 2 Things moving around on their own, not being where you left them
|
||||
DIAMONDS 3 Everyday things suddenly appear menacing to you for no reason
|
||||
DIAMONDS 4 Insomnia
|
||||
DIAMONDS 5 Things constantly going missing and aren't there where you put them down just moments ago
|
||||
DIAMONDS 6 Creepy neighbors
|
||||
DIAMONDS 7 Sleepwalking
|
||||
DIAMONDS 8 Voices coming from the attic
|
||||
DIAMONDS 9 Electronics stop working
|
||||
DIAMONDS 10 Feeling like you're being watched
|
||||
DIAMONDS J Pets/animals acting strange
|
||||
DIAMONDS Q Being ostracized by the neighbors
|
||||
DIAMONDS K The feeling that this has all happened before
|
||||
HEARTS A The feeling that nobody believes you
|
||||
HEARTS 2 The feeling that you're in danger
|
||||
HEARTS 3 Hearing laughter or cyring somewhere in the house
|
||||
HEARTS 4 You try to leave but end up back in the house
|
||||
HEARTS 5 You wake up in a different room than where you went to sleep
|
||||
HEARTS 6 All of the food spoils and rots much faster than it should
|
||||
HEARTS 7 You see things out of the corner of your eye
|
||||
HEARTS 8 You are certain that you are not alone
|
||||
HEARTS 9 You find messages that only you can see
|
||||
HEARTS 10 The feeling that somebody is trying to harm you
|
||||
HEARTS J Persistant whispering and knocking from the other room
|
||||
HEARTS Q You can hear footsteps when you're home alone
|
||||
HEARTS K Seeing reflections of people in mirrors who aren't there
|
||||
SPADES A Object fly off the shelves
|
||||
SPADES 2 Furniture moves itself
|
||||
SPADES 3 The feeling that somebody brushed past you when nobody's there
|
||||
SPADES 4 All the electronics suddenly turn on at full volume at the same time
|
||||
SPADES 5 Ghostly figures appearing and disappearing
|
||||
SPADES 6 Shadowy figures darting through hallways and appearing in doorways
|
||||
SPADES 7 The pervasive smell of rotting meat coming from inside the walls
|
||||
SPADES 8 Sudden intense chills. You are certain somebody is watching you.
|
||||
SPADES 9 Bruises appear on your body in the shape of a handprint
|
||||
SPADES 10 Vivid recurring nightmares
|
||||
SPADES J Waking up feeling like something is sitting on your chest
|
||||
SPADES Q Scratches on the walls like a human or beast clawed at it
|
||||
SPADES K You become one with the house
|
|
4
src/tables/family-size.tsv
Normal file
@ -0,0 +1,4 @@
|
||||
Black Red
|
||||
Single Two or more adults
|
||||
One or more children No Children
|
||||
Pet(s) No Pets
|
|
53
src/tables/names.tsv
Normal file
@ -0,0 +1,53 @@
|
||||
Suit Card Name Name Surname
|
||||
CLUBS A Josiah Terri Phillips
|
||||
CLUBS 2 Jerald Lesley Smith
|
||||
CLUBS 3 Judah Ebony Johnson
|
||||
CLUBS 4 Mauricio Juliette Williams
|
||||
CLUBS 5 Eugene Marie Brown
|
||||
CLUBS 6 Quincy Ciara Jones
|
||||
CLUBS 7 Asher Makayla Garcia
|
||||
CLUBS 8 Kent Candace Miller
|
||||
CLUBS 9 Leslie Ethel Davis
|
||||
CLUBS 10 Felix Shelly Rodriguez
|
||||
CLUBS J Felipe Reese Martinez
|
||||
CLUBS Q Guillermo Allie Hernandez
|
||||
CLUBS K Eric Shirley Lopez
|
||||
DIAMONDS A Emanuel Lila Gonzalez
|
||||
DIAMONDS 2 Finn Hanna Wilson
|
||||
DIAMONDS 3 Christopher Karen Anderson
|
||||
DIAMONDS 4 Bart Paola Thomas
|
||||
DIAMONDS 5 Aron Beulah Taylor
|
||||
DIAMONDS 6 Carlo James Moore
|
||||
DIAMONDS 7 Ned Maci Jackson
|
||||
DIAMONDS 8 Ignacio Adalyn Martin
|
||||
DIAMONDS 9 Ayden Camila Lee
|
||||
DIAMONDS 10 Lorenzo Hope Perez
|
||||
DIAMONDS J Elias Tonya Thompson
|
||||
DIAMONDS Q Tucker Mya White
|
||||
DIAMONDS K Kellen Sage Harris
|
||||
HEARTS A Leland Cassidy Sanchez
|
||||
HEARTS 2 Guy Karla Clark
|
||||
HEARTS 3 Kirby Maeve Ramirez
|
||||
HEARTS 4 Owen Suzanne Lewis
|
||||
HEARTS 5 Ivan Shelby Robinson
|
||||
HEARTS 6 Cleveland Julissa Walker
|
||||
HEARTS 7 Jonathan Brenda Young
|
||||
HEARTS 8 Dillon Breanna Allen
|
||||
HEARTS 9 Ellis Eunice King
|
||||
HEARTS 10 Branden Sasha Wright
|
||||
HEARTS J Emmett Krystal Scott
|
||||
HEARTS Q Barrett Kerri Torres
|
||||
HEARTS K Everett Tanya Nguyen
|
||||
SPADES A Brooks Kiara Hill
|
||||
SPADES 2 Curtis Jasmine Flores
|
||||
SPADES 3 Alijah Kaylin Green
|
||||
SPADES 4 Romeo Hayden Adams
|
||||
SPADES 5 Nick Lacey Nelson
|
||||
SPADES 6 Drew Gianna Baker
|
||||
SPADES 7 Tracy Ariel Hall
|
||||
SPADES 8 Forest Amira Rivera
|
||||
SPADES 9 Justin Pamela Campbell
|
||||
SPADES 10 Carson Addison Mitchell
|
||||
SPADES J Lukas Susie Carter
|
||||
SPADES Q Arnold Penny Roberts
|
||||
SPADES K Joaquin Raven Gomez
|
|
5
src/tables/phases.tsv
Normal file
@ -0,0 +1,5 @@
|
||||
Suit Phase Description
|
||||
CLUBS Arrival New beginnings. Family moves into house. Ignorance, hope, beginnings, structure, opportunity
|
||||
DIAMONDS Haunting Weird stuff happens. Conflict, corruption, deception, secrets
|
||||
HEARTS Trapped Try to leave but cannot. Isolation, violence, courage, delirium, captivity, prophecy, aid
|
||||
SPADES Finale Entombed, succumb to the house. Surrender, judgment, ending, renewal, loss
|
|
29
src/tables/reaction.tsv
Normal file
@ -0,0 +1,29 @@
|
||||
Suit Card Reaction
|
||||
Red A Lonely
|
||||
Red 1 Confused
|
||||
Red 2 Yearning
|
||||
Red 3 Remorseful
|
||||
Red 4 Sorrowful
|
||||
Red 5 Compassionate
|
||||
Red 6 Frightened
|
||||
Red 7 Emotional
|
||||
Red 8 Professional
|
||||
Red 9 Trusting
|
||||
Red 10 Honest
|
||||
Red J Decisive
|
||||
Red Q Friendly
|
||||
Red K Curious
|
||||
Black A Suspicious
|
||||
Black 1 Violent
|
||||
Black 2 Brutal
|
||||
Black 3 Arrogant
|
||||
Black 4 Agitated
|
||||
Black 5 Patient
|
||||
Black 6 Jealous
|
||||
Black 7 Haughty
|
||||
Black 8 Frightened
|
||||
Black 9 Guilty
|
||||
Black 10 Manipulative
|
||||
Black J Broken
|
||||
Black Q Aggressive
|
||||
Black K Dishonest
|
|
5
src/tables/suit-meaning.tsv
Normal file
@ -0,0 +1,5 @@
|
||||
suit class element domain meaning
|
||||
swords/spades nobility, military air: cold and dry understanding logic, ideas, intellect, communication
|
||||
cups/hearts clergy water (steam): hot and wet compassion spirituality, emotion, love, relationships
|
||||
pentacles/diamonds merchants earth (mud): cold and wet opportunity nature, physicality, wealth, stability
|
||||
wands/clubs artisans, laborers fire: hot and dry magic passion, inspiration, willpower, creativity
|
|
3
src/tables/tone.tsv
Normal file
@ -0,0 +1,3 @@
|
||||
Card Result Description
|
||||
Red or A - 6 Bright Intense, loud, boisterous, violent, passionate, reckless, mocking, frivolous
|
||||
Black or 7 - Q Dark Melancholy, quiet, intense, contemplative, weary, brooding, cool, quiet, introspective, calculating
|
|
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