[Index]

HAUNTED HOUSE 6 (18)

Cypher Bestiary

Abandoned and unloved, haunted houses aren't just buildings plagued by a ghost or two, but an intelligent, malevolent force unto themselves.

Health: 50

Damage Inflicted: Major wound

Movement: None

Modifications: Stealth as level 8; causing fear as level 7

Combat: A haunted house does not fight in any conventional sense.

GM intrusion (group): Dozens of small objects whip around the room, striking at all characters for a minor wound each round.

GM Intrusion: The character's feet are stuck to the floor and they cannot move unless they can break free with a successful Might task.

GM Intrusion: A large piece of furniture or other object animates and attacks as a creature of level 6.

GM Intrusion: Spectral hands come forth from a closet, grab at a character, and attempt to drag them into the vast darkness within.

Adventure Seed: A valuable antique or artifact is traced to a buyer who lives in an old house in a nearby town. No one answers several communication attempts, so the only thing for it is to go to the house.

THE ESSENCE OF HAUNTED HOUSES

Very rarely, the inhabitants of an old house (or perhaps another structure) awaken the house to its own subtle sentience. While this might start as a positive process, wherein the house loves its inhabitants and feels protective of them, eventually people leave. They die or move and the house is left alone. Years of loneliness and isolation become a festering malevolence, and the house begins to know nothing but hate for other beings.

Haunted houses can't typically move or hunt victims, but rather lure people inside. Sometimes, though, a house doesn't seek such things and only awakens if disturbed, in which case, woe to those who have caused it to stir.

Haunted houses are frequently much larger than they should be, containing rooms and spaces that don't make spatial sense.

SINISTER MEANS

These abilities can help the house to communicate with, torment, confuse, or terrify those inside. (PC tasks to defend against, understand, or escape from these manifestations are eased two steps during the day.)

d00 Sinister Means Ability
01-03 Create a sound or voice
04-06 Open or close a door
07-09 Fling a book or knickknack
10-12 Turn on/off an electric appliance
13-15 Slide furniture
16-18 Create cold spot or drastically increase heat
19-21 Summon swarm of flies/roaches/spiders
22-24 Change the reflection in a mirror
25-27 Create a brief shadowy image or scene
28-30 Fill a room with darkness
31-33 Create putrid smell
34-36 Start a small fire
37-39 Cause a PC's possession to vanish briefly
40-42 Slam a door so that it might strike a PC
43-45 Cause an outlet/appliance to create shock
46-48 Grasp with rug/curtains/sheets/towels
49-51 Cause blood to drip from ceiling
52-54 Create writing on the wall/rug/mirror
55-57 Change the appearance of artwork
58-60 Change the view through a window
61-63 Change the view through a doorway
64-66 Topple a bookcase/shelf/heavy object
67-69 Animate a weapon
70-72 Animate a toy
73-75 Animate an image in a painting
76-78 Control the image on a TV/computer screen
79-81 Alter the condition/age of objects in a room
82-84 Create a strong wind gust
85-87 Make one of the PC's devices stop working
88-90 Change the text in a book/magazine
91-93 Recreate the image of an event from the house's past
94-96 Blast flames from the fireplace
97-99 Spray broken glass from a window or mirror
00 Show a PC a vivid (but harmless) vision of their own death

Many of the sinister means and spectral dominion powers may require defense rolls by PCs. Treat these as attacks by the house.

Sinister means and spectral dominion powers work well in conjunction. For example, after learning a PC's greatest fear, or a scene from their nightmare, a house can use its ability to create images of something that will terrify them.

KEY TO DESTRUCTION

There is always a single way to bring the terror of a haunted house to an end (other than just escaping).

d20 Action
1 Destroy a hidden book
2 Locate a lost piece of art
3 Smash the locket in the attic
4 Kill the beast in the basement
5 Burn the original blueprints of the house kept in a secret room
6 Travel back to a better time for the house
7 Get the former occupants to return
8 Perform a ritual in the secret sub-basement
9 Send it to another dimension
10 Get a priest to consecrate each room
11 Inscribe a secret phrase on every wall
12 Clean the house top to bottom
13 Learn the true history of the house
14 Bring an evil former occupant to justice
15 Collapse the house into the sea
16 Celebrate the birthday of the forgotten child
17 Convince the house to love rather than hate
18 Cause the house to be hit by a meteor
19 Enter the mirror version of the house (through a mirror) and destroy it there
20 Defeat the house in a psychic battle

FORMER OCCUPANTS

Use this table and roll at least 3 times to populate the house with former occupants.

d00 Former Occupant
01-03 Artist
04-06 Writer
07-09 Musician(s)
10-12 Architect
13-15 Recluse
16-18 Squatters
19-21 Factory worker
22-24 Famously wealthy person
25-27 Mortician
28-30 Actor
31-33 Dysfunctional family
34-36 Craftsperson
37-39 Politician
40-42 Art collector
43-45 Hoarder
46-48 Gamers
49-51 Farmer
52-54 School teacher
55-57 Sex workers
58-60 Widow/widower
61-63 Soldier
64-66 Orphans
67-69 Delusional person
70-72 Parents of deceased child/children
73-75 Family with one abusive parent
76-78 Jilted lover
79-81 Sadistic cult
82-84 Serial killer
85-87 Band of thieves
88-90 Pet dog/cat/rat
91-93 Escaped convicts/mental patients
94-96 Occult expert/witch/sorcerer
97-99 Very happy family
00 Child with psychic powers

HAUNTED BUILDINGS

Although most haunted buildings are houses, sometimes other (usually abandoned) locations take on a similar nature. Haunted locations always have multiple rooms or areas and are typically quite large.
d20 Location
1 Office building
2 Experimental lab
3 Remote cabin
4 Mausoleum
5 Train tunnel
6 Mental hospital
7 Elementary school
8 Cave
9 Lighthouse
10 Zoo
11 Prison
12 Dance hall
13 Movie studio
14 Factory
15 Cruise ship
16 Theatre
17 Slaughterhouse
18 Supermarket
19 Space station
20 Hotel

While it might be handy to have a map of the house, it's actually not all that important, as haunted houses can rearrange their layout and even add or subtract rooms.

SPECTRAL DOMINION

At night, a house can use one of these abilities up to three times. When someone within nears its key to destruction (literally or metaphorically), it can use these powers three additional times that night.
d20 Spectral Dominion Power
1 Cause a doorway to lead to a new location
2 Seal all exits absolutely
3 Create a new room/change size of room or corridor drastically
4 Move to a new location
5 Learn PCs greatest fears/weaknesses/nightmares
6 Open a portal to hell
7 Possess a PC
8 Learn a deep secret of a PC
9 Change gravity in one or more rooms
10 Submerge one or more rooms in water
11 Cause ceiling to lower and crush occupants
12 Send a PC into the house's past
13 Conjure PC's dearest loved one
14 Convince PCs they should never leave
15 Drain the lifeforce of one PC
16 Put PCs in a time loop
17 Rearrange layout of rooms
18 Animate and control PC shadows
19 Manifest limbs from its structure
20 Teleport a PC from one room to another