EVP
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EVP
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F O R E V E R
P E O P L E
P R E S E N T S
EVP A GAME OF PARANORMAL INVESTIGATION
WRITTEN AND ILLUSTRATED BY DAVID SHARROCK
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CONTENTS INTRODUCTION What Is A Roleplaying Game? What to Expect Why Not Real Investigation? The Investigators Game Style Hauntings Sittings THE GHOST HUNTER Kudos Start of Game Kudos Spending Kudos Testing Attributes Saving Throws Dice Checks vs Roleplay Reductive Attributes Non-Reductive Attributes Degenerative Attributes Base Attributes Academia Condition Incurring Condition Damage Faith Fluke Humour Leadership Positivity Skill Stability Tech Expertise Skills Improving Expertise ASV Audio Analysis Bag of Tricks Cryptozoology Data Analysis Debunk Demonology EMF Empath EVP Exorcist Ganzfeld Medium Persuasion Photography Psychic Research Resolve Roving Cam Seismometer Spirit Sketch Spiritualism Static Cams Systems Talents When to Use Talent Checks Making a Talent Check
EVP
6 6 7 8 8 8 9 10 10 11 11 11 11 12 12 12 13 13 13 13 14 14 14 15 15 15 15 16 16 16 17 17 18 18 19 20 20 20 21 21 22 22 22 23 23 23 24 24 24 24 25 25 26 26 26 26
Improving Attributes Death or Insanity Contacts Camera Operator Clergy Cop Councilor Director Hacker Historian Photographer Clairvoyant Scientist Sponsor Tradesman Veteran INVESTIGATIONS Haunts Player Handouts Audio Files Order of Investigation Choosing a Haunt Healing, Recovery & Training Shopping Upgrading & Repairing Gear Calling on Contacts Arrival at the Haunt Interviews Walkthrough/Base Readings Sessions Why Sessions? Debrief Holding Sessions Real Recordings of Sessions Using the Ghost Box Recording EVPs Ovilus Séances Old School Methods Interviewing Eye Witnesses Exploration Ganzfeld God Helmet Ouija Encounters Recording Encounters Provoking an Encounter Insults & Religion Entities Demons Binding Demons Human Spirits Other Spirits Using Computer Systems Internet Presence Television Contracts What a TV Audience Wants EQUIPMENT
E V P 27 28 28 29 29 29 30 30 30 31 31 31 31 32 32 33 34 35 35 35 36 36 36 36 36 36 37 38 39 39 40 40 40 40 40 42 42 43 45 45 45 45 46 46 46 46 47 47 47 49 51 52 53 54 55 55 56
( O V E R S E E R
E D I T I O N )
PDF Version with free Player Edition First edition published by Forever People Digital Press, May 2015 © Forever People Digital Press 2015 all rights reserved www.foreverpeople.co.uk evp@foreverpeople.co.uk Designer & Author: David Sharrock. Playtesters: Tony Wakeman, Sue Llewelyn, Wyn Dawkins, Graham Reed. Artwork/photography: Cesar Tort, Surian Soosay, Les Chatfield, Cloudy Broccoly, Madpack, Code311, Kredwood, Snowfalcon, Barry Davis, Spreadshirt, Bill Automata, Staffan Vilcans, Lajos Gulácsy, Matt J Newman and Walt Stoneburner. This title is presented for entertainment purposes only. Neither the author, nor the publisher - Forever People Digital Press endorse the actual use of any of the spiritual items described. Equipment and equipment photography and artwork are provided for information purposes only and as an integral aspect of the game system. Neither the author, nor the publisher is affiliated in any way with any of the product manufacturers or distributors either listed by name or implied as stockists in item descriptions. Where manufacturers or stockists take issue either with the use of the item or the use of imagery associated with the item, or any other aspect of the item listing they should contact us at the email given above. Evidence of identity will be required before the publisher will address issues raised. No aspect of this title, either in full or in part, may be redistributed for profit, copied or otherwise reproduced and/or amended without the express permission of the author and publisher. No individual artist endorses or supports this title. For full details of artists and their work see the Artwork Index at the end of this book. All images are distributed and used under the Attribution 4.0 International Creative Commons creativecommons.org/licenses/by/4.0/
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INTRODUCTION EVP is a modern era horror RPG with a mature, sometimes disturbing tone. Players take on the role of paranormal investigators looking for evidence in the existence of spirits, paranormal disturbances and demonism. The game features adult themes with close parallels to real paranormal methodology/mythology and should therefore be considered unsuitable for either a very young or overly impressionable group of players. A device (Smartphone, MP3 Player, Tablet, Laptop or Mac/PC) will also be required in order to play audio files accompanying the game.
WHAT
IS
A
ROLEPLAYING
GAME?
The traditional roleplaying game relies on the imagination of players, a handful of dice, some paper and pencils and the rule system designed to direct the game in a specific direction. EVP takes this basic premise one step further, using audio and visual props to enhance the imagined horror. The entire game will take place around a table, or around a comfortable room, the ghost hunters who will explore site locations and search for evidence being merely the imagined constructs of the minds of players gathered around the table, or seated around the room, the haunted locations merely the imagined places conjured in the mind's eye of all present. There is no computer software or app running the game or determining what will happen next - only the players themselves, operating within the boundaries set by game rules. The game serves to entertain those who participate and is a unique form of social activity akin to the telling of a co-authored story. One player takes on the role of Overseer (alternatively referred to as a Gamesmaster, or GM), effectively a referee who, at a fundamental level, moderates the game, but at a deeper level is the voice of the unfolding story, the voice of the spirits players may encounter, the narrator who describes locations and the imagination running the game. Playing any roleplaying game is a little like entering the mind of this person, seeing things the way they see them and in the case of a horror based RPG like EVP - experiencing whatever fearsome situation their mind can conceive. The Overseer will describe the setting and players, assuming the role of the imaginary character they have chosen to portray - the Hunter - will describe how their character reacts, what they think, what they intend to do and how they intend to do it. Overseer and player respect one another's different domains of influence (the Overseer will never describe a Hunter's behaviour and the player will never attempt to invent his surroundings) and in this way, an entirely imagined world (not that dissimilar from the real one) is steadily revealed. The better the Overseer is at describing the imagined world and the better the players are at reacting in a believable way, the more immersive and entertaining the game experience will be. This is the underlying method behind all roleplaying games and EVP is no exception.
WHAT
TO
EXPECT
EVP is a psychological horror but not a traditional role-playing experience in the strictest sense of the term. In many RPGs players will immerse their characters into an entire fantasy world where they will roleplay all aspects of the imaginary character's life, from where the character sleeps and eats to their day to day activities. EVP differs slightly in that non ghost-hunting aspects of the player character's life are omitted, assumed to be not that dissimilar to the everyday lives of most regular people and therefore of little relevance to the game. Instead EVP focuses entirely on the ghost hunting itself and the following rules pertain only to this aspect of the imagined game world. Game sessions will follow the same general format. There is no role-play in the world outside investigations and players will not role-play the personal lives of their characters. All attributes and characterization pertains exclusively to investigations. Weapons and combat are highly unlikely to play much of a role and the kinds of abilities typical of other RPGs, like physical prowess, proficiency with firearms, agility, melee ability, and so on, are largely omitted simply because they are unlikely ever to be used. Serious physical injury will be rare, psychological harm far more probable - and therefore accentuated in stats.
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The game system is not intended to produce a dedicated simulation of actual paranormal investigations, though many of the techniques used both by real-life investigators and those who use less conventional means are included as generic methods within the game. This is not a reflection on the true state of paranormal investigation and the author has no intention of making any kind of social or religious commentary regarding the relevance of the paranormal within modern culture. Nor is EVP designed to defend the para-sciences versus accepted scientific method or in any way advocate the non-skeptical viewpoint over that of the skeptic. The author is aware of the arguments against and for paranormal investigation, but makes no deliberate attempt to raise these issues as part of the game. Nor should players feel it necessary to engage in debates over such issues when playing, regardless of their personal feelings. The game referee (the Overseer) should ensure that where such arguments arise, they are relegated to a time strictly outside the game boundaries where personal beliefs can be safely disentangled from fantasy roleplay. In short, and for the duration of the game session, or 'sitting', players should reserve their skepticisms and personal opinions regarding all things spiritual and paranormal for another time. The only exception to this rule may be considered where a player decides that his character within the game is a skeptic. In this instance, a certain level of low-key skepticism, or scientific resolve at least, is allowed but should not overpower the rest of the game or form the focal point of every sitting.
WHY
NOT
REAL
INVESTIGATION?
EVP is a way for players to experience the kind of phenomenon very few (any?) real life paranormal teams will ever experience in settings and situations that simply don't exist in the real world. The game lies midway on the horror spectrum between the reality of paranormal investigation and the fantasy of a Lovecraft nightmare. While eldritch horrors won't erupt from the stars to carve elder signs into the flesh of their cultist followers, dark, unsettling and terrible energies do lurk in dimensions close to those of reality and will seem intent on both communication with, and possession of, the human soul. Some real life investigators might argue that the same is true of reality. If this is the case then EVP offers a safe environment in which to explore that reality; flirting with the paranormal without the supposed risks. And for players who harbour no belief in the existence of paranormal activity, EVP offers a chance to role-play in an environment where such things do exist and can be experienced using methods as true to the reality of paranormal investigation as probably exists in any role-playing game. In any case, EVP is designed to give players an opportunity to dabble in a world which they may not wish to fully embrace. If the EVP experience then prompts exploration of actual real-life investigation then the game has offered an entry level taste into a new hobby, at the very least. It can be said, however, that play tests were undertaken by players who also ghost hunt in real life and proved to be an entirely unique experience compared with the reality. EVP
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THE
INVESTIGATORS
The investigating group consists of numerous characters known as ghost hunters or Hunters for short. These are professional researchers working on a masters degree in parapsychology or para-science for one or more universities. These personas the players will adopt and control for the duration of the game. One player takes on the role of Overseer and is considered the referee of the game system, the imagination behind unfolding 'sittings' and the voice of NPCs (non-player-characters). This player does not roleplay a persona in-game but instead moderates the sitting, invents scenery and surroundings and sets the tone of the game. Tone is the cornerstone of EVP and consists of various elements discussed in greater detail below.
GAME
STYLE
EVP is a psychological horror with the emphasis on scares and thrills of a non-visceral and subtle nature. Creating an atmosphere of subdued horror is the challenge every Overseer faces when moderating a game, but players should also contribute to this challenge by throwing themselves into their roles as Hunters. The enemies in EVP are largely unseen and player characters will be unable to engage them in combat or fight them with conventional weapons. There is very little in the way of blood and gore and almost certainly zero combat. The risk of serious injury or death should be minimal compared with the risk of psychological trauma resulting from antagonizing and investigating settings where dark entities lurk in the shadows. The knowledge that player characters are unlikely to perish at the hands of the horrors they have set out to investigate should not detract from the fear inducing nature of the game, particularly if the Overseer does a thorough job of building tension from the start. Fear lies both in the unknown and in anticipation of what may happen next and is no more intense than when the team know something horrific lurks unseen and is about to spring. The flickering shadow and the whispering voice may prove far more terrifying than the swinging axe or lashing tentacle.
...T HE RISK OF SERIOUS INJURY OR DEATH SHOULD BE MINIMAL COMPARED WITH THE RISK OF PSYCHOLOGICAL TRAUMA ... The 'less is more' concept should inform the tone an Overseer sets out to establish in every sitting and which players should come to expect. Terrible creatures with gnashing fangs and dripping blood will not leap out of every closet the group open. There are no crawling mutations or genetic horrors created in corporate labs and there are no cosmic beings of eldritch origin or tentacles squirming from the centre of blood-soaked pentagrams. That is not to say EVP prohibits the use of unsettling visitations, visions or occult imagery, just that where these occur they will likely be horrifying in a psychological rather than a physical sense and all the more shocking for their rarity.
HAUNTINGS Investigations take one 'sitting' and are based on the free Haunt PDFs released as part of the ever expanding EVP collection. Haunts are released roughly every four weeks by Forever People, giving groups the opportunity to engage in a fresh 'ghost hunt' every month. Haunts are free to download as printable PDFs on the Drive Thru RPG (www.drivethrurpg.com) or RPG Now (www.rpgnow.com) websites and will give the Overseer a chance to focus entirely on the establishing of great atmospherics without worrying about the details of the setting. Haunts also come with unique sound files and visual props which are used to enhance gadget-based investigations. The sites of some Haunts will be more accessible than others, with those offering the greatest degree of activity also tending to present the greatest challenges. Such sites are popular with paranormal researchers and will therefore cost the Hunter team more to visit and investigate. Haunts may centre around traditional hauntings but may also require the Hunters investigate alleged demon, UFO, monster or beast-like sightings.
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The player group are also likely to return to favourite investigation sites in order to revisit successful sittings. In this sense Haunts offer replay value and updates, upgrades or new releases may offer the Overseer the chance to terrify players anew. Visit the Forever People website (www.foreverpeople.co.uk) and click on the EVP link for a list of available Haunts to download and regular news on updates and upgrades.
SITTINGS Sittings equate to real-time, single game durations (what most roleplaying games would usually refer to as a 'session'). The author advises sittings are conducted at night with low lighting and atmospheric props, each sitting lasting a period of between three and four hours. Nocturnal sittings are preferable to daytime, but sittings conducted in the small hours of the morning - the so-called witching hour - will make for the most memorable experience. Each investigation follows the same pattern, beginning with the procuring of permission to visit a site (a Haunt), preparation for investigation, initial walkthrough and exploration of the site, then investigation sessions. At the end of each sitting the group compile their raw data and receive Kudos points of varying value, representing university funds (in the form of grants) and time to continue further investigations based on the evidence they manage to secure.
...N OCTURNAL SITTINGS ARE PREFERABLE TO DAYTIME ... Players will need to differentiate between experiences and encounters perceived during an investigation compared with evidence they manage to collect and submit. Only recorded evidence will determine the acquisition of Kudos, regardless of how terrifying, spectacular or bizarre the actual experience was at the time.
FALSE
LEADS
In the real world an investigating team will likely encounter many false leads - supposed hauntings that can be explained by conventional and natural reasons before they come across a genuinely mystifying and apparently supernatural event. In the game world, all Haunts are assumed to have already been investigated previously and have proven to have at least some element of unsolved mystery. This removes the otherwise tedious process of attending sites only to find the alleged paranormal activity is merely the result of pipes rattling, rats running free in the attic or spooked residents. EVP
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MYSTERY
vs
MERIT
Players will encounter three aspects of game play during any given sitting. - The solving of a mystery is likely to grab the imagination of players in most sittings, each Haunt having a history that invites investigation and inspires speculation. Players should remember that mysteries are fun to solve but their solution won't impress the board in charge of allocating university grants unless the solution can be used to verify collected data or to bolster existing evidence. - The saving of spirits in distress and the exorcising of evil will also tempt players, particularly those whose Hunters possess empathic, psychic or spiritualist skill sets and welcome personal contact with the spectral entities they encounter. While the saving of lost souls is commendable, it will also fail entirely to impress the board in charge of distributing funds unless, in the process of attempting to save a particular spirit, evidence is uncovered that cannot be explained by conventional science. - The gathering of evidence, performing sessions, provoking spirits in an attempt to acquire good EVPs, recorded data and camera footage and therefore meat to flesh out the contents of essays, studies and dissertations. This aspect of the game forms the cornerstone of investigations and players should try to keep this in mind at all times. Only the acquisition of evidence will reward the group with Kudos which can then be used to play again, to return to favourite haunting sites and to upgrade equipment and skills. All three aspects of EVP make the game and all three should offer a compelling role-play experience with an entirely unique feel, giving different players with different tastes a variety of styles into which they can sink their proverbial roleplaying teeth. Only where players slip entirely off the rails and focus completely upon the mystery and heroics of investigation should the Overseer remind them of their true task. In this sense the Overseer should be considered the voice of scholars and tutors who play an active role in keeping their students focused and on point.
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THE
GHOST
HUNTER
Hunters possess a series of relatively simple value-based attributes describing their abilities along with an Expertise skill which makes them useful to the group. This Expertise will typically be at the heart of their masters degree, though this is largely irrelevant for roleplay purposes. The design of the game mechanic is kept deliberately simple in order to emphasize roleplay and atmospheric aspects over dice rolls without omitting dice rolls altogether. EVP is not intended to be a battle or character sim but a game of meta-experiences to which the player him or herself will react. Hunter personalities, background stories and behavioural traits are less important than the way in which the players themselves engage with the game and with each other as they explore and investigate the different Haunts.
KUDOS Kudos determines how much Hunters can spend on equipment and other crucial elements of the game which cost money to purchase and maintain or investments of time to achieve. Kudos will also determine scientific accolade and measures how respected the team are in their field and how they might be perceived in the press and by their peers. To begin with all Kudos is generated by gathering evidence of the paranormal which is assumed to be collated outof-game and between sittings and submitted as part of the team's respective degree courses. Later, when teams turn professional, Kudos is likely to be more reliant upon audience ratings and sponsorship. S T A R T
O F
G A M E
K U D O S
To determine start-of-game Kudos players should add together the values of the Base Attributes (see Base Attributes below), Leadership, Academia and Fluke. Players then add their results together. The total is divided by the number of players in the game (not including the Overseer) and the result is multiplied by 10. The grand total determines how many points are awarded to each player as their start-of-game Kudos. These can then be spent prior to the first sitting on initial equipment. EVP
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O V E R S E E R
SPENDING
E D I T I O N
KUDOS
Kudos points are awarded as an equal share to each Hunter who participates in a sitting. For example, if at the end of a sitting the Overseer determines the evidence compiled has generated 40 Kudos points, each hunter gains 40 points. Players who usually or regularly play but did not attend the current sitting do not receive points. Points can be spent on equipment for the individual, or the group can pool their resources in order to purchase equipment or equipment upgrades that benefit everyone and which belong to the group as a whole. Alternatively, players can spend Kudos points on improving attributes, recovering reduced attribute points, on physical and psychological treatment or points can be saved toward an item the group or individual cannot currently afford. Base Attributes and Expertise values cannot be improved prior to the first sitting. Players must undertake at least one investigation before they can then spend Kudos on improving their stats. Similarly new Expertise skills cannot be acquired by spending Kudos until the player has taken part in at least one sitting. After the first sitting, Kudos must be spent on acquiring time in the next Haunt. The more interesting the location, the more Kudos the group will need to spend. The first Haunt is free, but cannot be a Haunt with a price greater than 200 Kudos points. If players fail to generate enough Kudos to access any Haunt the group is deemed to be out of funds and has fallen from grace with the university board. The university expels them from their course and the game for that group of Hunters has reached its end. Players will need to generate a new group in order to resume playing. All equipment is lost and the group must start from scratch. EVP is a team game, and just as the combined actions of all participants will determine how well a session goes, so the rewards gained then go toward improving the abilities and experiences of all player characters. In this sense, players must learn to work together in order to achieve the best result. EVP
E X A M P L E
S T A R T
O F
K U D O S
G A M E
Player 1: Leadership (5), Academia (2), Fluke (1) = 5 + 2 +1=8 Player 2: Leadership (2), Academia (1), Fluke (4) = 2 + 1 +4=7 Player 3: Leadership (1), Academia (5), Fluke (5) = 1 + 5 + 5 = 11 Total = 8 + 7 + 11 = 26 26 / (3 players) = 8.6 8.6 x 10 = 86 In this example, each player begins the game with 86 Kudos.
TESTING
ATTRIBUTES
When an attribute is applicable to an in-game situation the overseer will call for a 'dice check'. The player rolls 1d6 and compares the result with the relevant attribute value. If the result is less than the value of the attribute the player character is deemed to succeed in the associated action. If the result is equal to, or greater than, the value of the attribute, the player character is deemed to fail. Attributes should be chosen for dice checks based on their relevance to the situation. Where one attribute seems more specific to a given task or action than another, that attribute should be used. Where there are no specific attributes for any given task or action the Overseer should call for a general Skill dice check. S A V I N G
T H R O W S
Saving throws are secondary dice checks performed either by the same character (in the case of Faith) or by another character for the benefit of a target character who has just failed a Stability dice check. In every instance saving throws are designed to prevent the reduction of Stability by one point where the Stability dice check has failed. This rule enhances the team-player aspects of EVP and highlights the necessity for Hunters to stick together and work as a group. D I C E V S
C H E C K S
R O L E - P L A Y
As a general rule of thumb, sittings should rely more heavily on role-play decisions and activities than on the outcome of dice rolls.
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In almost every case where player logic cannot be used to determine an outcome, the Overseer should call for a dice check. Where a player requests a dice check the Overseer should first consider carefully whether the player themselves can determine the outcome of their hunter's actions using logic and if this is not the case then a dice check can be awarded. In short, players should be pro-active in taking control of their Hunter's logical decision-making, but where role-play is impractical and cannot be achieved without expertise or an element of blind chance, the Overseer should call for a dice check.
...SITTINGS SHOULD RELY MORE HEAVILY ON ROLE - PLAY DECISIONS AND ACTIVITIES THAN ON THE OUTCOME OF DICE ROLLS ... For example, where a static cams expert is setting up his cameras, the player should determine where best to position each camera rather than make a sweeping Expertise dice check (see Expertise) in which a successful roll could feasibly inform him where the best positions will be. The player can determine logically where the best positions might be and in which direction cameras should point. On the other hand, the Overseer might call for a dice check versus a specific Expertise value if the Hunter needs to repair a broken static cam, or fix a glitch. Neither of these aspects can be solved logically by the player who may have limited knowledge about the inner workings of a device which his Hunter may be routinely familiar with. Some dice checks should be considered an integral aspect of the game rules. This might include saving throws, rolls players can make in order to increase Kudos (Leadership dice checks at the end of the sitting, for example) or dice checks made to determine the outcome of injury or psychological trauma. Such dice checks belong firmly in the realm of game mechanics and should not be omitted in favour of roleplay as they are designed to aid the player group and improve their chances of success. R E D U C T I V E
A T T R I B U T E S
Reductive attributes are those which are reduced by one point in value whenever they are tested using a dice check and the result is a failed roll (i.e. the d6 value is equal to, or greater than, the value of the attribute). Reductive Attributes include Faith, Humour, Positivity, Condition, Fluke and Stability. N O N - R E D U C T I V E
A T T R I B U T E S
Non-reductive attributes retain the same value even when tested with a dice check and the check fails. These include Leadership, Tech, Academia and Skill. All Expertise skills are also considered to be non-reductive. D E G E N E R A T I V E
A T T R I B U T E S
Degenerative attributes include Condition and Stability. Both of these attributes can be reduced during game play either as a result of physical (Condition) or psychological (Stability) trauma rather than solely as a result of players suffering a failed dice check. o
If Condition is reduced to zero the character is deemed to be dead.
o
If Stability is reduced to zero the character is deemed to have lost his or her mind and is utterly insane.
Dead characters cannot be recovered and the player should generate a new Hunter to play in the next sitting. Insane characters can be recovered by expending Kudos points on psychiatric treatment, but these points must be expended at the start of the subsequent sitting. If this does not occur the Hunter is deemed to be permanently out of his mind and the player will need to roll a new character. EVP
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BASE
ATTRIBUTES
The player rolls 10d6 and then applies values rolled to the following ten Base Attributes in any order he or she wishes. All rolls resulting in 6 are converted to 5. The player may only reroll the full 10d6 if the combined value of the first attempt is equal to or less than 14. During play, Base Attribute values will fluctuate. No single Base Attribute may ever exceed a value of 5. Nor may any attribute of any kind enter negative values. Where an attribute reaches zero it cannot go any lower but can be replenished provided the attribute is not Condition.
A C A D E M I A
Characters with high Academia have good general knowledge, good writing and compiling abilities and a sound knowledge of how the university system works, how grants are acquired and how relationships with members of university staff can be used to enhance the academic reputation of the team. Academia represents innate knowledge and is non-reductive. The value of this attribute will therefore remain constant whether dice checks fail or succeed. Academia can be increased however by purchasing improvements with Kudos points. When Kudos is awarded at the end of a sitting (see Kudos) all players may make a dice check versus their Academia value and where they succeed they may add +5 to the Kudos award. This bonus applies to all players and not just the player who makes the successful roll. More than one successful roll causes bonuses to stack. C O N D I T I O N
Representing the character's physical health, stamina and general well-being. Dice checks versus Condition are typically made where the Hunter has suffered a traumatic injury, with a failed roll indicating a loss of Condition. Condition is a reductive attribute and where any dice check versus Condition fails the value of the attribute is thereafter reduced by one point. In addition, severe injuries and illness may reduce Condition. If the character's Condition falls to zero the hunter is deemed to be dead.
INCURRING CONDITION DAMAGE Players may notice that Condition is a low value, given the likelihood that excessive reductions will lead to death. This is designed to imitate life in a realistic fashion, whereby catastrophic injury is likely to result in death unless immediate hospital treatment is received. Gunshot wounds, injuries from falls, head injuries caused by falling debris and other similar perils can all potentially result in the character's instant death. Where a catastrophic injury occurs, the Overseer should call for a Condition dice check based on the current value, but then reduce the value to 1 point regardless of the result of the roll. Where the dice check fails, the result will be a further loss of 1 point (because Condition is a reductive attribute) and the Hunter will die. If the result is a success the Hunter successfully battles through the injury/illness and survives, though his Condition value remains at just one point until he receives treatment. Minor injuries will have no effect on Condition unless the injury subsequently becomes infected or the Hunter contracts some kind of virus or bacterial disease from his injury and suffers a life-threatening complication. In every instance where the Overseer determines the Hunter has suffered enough trauma to warrant a possible loss of Condition he calls for a Condition dice check and only if the roll fails is Condition reduced by 1 point. Unless the injury is catastrophic (see above), Condition should rarely be reduced by more than 1 point at a time. In short, and for the benefit of the Overseer, injuries should either be considered catastrophic (Condition dice check is made and value is reduced to 1, with a failed roll indicating a further loss of 1 point and death), traumatic (Condition dice check is made and a failed roll indicates a loss of 1 point) or negligible (no dice check and no loss) with direct relation to the value of Condition. Injuries that are debilitating or painful but categorized as negligible should be role-played as much as possible by the player rather than measured using stats.
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F A I T H
Faith is a measure of the character's religious beliefs and piety. Atheists should possess a Faith value of zero, while agnostics or the casually religious might possess between 1 and 3 points of Faith. Characters with a Faith value of 4 are considered theists while characters with a value of 5 are deemed to be devout. Faith is a reductive attribute. Where a character's Faith is tested and fails, the value drops by one point. This indicates a loss of faith based on the Hunter's religious expectations compared with real outcomes. Loss of Faith can be countered by taking the Resolve Expertise skill. Where the Hunter makes a Stability dice check and fails he may follow up the roll with a Faith saving throw. If this succeeds, his Stability dice check still fails but the value of Stability is not reduced by one point. It should be noted that if the Faith Saving Throw fails, Both Stability and Faith are reduced by one point. Faith saving throws can only be made by Hunters on their own behalf and cannot be used to save failed Stability dice checks made by other player characters. The player decides whether he wishes to make a saving throw or not. When making a dice check versus Faith the player can reduce the dice roll by one if he carries any religious paraphernalia such as holy water, a crucifix or a bible. Religious artefact bonuses do not stack (i.e. the player does not gain a -1 bonus to the dice roll for every item he carries). F L U K E
The character's fortune, luck and standing with fate. Fluke is used where the use of skillful attributes seem irrelevant and blind chance seems to play the only role in determining an outcome. Fluke is a reductive attribute and where a dice check versus Fluke fails, the value of the attribute is reduced by one. This represents the diminishing gradient of chance, whereby the luck of even the most fortunate character is eventually sure to run out. H U M O U R
Characters with a high Humour value will be able to defuse situations, calming other characters during stressful moments by lessening the tension with their light approach. Hunters with high Humour should not be mistaken for characters who lack an ability to understand the gravity of any given situation. Nor are they characters who take their job lightly. In most cases characters with a high level of Humour are merely eccentric and sharp, quick witted and creative but prone to self-doubt as well. The player is under no obligation to role-play his character's sense of humour where this attribute value is high, and indeed attempting to do so may become a cause for irritation to other players! Instead Humour is deemed to be a statistical measure relating to game mechanics and used primarily for saving throws. Humour is a reductive attribute and where a dice check versus Humour fails the value of the attribute is reduced by one. This represents a blow to the Hunter's confidence. Where any player character makes a Stability dice check and fails, one other player character (typically the Hunter with the highest Humour value) may attempt to make a Humour saving throw for the other character. If they succeed, the other character's Stability dice check has still failed, but the value of their Stability is not reduced by one point. It should be noted that if the saving throw fails, the other player character's Stability and the Humour value of the player character making the saving throw are both reduced by one point.
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O V E R S E E R
E D I T I O N
L E A D E R S H I P
A measure of the character's ability to take charge, direct investigations, come up with ideas and make decisions. Characters with a Leadership value of between 4 and 5 should be considered alpha males or females who possess a natural ability to lead the group and get the best from the team. Characters with low Leadership are not necessarily lacking in confidence, but they are likely to avoid commanding positions and will probably work better alone or under the instruction of someone else. Leadership is largely a statistical measure of the character's ability with regard to game mechanics. A high value in Leadership does not indicate a the leadership ability of the player and the player should not attempt to role-play strong leadership skills, particularly if the player himself is uncomfortable with leading or taking charge. Leadership is a non-reductive attribute and where a dice check versus the Leadership value fails the value of Leadership is not reduced. When Kudos is awarded at the end of a sitting (see Kudos) one player in the team (typically the one whose Hunter has the highest Leadership value) may make a dice check versus their Leadership and where they succeed they may add +5 to the Kudos award (+5 awarded to each player rather than just the player who makes the roll). P O S I T I V I T Y
Characters with high Positivity possess natural charm and are capable of dispelling negative energy by their mere presence. Positive characters are open minded, open to their own emotional and spiritual senses and open to the belief systems, cultures and lifestyles of other people. They tend not to be prejudiced and make good empaths, psychics or spiritualists. Positivity is not a concrete attitude and the attribute is therefore reductive. Where a dice check versus Positivity fails the value of the attribute is reduced by one. This represents waning optimism in the face of overwhelming negativity. Where any player character makes a Stability dice check and fails, one other player character may attempt to make a Positivity saving throw. If they succeed, the Stability dice check is still failed, but the value of Stability is not reduced by one point. It should be noted that if the saving throw fails, the other player character's Stability and the Positivity value of the player character making the saving throw are both reduced by one point.. S K I L L
Representing the character's general dexterity. Skill is a catch-all attribute covering all kinds of different actions and activities, including the use of tools, jumping over gaps, maneuvering in dark or cramped spaces, climbing over dangerous rubble, evading thrown objects, running for long periods or at great speed and so on. Where a more relevant attribute or Expertise skill doesn't seem to exist for any given situation in which the player desires to take a specified action, the player should make a dice check versus Skill instead. Skill is non-reductive and the value of this attribute remains unaffected whether dice checks fail or succeed. S T A B I L I T Y
A measure of the character's reason and sensibility. Stability differs from Academia as wisdom differs from the mere retention of information. It is also a measure of the character's sanity. Stability is a reductive attribute and where a dice check versus Stability fails, the value of the attribute is reduced by one. Such failed rolls have a detrimental effect on the rationality of the character and will result in reduced reason and reduced calm. Both these outcomes should be role-played by the player to the best of their ability. EVP
P a g e | 15
15
Where Stability reaches zero the Hunter has lost his mind and suffers a cataclysmic break-down. Unless the Hunter is subsequently treated at the beginning of the next sitting by expending Kudos on psychiatric care, he must be abandoned by his player and a new character will have to be created. Stability is likely to be tested during particularly intense moments of the game, the character's sanity stretched by his experiences. It is therefore advisable to maintain Stability at as high a level as the player can manage and highly inadvisable to enter a sitting with a Stability value of just 1. T E C H
Characters with a high Tech value have proficiency in the handling, repair and setting up of those gizmos and gadgets typically utilized by ghost hunting teams. They will get the best results from any given tool by combining it with other tools or using computers to extract information that might otherwise be hidden. Tech is non-reductive, the value remaining unaffected whether dice checks fail or succeed. In most cases dice checks will not test Tech itself, but will test an Expertise value originally based on the Tech attribute (see Expertise Skills).
EXPERTISE
SKILLS
Each player should determine a base value by adding the values of their ten Base Attributes (Faith, Leadership, Humour, Positivity, Tech, Academia, Skill, Fluke, Condition and Stability) and dividing the result by 10. Any fractions are rounded up. The resulting value determines how many Expertise skills the player may select from the list below at character creation. More can be added during gameplay. Each Expertise skill has a value equal to that of its associated attribute +1. Expertise values may never exceed 6.
IMPROVING EXPERTISE The value of any given Expertise skill can be increased at the start of a sitting by expending Kudos. Expertise values may not exceed 6. Each point increase will cost the player 200 Kudos. All Expertise values are non-reductive and nondegenerative. New Expertise skills can also be purchased and added to the Hunters arsenal of abilities at a cost of 2000 Kudos points per skill. New skills must be purchased before the sitting gets underway and during the Kudos spending phase of the game. Expertise values represent, literally, those learned expert/specialist skills and aptitudes which the Hunter can apply directly to in-the-field paranormal investigation. This compared with the more general personality and characteristic qualities associated with Base Attributes.
EVP
16
E V P
~
O V E R S E E R
E D I T I O N
A S V ( S T A R T I N G
V A L U E
E Q U A L
T O
P O S I T I V I T Y
+
1 )
The ASV, or Audio Spectrum Visualizer device records EVPs in real-time then analyses the audio and interprets the resulting signals in visual form. The expert possesses what he believes is an ability to interpret the shapes, patterns and forms he subsequently sees in the tool's screen which may be anything from flickering static to the appearance of defined shapes or even pictures of objects taken from the device's database. ASV is a controversial method of ghost hunting. Clear or even vague images appearing in the static snow of television screens are almost entirely unheard of. Instead the ASV expert looks for correlation between disturbances in the audio and visual mediums, changes of static direction, sudden convulsions of the frequency and alterations in the type of noise emitted through audio speakers. It is this supposed ability to translate apparently random events onscreen and accompanying audio EVP that allows the character with the ASV Expertise skill to make dice checks in an effort to correctly (or supposedly correctly) identify what is happening and what any anomalous activity indicates. ASV results are inadmissible as evidence, the interpretation of imagery widely considered to be too subjective to offer real evidence. In the rare case of a clear image appearing it can too easily be dismissed as fraudulent. A U D I O ( S T A R T I N G
V A L U E
A N A L Y S I S E Q U A L
T O
T E C H
+
1 )
An expert when it comes to running audio recordings through analysis software in order to extract potential evidence for Electronic Voice Phenomena (EVP). The audio analyzer will sometimes work with EVP recordings but might also be called upon to analyze hours of roving cam audio, ghost box responses and even the sequence of Ovilus replies in order to present something the layman can hear and recognize. The successful use of Audio Analysis can be effective in improving Kudos generated from audio collected on-site, specifically either EVPs or audio detected on static and roving cam microphones. At the end of the sitting any player may make an Audio Analysis dice check. Where they succeed they refer to Table A and the Overseer applies the relevant Kudos bonus. As always, Kudos bonuses are awarded to each player, not shared out between players as a single value or awarded only to the player who made the successful Audio Analysis dice check. Table A ~ Kudos Bonuses Using Audio or Data Analysis Audio Analysis Value
Die Roll
1
2
3
1
4 5
6
5
6
No Bonus
2 3
4
1%
No Bonus
2% (find 1% and x 2) 5% (find 10% and / 2) 10%
50%
1%
No Bonus
2% (find 1% and x 2)
5% (find 10% and / 2) 10%
1%
2% (find 1% and x 2)
5% (find 10% and / 2)
EVP
2% (find 1% and x 2)
No Bonus 1%
No Bonus
1%
No Bonus
17 P a g e | 17
Kudos Bonuses in every instance are applied as a percentage of Kudos earned prior to any analysis dice checks being made and fractions are always rounded up. For example, where the Overseer awards 100 Kudos, the player has an Audio Analysis value of 4 and rolls 3 on his dice check, he gains 1% of 100 Kudos, or +1 Kudos. A 50% Kudos bonus indicates a spectacular item of evidence which is received with commendation by the parascientific community and represents a particular scoop for the player team. B A G ( S T A R T I N G
O F
V A L U E
T R I C K S E Q U A L
T O
T E C H
+ 1 )
The character possesses an uncanny ability to figure out how a particular gizmo works or how multiple gadgets can be networked in order to get the most from them. If a thing is mechanical, or electronic, he instinctively knows how to strip it down, put it back together and how to modify different gadgets so that they work better or perform a task for which they were not originally designed. The character with this skill can repair gadgets, has the ability to solder, to patch-up quick fixes and to understand the inner workings of any mechanism with no training or prior experience. Any team featuring a Hunter with this Expertise skill will never experience a power outage, but also cannot plug more than two different electrical gadgets into one socket using a socket extension. Where any item of equipment is reliant upon the operator possessing one or another Expertise skills in order to use them, the Bag of Tricks Expertise can be used instead, but only if the Expertise skill required is based on the Tech Base Attribute. Bag of Tricks cannot be improved by purchasing points with Kudos and nor can this skill be acquired using Kudos. It must be adopted at character creation. C R Y P T O Z O O L O G Y ( S T A R T I N G
V A L U E
E Q U A L
T O
A C A D E M I A
+ 1 )
The Hunter's speciality is monsters, covering the stories behind, and the supposed characteristics of, strange and mythical beasts which have been widely reported by eye-witnesses or purportedly photographed or otherwise alleged to exist in the modern world. The player may call upon this Expertise skill in much the same way as the Demonologist calls upon Demonology, making a dice check when he wishes to recall information about a named monster or about a monster which is apparently unprecedented but the details of which might contain aspects similar or the same as those of known sightings. Where the dice check fails, the Cryptozoologist's memory is deemed to fail him and should not be taken as evidence that there is no information on the specific monster. Where the dice check succeeds the Overseer may provide the player with any information about the monster, where applicable. Otherwise the Overseer merely indicates that the Hunter knows nothing of the monster in question. EVP 18 P a g e | 18
E V P
~
O V E R S E E R
E D I T I O N
The term 'monster' is used to describe sightings which do not fall into the category of ghost, demon, poltergeist, UFO or alien, though the cause of a monster sighting could turn out to be any of the above, or a far more mundane explanation may be responsible. Monsters are typically beast-like, sighted outdoors and will invariably appear solid and similar in some respect to an existing animal, but larger, more supernatural in appearance, upright instead of on all fours, with distinctly humanoid features and/or a mixture of all the above. D A T A ( S T A R T I N G
V A L U E
A N A L Y S I S
E Q U A L
T O
A C A D E M I A
+
1 )
The data analyst can take all raw data from an investigation and compile from the general melee those aspects which seem to identify inexplicable anomalies, often spotting things that were missed at the time. The analyst also knows which items are most likely to impress the para-scientific community and which are likely to be dismissed outright as either irrelevant, fraudulent or misguided. The analyst's choices may sometimes seem strange to other investigators, his choice of a seismographic chart over the static cam footage of a full body manifestation, for example, appearing to be counter-productive. But in fact the analyst merely knows that the hard data is more likely to appeal to a scientific peer than something more easily dismissed as fraudulent or which cannot be reproduced and verified. Always at the forefront of the analyst's mind is the need to generate Kudos by presenting convincing evidence. Anything learned along the way he will share with the rest of the team but will focus most of his efforts on compiling as conclusive an argument for the paranormal as he can. Any player possessing this skill may make a dice check at the end of the sitting, referring to Table A for Kudos bonuses awarded. Where they succeed their roll they refer to Table A and the Overseer applies the relevant Kudos bonus. As always, Kudos bonuses are awarded to each player, not shared out between players as a single value or awarded only to the player who made the successful Data Analysis dice check. Kudos Bonuses in every instance are applied as a percentage of Kudos earned prior to any analysis dice checks being made or other bonuses awarded. Fractions are always rounded up. For example, where the Overseer awards 100 Kudos, the player has a Data Analysis value of 4 and rolls 3 on d6, he gains 1% of 100 Kudos, or +1 Kudos. A 50% Kudos bonus indicates a spectacular item of evidence which is received with commendation by the parascientific community and represents a particular scoop for the player team.
EVP
19
D E B U N K ( S T A R T I N G
V A L U E
E Q U A L
T O
A C A D E M I A
+
1 )
The Hunter's ability to identify natural or man-made causes behind apparent paranormal phenomenon. Debunk should not be confused with skepticism toward the existence of the paranormal. The Hunter possessing this Expertise is merely scientific in his approach to interpreting data and will be skeptical of certain techniques used in sessions rather than the purpose of the sessions themselves. Invariably the Hunter with this skill will look for the natural or man-made cause before considering paranormal possibilities. Players who adopt this skill should avoid detracting from sessions the character would likely avoid and should instead find other activity to engage in during such sessions, suggesting sessions more suited to his preferred approach afterward. Debunk cannot be taken as an Expertise skill if the Hunter has also taken Ganzfeld Medium, Empath, Psychic, or Exorcist skill. D E M O N O L O G Y ( S T A R T I N G
V A L U E
E Q U A L
T O
A C A D E M I A
+
1 )
An expert in the mythology of religious and fictional demons, in theology and in the theoretics of demonism. The demonologist can identify a given demon based on names offered by a Ouija board, or spoken through a ghost box or may even be able to identify the nature of an entity based on visions and images seen by mediums or psychics. Demonologist experiences are inadmissible as evidence where they are merely conjecture concerning the identity of a haunting. Belief in the existence of demons is based largely on certain faith-based ideologies and many paranormal researchers dismiss the theory in favour of scientific neutrality, while virtually all scientific communities dismiss the possibility outright. The demonologist does not necessarily require a belief in demons and may instead merely find the academic nature of the subject fascinating. Dice checks are admissible when the Hunter hears a name he suspects might be that of a demon and wishes to attempt to recall information from memory about the name. Where the dice check fails, the demonologist's memory is deemed to fail him and should not be taken as evidence that the name does not relate to a demon. Where the dice check succeeds the Overseer may provide the player with any information about the demon where applicable. Otherwise the Overseer merely indicates that the Hunter knows of no demon by that name, or that the name rings a bell, but the specific details allude the Hunter at that time. Demons are usually defined as invisible or unseen, unholy and negative in their behaviour, communication and in the sensations they cause, and diabolical in their intentions and their activity. Sightings of demons are extraordinarily rare outside of personal visions or nightmares and many investigators refute their very existence, particularly those who are atheistic or who advocate the viewpoint that demons are merely a fictional construct of biblical misinterpretation and have no true place in the spiritual realm. Demons tend to have distinctive names, and in many cases more than one name. Most are associated with a specific type of sin or negative trait, while a rare few seem to only manifest in certain circumstances, such as during Ouija sessions or through the use of pentagrams. E M F ( S T A R T I N G
V A L U E
E Q U A L
T O
T E C H
+
1 )
The Hunter is skilled in the use of the EMF device which measures electromagnetic fields in and around investigation sites. He knows how to take baseline readings, how to debunk high readings compared with the positioning of electronic equipment and junction boxes, why readings might be high in a given space and how the readings might
EVP
P a g e | 20
20
E V P
~
O V E R S E E R
E D I T I O N
relate to known phenomena at the location. It is believed that spiritual entities use electro-magnetism and electrical fields as a source of energy, absorbing high EMFs and converting them in order to manipulate the physical realm. The EMF expert will also be able to troubleshoot most problems associated with measuring devices. Evidence gathered using EMF measuring devices is strictly scientific but inadmissible as evidence of the paranormal as high EMF can be generated naturally. Instead the tool is used to predict where activity is likely to be centred and how active a site is likely to be at any given time. As a rule of thumb, the higher the EMF reading for a given site, the greater the chance of experiencing paranormal activity. This, however, is not always the case. E M P A T H ( S T A R T I N G T O
V A L U E
P O S I T I V I T Y
E Q U A L +
1 )
The character is capable of experiencing the presence of spiritual energy fields where others seem to feel nothing. He might perceive this as cold spots in the air, as disembodied voices speaking to him as though from afar, or as a strange kind of static which seems to encompass his body when he's in the vicinity of an active spirit. Empathic skills should be used to reveal the secrets hidden at any given Haunt and in order to direct more scientific tools toward the right spot. Empathic results are inadmissible as evidence of the paranormal and, while many investigative teams will listen to the empath's information, many are skeptical of empathic abilities. The Hunter may make only a number of 'free' Empath dice checks per sitting as his Stability value (i.e. if he has a Stability of 5 he may only make five dice checks). Thereafter each dice check he makes will reduce his Positivity value by one point. This limit resets at the start of the next sitting. E V P ( S T A R T I N G
V A L U E
E Q U A L
T O
S T A B I L I T Y
+
1 )
The Hunter is able to discern from experience and from knowledge of the device, which EVPs are likely to be caused by man-made or natural phenomena and which may be coming from a potentially paranormal source. This Expertise skill is based on Stability because defining what is and isn't an EVP is often reliant upon common sense, clarity of perception and the balance between an open mind and skepticism. The more level headed the Hunter is, the more likely he is to approach the subject of EVPs with the right attitude, dismissing the obviously mundane while at the same time allowing for the possibility that some results cannot be readily explained. EVP
P a g e | 21
21
E X O R C I S T ( S T A R T I N G
V A L U E
E Q U A L
T O
F A I T H
+
1 )
The exorcist is an expert in religion and in the use of religion to combat certain dark aspects of the paranormal realm. He may be a member of the clergy, but this is not strictly necessary. A devotion to God and religious belief, on the other hand, is crucial. Using holy water, religious symbols, prayer and scripture, the exorcist can supposedly dispel certain negative energies, or hold off attacks by demonic entities made against those who find themselves attacked. The exorcist differs from the demonologist in his fundamental belief system and dedication to God. Exorcists can also dispel human spirits, but this is also something all characters can achieve. G A N Z F E L D ( S T A R T I N G T O
M E D I U M
V A L U E
S T A B I L I T Y
E Q U A L +
1 )
The character is practiced in the use of the ganzfeld technique. Ganzfeld (from the German for 'entire field') is a technique used in parapsychology which claims to be able to test individuals for extrasensory perception (ESP). The 'receiver', who uses this technique to communicate with the dead, places himself in a state of sensory deprivation. The eyes are taped over (traditionally with half ping-pong balls or goggles painted white, allowing the subject to keep their eyes open), the mouth and nose are covered by a mask and the ears are plugged, sometimes just with earplugs and sometimes with earphones playing white, brown or pink noise. The subject may also wear gloves and will invariably be skilled in the art of meditation. In this state of sensory deprivation he audibly offers himself as a medium for any spirits present. Through the Ganzfeld medium spirits can supposedly speak and to his meditating mind they may be given permission to show images and visions. Like the spiritualist, the ganzfeld medium puts himself in a dangerous position and on any investigation is supposedly most at risk of suffering the attention of dark entities, while simultaneously most likely to identify pertinent information and received messages from entities. A human soul as an open conduit is believed to be an attractive proposition for entities with no corporeal form and thus the medium risks becoming the target of attempted possession. For this reason, like the spiritualist, the ganzfeld medium should maintain a high level of Stability and Positivity. Like most forms of spiritual investigation, the medium's experiences are inadmissible as evidence, the ganzfeld method widely considered an unreliable tool for para-psychological research. P E R S U A S I O N ( S T A R T I N G
V A L U E
E Q U A L
T O
L E A D E R S H I P
+
1 )
Where some investigators excel in the field and others come into their own during the analysis stage when the group have quit the site of a haunting and are compiling their data, others are more effective when it comes time to submit the results for judgment to the para-scientific community. P a g e | 22 EVP
22
E V P
~
O V E R S E E R
E D I T I O N
Characters with the Persuasion skill know how to submit a convincing argument, how to vault over or sidestep common preconceptions and prejudices from skeptics and naysayers and how to charm even no-nonsense peers. They will likely have numerous contacts and friends in high positions at academic institutions and will also be able to gain access to sites that are otherwise difficult to procure. Hunters with this Expertise skill must have a Leadership value of at least 5. When they take the skill they may choose two, instead of one Contact (see Contacts, below). All Haunt Kudos achievements gain an overall +10 bonus (+10 per player) and all Haunt prices are reduced by 5 points (reductions combine where more than one player chooses the Persuasion Expertise skill). Persuasion can also be used for saving throws made in an attempt to save another Hunter, the Expertise value used in place of any other Saving Throw attribute except those the Hunter uses to save himself. Where the saving throw fails, Persuasion does not lose one point as will be the case for reductive attributes, but the target of the saving throw does lose one point in the usual way. Only one player may attempt a saving throw for any one subject using Persuasion. Persuasion cannot be acquired during the game and once chosen the value of Persuasion cannot be increased using Kudos. P H O T O G R A P H Y ( S T A R T I N G
V A L U E
E Q U A L
T O
T E C H
+
1 )
Expertise in the use of various types of still imagery camera, from modern digital types to Polaroid and even stop motion. Still photography is one of the oldest and most trusted methods for capturing paranormal activity. Results are admissible as evidence, though they will typically be debunked as either anomalies on the lens, in the case of cartridge-based cameras, imperfections on the film, or - especially where images are too perfect - hoaxes perpetrated by the photographer. Pictures submitted as proof will therefore need to be exceptionally impressive and authentic in appearance in order to generate Kudos. The Photography dice check will not only determine whether something interesting is caught in time, but also whether the photographer used the right settings and framed the image correctly. Where the dice check fails the resulting picture might show something strange, but the lighting may be dark, the surroundings blurred or the shutter speed easily to blame for the presence of abnormal imagery, rendering the photograph largely ineffective as an item of admissible evidence. In most cases a failed roll merely indicates that the photographer has missed the crucial moment by a fraction. P S Y C H I C ( S T A R T I N G
V A L U E
E Q U A L
T O
P O S I T I V I T Y
+
1 )
The psychic can read a location and may even be capable of sensing the names and personalities of particularly strong spirits or entities. He or she might also be able to read something of the history of a site, giving researchers a hook with which to begin investigations. Psychic experiences cannot be used to generate Kudos points and are inadmissible as evidence of the paranormal. The Hunter may make only a number of 'free' Psychic dice checks per sitting as his Positivity value (i.e. if he has a Positivity of 5 he may only make five dice checks). Thereafter each dice check he makes will reduce his Stability value by one point. This limit resets at the start of the next sitting. R E S E A R C H ( S T A R T I N G
V A L U E
E Q U A L
T O
A C A D E M I A
+
1 )
The Hunter knows how to track down information using public records, local library archives, the internet and contacts in local government or law enforcement who might be able to access otherwise restricted files. Research dice checks differ from other Expertise based rolls in that results are deemed to pertain to research carried out before the Hunter attended the investigation, even where rolls are made during the sitting. In this respect the results are retro-active, assumed to have been uncovered prior to the team's arrival at the site, then recalled by the researcher when an event or revelation causes them to link what they know from their research with what they've discovered in the field. EVP
P a g e | 23
23
R E S O L V E ( S T A R T I N G
V A L U E
E Q U A L
T O
F A I T H
+ 1 )
Typical of characters with high Faith, the Hunter with this skill has unwavering belief in his own righteousness and has no doubt that he will resist the efforts of even the strongest demonic entity to possess his soul. Characters of this type are usually solid citizens with few traits, clean living and church going. Resolve can be used by the Hunter in place of Faith when making saving throws for himself after a Stability dice check has failed. Unlike Faith, Resolve is non-reductive and does not lose one point where the dice check fails, though Stability does still lose one point. R O V I N G ( S T A R T I N G
V A L U E
C A M
E Q U A L
T O
T E C H
+
1 )
In its simplest form the roving cam is a small hand-held camcorder capable of recording visual and audio. More advanced equipment might include high definition video and audio, night-vision or IR (Infra-Red), colour enhancements and cable-free networking. The expert is skilled in setting frames and subject positioning and knows where best to point the camera during investigations, how and when to use certain settings and functions and how to troubleshoot common problems. When it comes to carrying and operating heavier devices he possesses the ability to move with the camera on his shoulder, often in complete darkness and cramped spaces, without losing the picture or tripping on obstacles. Dice checks are typically used to determine whether an unusual event is captured on film where it is uncertain whether or not the camera operator was aiming the device in the right direction at the time. Where something happens in a location the camera operator is almost certain to be filming (for example, a manifestation occurs in front of the subject being filmed) the dice check will instead pertain to the quality of the capture, a failed check indicating failed autofocus, or a sudden shake caused by the cameraman's surprise at the event etc. S E I S M O M E T E R ( S T A R T I N G
V A L U E
E Q U A L
T O
T E C H
+
1 )
The use of seismographs (seismometers or accelerometers) to measure vibration or motion in specific objects or the overall site, the expert will know how to differentiate the detection of natural phenomena with that of a paranormal nature and will be able to document why and how the results are contrary to known scientific expectations for any given area. These results, while often unspectacular, are then admissible as evidence of something anomalous which may then back up other claims and increase generated Kudos. S P I R I T ( S T A R T I N G
V A L U E
S K E T C H E Q U A L
T O
S K I L L
+
1 )
The Hunter must also possess the Ganzfeld Medium skill. Using this skill the Hunter is able to enter a meditative state during which periods they will experience empathic and psychic visions. Upon waking, the Hunter is then able to use their inherent artistic ability to sketch the images she witnessed. This is a useful skill for teams who are either streaming to the internet or have a television contract as sketches can often be more understandable for viewers than descriptions. EVP
P a g e | 24
24
E V P
~
O V E R S E E R
E D I T I O N
The quality of the sketch is based on a dice check, the successful roll indicating the creation of a shocking or spectacular image which appeals to viewers. At the end of the sitting, the team are awarded an additional Kudos bonus in the form of 10% of the Overseer awarded Kudos before bonuses are applied. Spirit Sketch can be taken by characters who are part of a team that don't use internet streaming or possess a television contract, but the Kudos bonus cannot subsequently be acquired as sketches are inadmissible as evidence of the paranormal.
S PI R I T UA LI S M ( S T A R T I N G E Q U A L P O S I T I V I T Y
V A L U E T O +
1 )
The Spiritualist is skilled in the use of the Ouija Board and the holding of sĂŠances. He will insist on low level lighting, the use of candles, scrying mirrors, trigger objects and other aspects of investigation which he or she believes make the environment more conducive to ghostly activity. Spiritualists are believed to be more likely targets for demonic entities and are supposedly most likely to be at risk of psychological or physical harm during investigations. For this reason, Spiritualists should maintain a high level of Stability and Positivity. The findings of Spiritualists are inadmissible as evidence of the paranormal, their tools widely considered to be subjective at best, falsified evidence at worst, and their experiences are often dismissed as little more than fabrications of the mind. S T A T I C ( S T A R T I N G
V A L U E
C A M S
E Q U A L
T O
T E C H
+
1 )
The investigator knows how to install IP (internet protocol) or closed circuit cameras, how to lay cable or fix networking problems and how to set up a recording surveillance system on a computer station that can be observed and operated during the investigation. He will also have a sound understanding of thermal imaging. Where evidence of the paranormal is captured on a static cam the result is admissible as evidence and can be used to generate Kudos. Invariably, however, spiritual entities appear on such cameras only as vague shadow, mist or orbs which can be dismissed either as natural phenomenon, 'matrixing', video artefacts, technical glitches or drifting motes of dust and bugs in front of the lens. The Hunter with this Expertise who makes a successful dice check will be able to discern between natural or manmade artefacts on video footage and something less easily explained. Dice checks cannot be used to determine whether something was captured or not, the onus of where to position static cams within a given Haunt falling always to the player's own decisions. EVP
25 P a g e | 25
S Y S T E M S ( S T A R T I N G
V A L U E
E Q U A L
T O
T E C H
+
1 )
A computer and networking expert, the Systems skill allows the character to stream investigations live on the web so that internet users can monitor static cams and send alerts to the research team if they see anything the team fail to notice. It allows them to set up more complicated devices such as motion detection software which works with existing cams and ultrasonic analysis which alert investigators via Smartphone of any physical movements. The Systems expert will also possess programming knowledge and an ability to handle most software glitches or mods. The work of the systems expert typically improves the capability of existing equipment and is indirectly inadmissible as evidence, however live internet streaming allows for the use of third party observation and where this results in the detecting of anomalies which the investigators might otherwise miss it might be admissible and could generate Kudos. See also, Using Computer Systems.
TALENTS Player characters are likely to possess more qualities, abilities and knowledge than those listed as Expertise skills or covered by the Base Attributes. Talents represent these 'other skills' and can be used to determine on an ongoing basis the underlying non-investigation-based abilities a Hunter may have, where they become relevant. Traditionally in a roleplaying game, skill sets are established prior to the beginning of the game. Talents allow the player group to embark more swiftly on their EVP game without expending too much time worrying about the specific nuances of characteristics, allowing them to fine tune the Hunter as the game unfolds. M A K I N G T A L E N T
Talent Checks can be requested by players, but in every instance the Overseer will decide whether a Talent check can be made or not. Talents cannot be created if one of the Base Attributes or an Expertise skill already apply to the required action. For example, where the player wants to recall some vital information about ancient Egypt the Overseer will call for an Academia dice check. The player doesn't need to create an entirely new Talent covering Egyptian history. The Overseer will need to check each proposition on a case by case basis and where he decides an existing Base Attribute or Expertise skill already fits the bill his decision is final. Talents should be given easily referenced names. For example, a talent to play music might be noted down as 'Musicality' or 'Play Musical Instrument'.
A
C H E C K
Where a character comes across a situation where a particular ability would be useful (for example, the ability to play a musical instrument, the ability to assemble a wooden cabinet or the ability to fashion a shelter using only natural objects) the player first makes a Fluke dice check. As with all other dice checks, the player rolls d6, succeeding if the rolled value is less than Fluke and failing if the rolled value is equal to or greater than Fluke. If the player succeeds his Fluke dice check his Hunter possesses (rather than acquires) the required ability. In other words, a success indicates he has always possessed the desired talent. The player marks the ability down as a Talent on his character sheet and may use the same Talent at any other point for the same character at other times where necessary without
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WHEN TO USE TALENT CHECKS
Where the player feels they need more than one Talent which is covered under a very similar category (for example, the ability to play a musical instrument and the ability to read and write sheet music) the Overseer should decide whether the same Talent can be used or separate Talents are necessary in order to cover different aspects of the same subject. In most cases the Overseer should aim to keep things simple by applying broad-stroke Talent headings to numerous different abilities. The ability to play an instrument and read sheet music, for example, will easily fit under the same 'Musicality' banner. Conversely, the inability to perform some kind of Talent (such as playing a musical instrument) does not prohibit all related abilities (such as the ability to read music, or appreciate music). Where a Talent check for a given ability fails and the ability is noted down as a failed Talent check, the player may still acquire related Talents.
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needing to make another Talent check. Where the Fluke dice check fails the character does not possess the required talent and should make a note of this on his character sheet. He cannot then attempt to acquire the same talent again at a later time. Where the Fluke dice check fails for a Talent check, Fluke is reduced by one point in the usual way. Talent values are always equal to the value of Skill at the time the Talent was acquired. If Skill is improved at any point, the value of existing Talents remain the same, while new Talents take on the new value of Skill. Talents can be increased in value up to a maximum of 5 at a cost of 1000 Kudos per point.
RECOVERING
AND
IMPROVING
ATTRIBUTES
Reduced attributes are recovered at the beginning of each game 'sitting' by expending Kudos points. Points lost from reductive attributes can be healed at a rate of one point for every 10 Kudos points spent and Point increases for non-reductive attributes are acquired at a rate of one point for every 100 Kudos points spent. No Expertise skill may exceed 6 and no Base Attribute value can exceed 5. Where any attribute value (except Stability) has reached zero, that attribute cannot be increased again. Only Stability can be replenished after reaching zero (see below).
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The healing of Faith is deemed to be achieved by attending church or speaking at length with clergy and religious counselors and by undertaking protracted periods of worship, ceremony and prayer.
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Increased points in Leadership are achieved as a result of increased confidence which, in turn, comes about from the acquisition of Kudos (i.e. the mark of success).
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Increased points in Humour are achieved by the Hunter spending greater periods of time with his fellow team mates, establishing a rapport so that his eccentricities become more readily accepted.
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Increased points in Positivity occur as a result of attending motivational seminars, taking courses with an optimistic and motivational message and by experiencing rest and relaxation in beautiful or tranquil settings.
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Increased points in Tech occur as a result of training in every instance. The hunter might be self taught or may take official courses to study his chosen technology, either way practice makes perfect.
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As with Tech, increased points in Academia occur as a result of study, research and the taking on of additional education.
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Skill increases occur as a result of various different extra-curricular activity, including sports, gym attendance, fitness training, hobbies other than ghost hunting and training courses based on subjects unrelated to those specific to the para-sciences, technology or the paranormal.
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Condition healing occurs as a result of attending hospital and receiving treatment from medical staff. Increases in Condition come from improved fitness, improved diet and the abandoning of vices like smoking, drinking to excess or over eating.
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Fluke healing is a complex affair, requiring a mixture of positivism and optimism combined with mental exercises such as self-belief and self-motivation. A positive karmic system is established by performing good deeds, working on charitable projects and helping in the community while banishing negative energies by showing love to friends, family and neighbours. Increased Fluke values occur as a result of improved education and attitude. The smart Hunter knows to leave as little to fate as possible, basing his actions more on informed decisions than on taking a chance and leaving a greater reservoir of fortune upon which to draw when only luck can see him through. He also knows that luck must be earned subliminally and cannot be acquired cynically. Where he injects positivity into his life it is for positivity's own sake and not in order to capitalize on the acquisition of good fortune. P a g e | 27
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Stability healing occurs when the hunter receives psychiatric care. Depending on the severity of his insanity he may require a protracted period in a mental institution, receiving daily counseling, a prescribed course of drugs and plenty of rest, or he may merely need to take time out and attend sessions with his favourite shrink, staying away from the paranormal while his head rediscovers 'normal'. Increases in Stability value occur as a result of life improvements, education and the undertaking of activities designed to expand horizons and inhibit negativity. Charity works, vacations abroad, new hobbies and more time spent enjoying life with friends and family will all contribute.
The above is for player information only, intended to illustrate how Hunters might spend their time between sittings and how the expense of Kudos translates in terms of character development. These situations do not need to be role-played.
CONTACTS Each player may select one of the following Contacts whom they may call upon in any sitting. The Contact should be considered an NPC, loosely role-played by the Overseer where necessary. In most instances the Contact will arrive to serve a specific purpose. Players may change their Contact at any point in the game, but must swap one for one and may have no more than one Contact at any one time (unless they possess the Persuasion Expertise skill). Changes must be announced at the start of the sitting and players should note that abandoning certain Contacts will mean that same Contact can never be chosen again by the same Hunter, though the Contact can be adopted anew if the player draws up a new Hunter. Players on the same team may adopt a Contact that another player cannot adopt. In this instance the new Contact is assumed to be a completely different individual. Where special circumstances dictate that a Hunter can have two Contacts at one time, the player may only swap one of these Contacts in any one sitting. Players may possess the same Contact but only one of any given type of Contact may be called to attend a sitting at any given time.
DEATH
OR
INSANITY
Where a Hunter dies (Condition is reduced to zero) or is rendered insane (Stability is reduced to zero and the Hunter is not treated at the end of the sitting or the start of the next) but other team members remain alive, the equipment and any saved Kudos belonging specifically to that hunter are inherited by the team and shared out. Equipment should also be shared out, though players will need to discuss among themselves who gets what. Kudos should be shared as equally as possible. Where sharing results in a remainder this should go to the Hunter with the highest Leadership value. Where an entire team is wiped out in the same sitting, or all Hunters are rendered insane, their equipment and Kudos is lost. If players who have played in previous sittings are not present during the death or mass insanity of the current team, those players retain their own Hunter, equipment and Kudos, but lose access to any team equipment if that equipment was taken to the fateful Haunt. Only Stability can be replenished after reaching zero, but only if Kudos is spent at the start of the sitting immediately following that in which the Hunter lost his mind. In this instance the cost is 50 Kudos to increase Stability by one point. In this sitting Stability cannot be increased higher than one, thus it is advised that the Hunter keeps a low profile during the investigation and avoids excessive exposure to sanity testing situations. If the player misses the sitting he may subsequently heal his Hunter by as many points as he likes.
For example, if two players have the Clergy, only one NPC of this type can be called into the sitting at a time, but both can be called in if they attend at different points. In most cases, Contacts who are present for an entire sitting cannot be duplicated in the same sitting. Only the cop can be duplicated, with as many cops as players have as their Contacts being allowed on any given sitting at one time.
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Where the group require an extra camera operator to handle roving cams they can call upon this Contact. An expert with both static and roving cameras, he or she will be able to give the group an extra viewpoint and is particularly useful on large sites where one camera might not be enough to capture all eventualities. He doesn't bring his own equipment and cameras and other gear will therefore need to be provided. The camera operator requires payment for his attendance and will cost 200 Kudos for one full sitting. He is deemed to have a Tech value of 5, Roving Cam Expertise of 6 and Static Cam Expertise of 5. Where he captures anything on video the team gain a +5 Kudos award. C L E R G Y
A priest or man of the cloth. Clergy can be called in to perform a blessing, to bless holy water prior to player characters entering a site or to exorcise the effects of demonic attention on one player character. Exorcisms will not recover the personality of a character whose Stability is reduced to zero, but will replenish the character's Stability by one point if the value is greater than zero and less than 5. Clergy will also read scripture and if called upon mid-sitting will bring with them various religious paraphernalia such as crucifix, holy water and bible. Clergy will attend a Haunt as often as required, though their help is limited to the rites they can perform and if those rites seem to fail there is little else they can achieve. All Clergy are deemed to have a Faith value of 6, a Stability value of 4 and an Exorcist Expertise value of 5. Clergy are permanent Contacts and where they are abandoned in favour of a different Contact they cannot be selected again by the same Hunter. C O P
The cop was called out during a particularly eventful investigation in which the character was involved and witnessed things that changed his view of the paranormal forever. His fascination with the activities of the character and the paranormal world generally mean he will never miss an opportunity to attend if called upon. The cop brings with him the authority of a law enforcement officer along with his sidearm, night stick and handcuffs. He also carries a taser and
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pepper spray. In the trunk of his car is a shotgun and six rounds which he will resort to only at the utmost need. The cop is a useful ally to have where the site of investigation is plagued by nuisances of the living kind. The presence of one or more cops gives a -1 bonus to all dice rolls made for Stability and Positivity dice checks (bonuses don't stack, one cop or numerous cops providing a general -1 bonus). Cops cannot attend for the full duration of an investigation. If the cop is needed all players who have this Contact make a Fluke dice check and if successful, the cop is present and can lend his aid. This method should only be used where the Overseer is not role-playing the presence of a cop. Where roleplay is used the cop is deemed to be present, but the Overseer should remember the cop will come and go; away more of the time than he is present. Cops are permanent Contacts and where they are abandoned in favour of a different NPC they cannot be selected again by the same Hunter. C O U N C I L O R
A local politician with influence in city hall. The Councilor will help the character cut through red tape and may be able to reduce the cost of securing time on otherwise expensive Haunts, provided they are within his jurisdiction. The player will need to donate at least 15 points of Kudos to the councilor at the start of the sitting and in return may reduce the cost of the chosen Haunt by 4d20 Kudos (player rolls). If the reduction is equal to or less than 15 Kudos the player cannot rescind on his donation to the Councilor and must accept that sometimes savings will be made and sometimes not. D I R E C T O R
A good idea for teams streaming live on the internet and a must-have for teams who secure a television contract, the Director moderates forums and chat rooms, directs the filming of sessions for maximum interest value and then sits in on the editing process, ensuring the investigation is shown in as exciting and aesthetically pleasing a fashion as possible. Where the Director is used to manage live streaming his input will be more immediate, positioning himself at the helm of the computerized base of operations from where he will decide what audio and which imagery gets presented to viewers. He will likely intersperse this with mini interviews, guest spots and other footage which doesn't need to be roleplayed and is assumed to be arranged by him between sittings. The Director is a paid Contact and will demand 800+5d20 Kudos per sitting he attends. His high price reflects the service he provides and where he directs television or internet based teams who are reliant upon ratings (as opposed to evidence) for Kudos generation, the players may add +1300 Kudos to their final Kudos earnings for that sitting. H A C K E R
While his hacking skills won't be required, the almost preternatural skill the Hacker has with computer systems and other devices makes him an ideal systems specialist for any sitting. The Hacker is deemed to have a Tech value of 5 and a Systems Expertise value of 6. He will network together IP cams and hook digital roving cams to wireless Wi-Fi signals or Fire-Wire cable cameras to a computer system. Moreover he will then take care of all internet streaming and where the team need to back up data during a sitting, the Hacker will take care of it, acting in place of a player and able to transfer/burn to storage 20GB of data per session (see Using Computer Systems). Roleplaying the hacker is unnecessary, but where players want to allocate him to specific tasks (such as backing up data) they must ensure they inform the Overseer and mark the event as a session. The Hacker does not work for free, but does work cheap, never one to miss an opportunity to take part in something alternative and edgy. He will require 50 Kudos per sitting in which his presence is required.
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The Hunter has close contacts in historical circles and will be able to call upon a historian from the local area wherever he happens to be investigating. The historian will be able to give information about the background of the location generally and may offer insights the group would otherwise miss. This Contact is presented as an interview session and will attend for as long as the player has questions. He or she is likely to know things about the location that the NPC encountered at the start of every Haunt may not know. How much the Historian is able to divulge compared with the initial NPC who introduces the Haunt is up to the individual Overseer. Generally the Overseer should select nuggets of extra information which are otherwise only described in the 'Overseer's Eyes Only' section of the Haunt history. The Historian can only be called upon once in any sitting and if he or she is abandoned in favour of a different Contact the same Hunter cannot regain the Historian again. P H O T O G R A P H E R
The photographer not only brings along his own top spec equipment but takes photos either the new way (digital) or the old way (film) depending on the team's preference. He is deemed to have a Tech value of 5 and a Photography Expertise value of 6. Like certain other Contacts he requires payment for attendance and charges 180 Kudos per sitting. He comes with a Nikon D3S camera and also has access to his own print studio if a player character wishes to use a film-based camera but lacks a printing set up. The photographer will print these photographs for free, a service which is assumed to occur between sittings. C L A I R V O Y A N T
A professional clairvoyant who will be able to visit the site for a brief period (usually an in-game hour or two) to give their appraisal of the location, any spirits they believe may be present and any information they can glean on the history of the place using their psychic abilities. The Psychic has a Positivity value of 5 and a Psychic Expertise value of 6. She also has a Spiritualist and Empath Expertise values of 5 each. S C I E N T I S T
The scientist does not attend the Haunt but is available to perform certain scientific tests and produce lab results should the player team need it. DNA tests can be carried out on hair, skin flakes or bodily fluids at a cost of 300 Kudos per test. Chemical tests can be applied to unidentified materials at a cost of 85 Kudos per test, returning a list of elements contained in the material, the likely identity of the material (what it might be from or where it might commonly be found) and whether the material is rare or common etc.
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The scientist is also available in an advisory capacity and when called upon is assumed to give advice over the telephone or via email. He will have knowledge of biochemistry, pharmaceuticals, physics/mathematics and geology, but will be unable to help with forensic, medical or technological sciences. Consultations cost 25 Kudos each. All Kudos payments must be made to the scientist at the start of the next sitting and where the payment fails the Hunter who possesses this Contact loses him and may not adopt another 'paid' Contact in his place (this doesn't include the Sponsor). S P O N S O R
The sponsor is unlikely to be adopted at character creation. Instead he should be selected at any point in the game where he can be of benefit by swapping out another Contact. The team must have the capability to stream live on the internet or have a television contract (see Television Contracts). This Contact is unlikely to attend a sitting. Instead he will boost all Kudos earned at the end of the sitting by 10% of final earnings (fractions rounded up) for internet based teams and x2 final earnings for those with a television contract. For example, if the group earn 100 points of Kudos (100 points per player) the internet Sponsor increases this by 10 points (110 points per player) and the television sponsor doubles this to 200 (200 points per player). In return the sponsor will expect the Hunters to plug his product. If the sponsor is selected at character creation he should be considered inactive until the group set up a live internet stream or procure a network contract and appear on television. The Sponsor drains Kudos which must be sacrificed at the start of every sitting. For internet sponsors the team must spend 40 Kudos and for television contracts 500 Kudos. Loss of Kudos represents loss of viewer interest as a result of advertising, promotion and product placement which will all detract from any integrity the team attempt to project and will rapidly alienate viewers. If the team cannot afford to pay the sponsor the player possessing this Contact loses him and cannot recover him at any point, though other players can adopt him instead. The player may then choose a different Contact to replace the lost sponsor. T R A D E S M A N
The tradesman might be a carpenter, a builder, a stone mason, roofer, property specialist or any other type of handy-man. He is called in to perform hands-on tasks where Hunters require some aspect of the Haunt site to be manipulated professionally. The precise circumstances where this Contact will come in useful are impossible to predict given the many possibilities, but usually he will be required where a wall needs knocking down, a lock needs replacing or unlocking, access is needed to a room otherwise blocked off, a broken item needs repairing on site or clearance, heavy lifting or other general dogs body work is required. The tradesman can be a workaday character or a professional and can cover architects, quantity surveyors, structural surveyors, tree surgeons and so on. Only tradesmen who work specifically in the para-sciences, scientific, technology/IT or medical/psychotherapy industries are not covered by this Contact. The tradesman bills his clients after the job is done, so the player team can expect to receive his invoice at the start of the next sitting. He charges 20 Kudos for small tasks, 50 Kudos for mid-level tasks and 100 to 1000 Kudos for major tasks. Players will have two sittings-worth of grace in which to make their payment. If they fail to do so they will not only lose the ability to possess or acquire the Tradesman Contact, they will be unable to replace him and no member of the team will be able to acquire at any point in the future a paid Contact. When utilizing the Tradesman, players should remember that the Haunts they attend will typically belong to a trust, an owner or some kind of managing company and any work they carry out will need to be put back the way it was before they changed it if they don't wish to incur the wrath of those who operate/own the Haunt. Permission to carry out work might be forthcoming if players attempt Persuasion Expertise dice checks and succeed, but in this instance the required work will occur in a subsequent sitting. The nature of the alterations proposed and the likely benefits to the owners/operators of the Haunt will all need to be taken into consideration. Where alterations are likely to be extensive and messy and of little apparent benefit, even a Persuasion dice check is unlikely to make a difference. Alterations can be made without the express permission of the site owners/operators but in this case the EVP
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team must hope that nobody drops into the site to check up on them. A Fluke dice check should be required from all team members and if one roll fails the work undertaken draws the attention of neighbours, passers by or even the site managers/owners themselves and the team's covert activity is reported. The likely consequence of any unauthorised work or damage to the site will probably be a ban from the Haunt in question, with no option to return there unless the team are able to pay double the usual Kudos rate. V E T E R A N
A seasoned investigator in his autumn years. The veteran no longer attends investigations, ill-health and a weariness born of too many encounters with dark spirits preventing his participation. He will, however, drop in on an investigation and give advice or lend his expertise to non-technical aspects that might otherwise be puzzling the group. The Veteran can only be called upon once in any sitting and can be utilized either during an investigation or afterward during data analysis. If invited to attend during the investigation, the Veteran will stay only long enough to examine the Haunt (attending every area he can) and will then attend one session. After this he leaves and will not return in the same sitting, though he can be asked to return in another sitting to the same Haunt. He will not actively participate in the session but will merely observe and may comment where his expertise. If he attends the sitting he cannot then be called upon to help with data analysis, though a different Veteran belonging to a different player may be called upon instead. If the Veteran's experience is utilized after a sitting, during data analysis the Hunter to whom the Veteran Contact belongs acquires a -1 bonus to all dice rolls made for Data Analysis Expertise or Audio Analysis Expertise dice checks. If the Veteran attends during an investigation he provides a -1 bonus to all dice rolls made for Photography, EMF, EVP, Demonology, ASV and Old School Expertise dice checks by all Hunters. Veterans are permanent Contacts and where they are abandoned in favour of a different Contact they cannot be selected again by the same Hunter.
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INVESTIGATIONS All roleplay aspects of EVP take place at supposedly haunted or paranormally active sites where the investigative player team will attempt to detect the presence of the strange and inexplicable and document what they find. The ultimate goal is to acquire convincing evidence; to prove, if not conclusively, then to a high degree of certainty that there is more to reality than established science currently suggests. Later the team may turn semi-pro (live internet shows) or fully pro (television shows) at which point they are deemed to have completed their degree and the acquisition of gathering and submitting evidence will be replaced by the need to acquire ratings, sponsors and an expanding viewer base.
...L ATER THE TEAM MAY TURN SEMI - PRO ( LIVE INTERNET SHOWS ) OR FULLY PRO ( TELEVISION SHOWS )... HAUNTS Haunts are free PDF downloads available as part of the EVP series and released, on average, once per month. They detail a location somewhere in the world which boasts a reputation for some kind of paranormal activity, be that a haunting or some other strange phenomenon such as monsters, UFO encounters or demonic manifestations. The Overseer should download all existing Haunts available at the time and choose those he wishes to use, presenting these as a list to the player group. The current list of available Haunts can be found on the Forever People website (www.foreverpeople.co.uk). Some Haunts will take the familiar form of the haunted house; a derelict abandoned by all previous owners and left to gradually rot into its foundations. Empty rooms, shadowy basements and dusty attics provide the stage while disturbing entities, dark energies and lingering memories perform their paranormal show. EVP
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Other Haunts will take the form of ancient structures, or sprawling institutional buildings, campus sites or remote woodland spots where the very soil seems to harbour the memory of terrible events and the very worst atrocities mankind can inflict upon the world, the footprints of strange lumbering beasts or the presence of wild entities somehow attached to the land itself. Some Haunts will be populated or occupied by entities of the human variety; busy buildings full of life and light where Hunters will be forced to work around the living in order to search for the dead. Such places may seem entirely innocuous; too alive and bright to be the site of anything sinister. Yet still there is a certain trepidation in the eyes of those who work or live there and stories which persist both in their recurrence and their morbid detail. Not all Haunts will present a spiritual theme. Some might encompass UFO sightings or purported cases of abduction. Others strange animals, monsters or horrors beyond anything the Hunters have experienced before. Whichever type of Haunt the players choose, the investigation will always take the same form and players will always approach the task in much the same way, using their talents, equipment, detective skills and steely nerve to reveal the mysterious and fantastic truths hidden behind the all too often thin veil of reality. P L A Y E R
H A N D O U T S
All Haunts use player handouts to set the scene and give clues to the history of the property. The Overseer will need to print these handouts prior to a sitting and should only give players the handouts as instructed by the Haunt and only after players have committed to investigating the Haunt (by spending Kudos). A U D I O
F I L E S
All Haunts are accompanied by a number of audio files (supplied in WAV format) which the Overseer will play when the Hunters undertake certain kinds of investigative sessions. Audio will typically include Ghost Box, EVP and Ovilus sessions but may also include recorded stories pertaining to the Haunt, special sound effects and other snippets of useful information. Audio files are either included with the Haunt or can be acquired as part of the EVP Overseer edition, a version of these rules designed specifically for the Overseer. Sound effects are never supplied without reason and will always play some pivotal or important role in the Haunt, their presence required in order to give players a clear idea of what their Hunters can hear while enhancing the general game experience.
ORDER
OF
INVESTIGATION
Each sitting (referring to the overall game session) unfolds in the same way. Players and Overseer should refer to this section at the start of each sitting until they are used to the order of play. At a glance the sitting consists of the following phases: o
Choosing a Haunt
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Healing, Recovery, Treatment & Training
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Shopping
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Calling on Contacts
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Arrival at the Haunt
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Initial Interview/Meet and Greet
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Exploration & Base Readings
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Sessions
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Debrief & Kudos Awards
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C H O O S I N G
A
H A U N T
Each sitting begins with players procuring an investigation site or Haunt. The Overseer will present the group with photographic handouts representing the different sites available and the group should then choose one. Kudos must be spent procuring time on a Haunt. This is assumed to cover expenses getting to and from the site, the greasing of palms that may be required in gaining access to otherwise restricted places and payments covering charges made by current owners or trust funds who own and operate the site. A certain percentage of the Kudos payment should also be assumed to be spent on necessities like electricity, food, internet access and other rudimentary supplies the team might need whenever they undertake an investigation. The more active a site is and the more generally popular it is with the paranormal community, the more likely the Kudos cost will be high as owners will be quick to take full advantage of any interest shown in their asset. H E A L I N G ,
R E C O V E R Y ,
T R E A T M E N T
&
T R A I N I N G
Players who need healing, recovery or treatment for lost attribute points will need to make it known at this point what they require. See Recovering and Improving Attributes. Players who wish to acquire new Expertise skills, or increase points in existing attributes may do so at this point. Talents cannot be acquired at this point. S H O P P I N G
Once a Haunt has been selected, players should equip themselves. It is assumed that all items in their existing inventory are to be taken to the site of the Haunt. However, anything taken to a Haunt will be at risk of damage or destruction, thus if a player wishes to leave something behind (typically something the player feels he won't need for the given Haunt and which is either too precious or valuable to risk arbitrarily) he may do so but must inform the Overseer of his intention so that the Overseer can make a note of the stored item. C A L L I N G
O N
C O N T A C T S
If players wish to utilize a Contact or employ a Contact for the sitting they do so at this point. Swapping out one Contact for a different one also occurs in this phase. Newly acquired Contacts can be used in the same sitting, but those they are swapped for cannot be used by the same player, even if the new Contact isn't used. A R R I V A L
A T
UPGRADING AND REPAIRING GEAR New items, upgrades to existing items or repairs must be made during the Shopping phase. See Equipment Lists for options on gear, including upgrades. Where an item has been damaged and requires repair, the repair cost is deemed to be equal to 10% of the original Kudos cost of the item. The player adds d20 Kudos to the cost of repair for items worth between 1 and 100 Kudos, 5d10 Kudos to the cost of repair for items worth between 101 and 1000 Kudos and 5d20 Kudos for items worth more than 1000 Kudos. Where this addition brings the cost of repair above the value of the item the item is deemed to be damaged beyond repair and the player will need to buy a new one.
T H E
H A U N T
All role-play takes place at the site of the investigation, beginning with 'Arrival at the Haunt'. In some cases the site of the Haunt will encompass more than one building or location and may even stretch over a large enough area that local inhabitants are encompassed within the site (a town for example). There may be adjacent buildings, or outbuildings connected with the main site. Any area shown on the site map and noted on the Haunt key is considered to be within the site and any activity that takes place within this area should be roleplayed. The sitting begins with the team's arrival at the Haunt. The Overseer reads a description of the location as it appears to the team as their van(s) pull up at the site. Immediately the team exit the van they should begin investigating by activating cameras and recording equipment. EVP
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Upon arrival the team will be met, in every instance, by an authority figure who will either be in charge of the location, the owner of the location or some other kind of professional contact responsible for introducing visitors to the location. See Interviews below. Sometimes this NPC will be a trustee or site manager, at other times the landlord or custodian. The NPC should be treated as an impersonal and business-like encounter whose primary concern will be for the site of the Haunt and not for the interests of the Hunters. The initial NPC may not appear immediately, but access to any buildings will require him to hand over a key, thus the player team may be forced to investigate outside or conduct interview sessions while they await his arrival. Sometimes the NPC may establish restrictions which the team are expected to observe in return for access to the site. Where such restrictions are broken the team will risk incurring increased costs on future Haunts as a result of being black-listed. Where the team suspect restricted areas are off limits for nefarious reasons they will need to weigh up the pros and cons of straying from the designated safe-paths to explore the road less travelled. In any case, they will need to ensure they don't get caught and that the benefits outweigh the risks. I N T E R V I E W S
The initial NPC interview kicks off all proceedings at a Haunt the team have never attended before. The interview is assumed to occur as an informal session lasting no more than a few minutes just within the boundary of the Haunt site. These NPCs will not accompany the group into the location and once the initial interview is complete and keys have been handed over, they will not be seen again.
...T HE TEAM SHOULD MAKE THE MOST OF ANY INTERVIEWS BY ASKING AS MANY QUESTIONS AS THEY CAN ABOUT THE SITE AND ITS BACKGROUND ... Initial NPCs will not have all the answers and if they do they may be reluctant to give them. They will be far more concerned to ensure the Hunters know about any restrictions on the property and are aware that any damages or breaches of agreement will need to be paid for. In some Haunts the NPC will give no information at all but will instead furnish the team with a recording or documentation covering the pertinent details and will leave immediately. This is particularly typical of Haunts with a high Kudos price or those owned by a trust fund whose operators will have little to no interest in giving the Hunter team more than the absolute bare minimum. Some Haunts will include eye witnesses who have seen first hand the paranormal events the team have come to investigate, characters with first-hand local or historical knowledge that they will be able to impart or former residents/owners of the site. These witnesses are assumed to be present at the location of the Haunt at the player EVP
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group's convenience and interviews with these NPCs are treated as a form of session (see Sessions below). Not all Haunts will include eye witnesses or NPCs who can be interviewed, especially where paranormal events are relegated to the distant past or hear-say. Eye-witnesses, local characters and former residents are likely to be far more friendly and more forthcoming in their answers than the initial NPC. The team should make the most of any interviews by asking as many questions as they can about the site and its background. Where no relevant answer is available the NPC is assumed to lack that particular piece of knowledge. Questions should focus on the history of the place, what sightings have occurred, any known historical significance associated with paranormal events already recorded to have occurred there, local people or previous residents who might have stories to tell and so on. The Overseer should give players just 5 real-world minutes, plus an additional d6 minutes, to ask their questions of any NPC and take note of the answers. The initial NPC will probably only answer questions for one or two minutes before hurrying off. Recording interviews in order to play back answers at a later time is also recommended. Interviews should be considered a crucial aspect of the sitting and should not be underestimated by players as any less important than their own investigations on-site. Information gleaned from NPCs may provide a firm foundation from which the group can solve certain puzzles and mysteries, and where the right questions go unasked the team might risk remaining oblivious to certain cornerstone aspects of the Haunt story. I N I T I A L
W A L K T H R O U G H
A N D
B A S E
R E A D I N G S
If the group are new to the site they will want to explore. If they have been here before they may wish to familiarize themselves with the location again by looking around. In either case, during the initial walkthrough it is customary for the team to take base readings, acquiring initial data by which to measure fluctuations when they undertake investigative sessions later on. If this is not the team's first visit they may wish to remind themselves of previous activity (and where this took place) as they re-familiarise themselves with the layout. The Initial Walkthrough should also be an opportunity for the team to choose a base of operations from where they can stow their gear and set up any technical equipment such as central computer work stations. Hunters in charge of static cams will want to select positions for these cams if such equipment is to be used.
...BASE READINGS ARE MADE USING DEVICES THAT MEASURE THINGS LIKE TEMPERATURE , SEISMIC VIBRATION AND ELECTROMAGNETIC RADIATION ... Locations within the Haunt may encompass numerous rooms in a building, numerous buildings inside the boundary of a site or numerous different locations spread out over a wide area and somehow connected with the paranormal event. In the case of this latter situation the Hunters are assumed to travel to the different sites using vans and while they will be able to set up networked equipment like static cams at individual locations this may be impractical in terms of distance for all the combined locations in a given Haunt. The Haunt itself will specify if special circumstances will prevent the normal use of any equipment in this way. Journeys between locations need not be roleplayed where the team are assumed to drive between different sites or where long walks over neutral ground are assumed. Base readings are made using devices that measure things like temperature, seismic vibration and electromagnetic radiation. The group should take regular readings then divide the resulting data by the number of readings taken in order to acquire an average, or base reading. Such readings will give an idea of whether readings are high or low and will simultaneously serve during return visits as a pointer for general levels. The use of base readings should not replace ongoing measurement of different energetic or magnetic levels during sessions but should merely give a general idea of where these levels are when the team first arrive. Extreme fluctuations from the base readings - especially where man-made or natural phenomenon can be ruled out and readings are higher - should be assumed to be a fairly good indication that something unusual is taking place. EVP
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E V P
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O V E R S E E R
E D I T I O N
S E S S I O N S
Sessions are mini-investigations which use techniques favoured by different members of the team in an effort to detect the presence of paranormal activity or to acquire additional data on the background of the Haunt or the current situation relating to eye witnesses and personal experiences. Technical sessions where Hunters use electronic equipment and gadgets in an effort to record paranormal phenomenon will typically take anything between five and twenty reallife minutes per session. Sessions requiring players interview eyewitnesses or undertake other activity may last longer. Sessions are deemed to be any aspect of the investigation where one or a handful of devices or methods are used to search for and attempt to detect paranormal activity. Sessions do not cover the setting up of equipment or general exploration.
WHY
SESSIONS?
Attempting to use all equipment simultaneously will be impractical and unwieldy in terms of game mechanics. For this reason are different investigative techniques broken down into the concept of the session and the equipment to be used and active during each session specified. Sessions also make moderating the game and calculating Kudos awards easier for the Overseer and beneficial for players in the long term.
Some sessions will be technical in scope, others more spiritual. Players should discuss between themselves when and how they wish to undertake sessions and should remain flexible on the idea of splitting up in order to examine different areas in small groups. In some cases certain types of session can be mixed with others in order to achieve a more potent result. In every instance the group will need to decide what they want sessions to include and where in the Haunt site each session will take place. The Overseer should get into the habit of announcing the start and end of sessions, even where the beginning and end seems ambiguous, in order that he is able to ascertain clearly what equipment is being used and what the Kudos award of any evidence acquired might be in a piecemeal fashion. This is true of technical sessions as well as those surrounding exploration and examination of, or interaction with, the site.
...S ESSIONS ARE MINI - INVESTIGATIONS ... The Hunters will want to introduce sessions to as many individual locations in a Haunt as they can within the time limits of the sitting. Some locations may be too large for this to be practical, in which case the group may need to return for a second or maybe even third sitting. In such cases Kudos must be spent anew on securing time at the Haunt, the end of each sitting representing in no uncertain terms the end of the team's time at the Haunt for any given Kudos payment. If the team fail to accomplish their goals within the time limit they have no choice but to quit and hope the achievements they managed to make are enough to generate Kudos covering a return visit at least. The nature of sessions need not be decided in one go at the start of the sitting and in most cases will be more effective if the group undertake sessions in a linear fashion, reacting to the results of the previous session or sessions by choosing a subsequent session likely either to enhance, verify or further explore the results of the last. This may not always follow, however, and where previous sessions turn up little to no evidence the team will need to decide where they want to go next and what kind of session they want to undertake. The onus for this rests entirely on the players and not the Overseer.
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D E B R I E F
The player group exit the site at the end of the sitting and compile their data. The Overseer awards Kudos based on the results of evidence compiled. The sitting ends. Whether the compiled evidence successfully rewards the group or not, the Overseer always awards a basic 10 Kudos (10 per player), indicating successful completion of the sitting.
HOLDING
SESSIONS
The following details the roleplay or game mechanic method used for common types of session, covering those the player group are most likely to use on a regular basis. Not every permutation is covered here and where players inevitably dream up their own unique methods for detecting the presence of the paranormal the Overseer will need to apply imagination and common sense in deciding the best way to moderate such sessions. In general, roleplay should be used rather than dice checks, the Overseer using the location descriptions and likely results detailed in the Haunt for a given location as a guide to indicate how successful or unsuccessful a particular style of session is likely to be. R E A L
R E C O R D I N G S
O F
I N - G A M E
S E S S I O N S
Certain aspects of EVP will require the player group listen to audio which the Overseer plays intermittently on his chosen device. It is advised that the player group bring along some form of device capable of recording this audio in order that they rewind and listen again in order to re-examine what they think they may have heard.
CAVEAT AGAINST THE USE OF REAL EQUIPMENT Generally, and as a rule of thumb, it is highly recommended that the player group do not use real-life ghost hunting equipment as working props to simulate certain types of sessions. Ouija Boards should not be used to synthesize roleplayed Ouija sessions; real spirit boxes should not be used for answering Hunter questions and so on - this regardless of whether the player group believe in the existence of the paranormal and the functionality of paranormal equipment or not. The idea of using real ghost hunting equipment to simulate the roleplay aspects of the game may sound appealing but will, in fact, detract enormously from the game. There is also an added risk of alienating players who are happy to use their imagination but less than thrilled about bringing actual occult or paranormal elements into the mix. The use of recording devices to record and playback certain aspects of the game should be considered the only exception to this general rule. EVP
In the case of EVPs and Ovilus, the Overseer can replay the same audio again, or the device will display text of the spoken word and the Overseer will be able to tell players what that word is if they failed to hear it clearly. In the case of ghost box sessions, however, replays will be difficult due to the way in which the Overseer presents these sessions. Some form of recording device will therefore prove invaluable in analyzing the results of such sessions. In playtests smartphones were used along with the Voice Record Pro app by Dayana Networks, but different player groups will undoubtedly have their own preference for recording audio. Players should avoid using actual EVP recording devices as offered by ghost hunting stores like Ghost Stop or Digital Dowsing as these may pick up actual EVP sounds or other audio artefacts which, while fascinating, will only confuse the audio played by the Overseer. A recording device is the only actual device the author suggests using during gameplay that isn't a device used by the Overseer for playing audio files. The use of any other actual ghost hunting equipment should be actively avoided. U S I N G
T H E
G H O S T
B O X
A ghost box or spirit box is a device which, when activated, scans repeatedly and often randomly through the AM/FM bands. The result is continual, rhythmic bursts of static interspersed with snippets of broadcast station audio which, it is supposed, entities are somehow able to manipulate in order to create words and even entire sentences. The ghost box, while often dismissed in real-world investigative situations as being an unreliable and highly subjectively interpreted gadget, plays a pivotal role in the EVP world and should be one of the P a g e | 40
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O V E R S E E R
E D I T I O N
most used tools in the Hunter's arsenal. All player characters begin the game with the (fictional) Spirit Speak ghost box, an affordable starter device which will not require any Kudos expenditure. The Overseer will run an audio file of the ghost box in operation, switching the audio on to indicate the start of the session and ending when players mutually agree that it is time to end the session. As the ghost box audio runs, players should direct questions to the ether then listen carefully for anything that sounds like a response. Subjective interpretation is extremely important in translating the often garbled sounds coming from the Ghost Box and an ability to rewind and listen again will be helpful (see Real Recordings of In-Game Sessions above). As a loose guide, players should aim to listen for sounds that seem voice-like and which span several beats of the ghost box pulse instead of coming through between static tones. Generally speaking the interpretation of the ghost box is a skill acquired through experience and eventually players will be able to tell the difference between radio interference and spirit communications. Ghost box sessions cannot be used to generate Kudos but will be invaluable in uncovering the mystery surrounding a given Haunt and circumstances which may otherwise seem baffling. It is often the case that once Hunters are armed with a certain level of knowledge about the Haunt they will be better able to direct detecting equipment toward the right place and find good, solid evidence of the paranormal. R E C O R D I N G
E V P S
The EVP (Electronic Voice Phenomenon) is generally regarded as being an audio event which is (usually) inaudible to the human ear but which is, for reasons that seem to vary depending on the opinion of the investigator, picked up by certain recording devices. These sounds are widely believed to be the voices of spirits either speaking unbidden to the investigator, or answering questions posed by him. When holding EVP sessions players pose specific questions in the hope of receiving answers in the form of the EVP. A variety of factors will determine whether EVPs are heard. These may include whether or not a spirit is present, whether the location is paranormally active at that time, whether the question asked prompts a response and so on. Some places will simply fail to produce EVP, or the voices that are picked up will be largely incomprehensible and may simply be the sound of natural or man-made audio picked up by the recording device. As with the ghost box, EVPs are far from a precise science. Sometimes they may seem as clear as the voice of a living person responding to a question, but skeptics can always dismiss this as misinterpretation, anomalies on the recording device, background noise contaminating the recording or outright fraud. In most cases the EVP will sound garbled or difficult to discern, it may sound robotic or may simply be a hiss or burst of static within which can be made out the subtle inflections of words. EVP
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Example: players ask "is there someone here who wishes to communicate with us?" and wait while the Overseer checks through the Haunt information. This period of waiting neatly represents the pause an investigator in the field would need to insert in his recording in order to give any entity present a chance to reply. The Overseer will then either leave a silence in the air to indicate no reply is forthcoming or will play an audio file. The playing of audio files does not necessarily indicate that an EVP has been positively recorded and an entity is communicating. Some audio files are deliberately misleading and others represent background ambience which may be picked up depending on the location where the EVP session takes place. Players should always remember that even apparently crystal clear EVPs can have perfectly natural explanations. EVPs are inadmissible as evidence in the real world, but where a truly crystal clear and apparently highly relevant EVP is recorded in the game world it can subsequently be submitted in order to generate Kudos. O V I L U S
Like the ghost box, the Ovilus device is often dismissed in real-life investigations because it is believed to be fallible, if not entirely fraudulent. In EVP, however, the Ovilus should be considered a useful option and is a device that Hunters will notice creates repeatedly relevant and enlightening words or even sentences when used. The Ovilus works by detecting EVPs then, supposedly, comparing the EVP with an extensive dictionary of words, presenting a match in both audio and text form for the Hunter to hear. In this way the Ovilus is believed to give spiritual entities a virtual 'voice'. The dictionary used contains approximately 600 words but these words are chosen as being those most likely to be relevant to any two way communication. In many instances one word will serve to give numerous different meanings and context is always extremely important. Sometimes the device will record only natural or man-made background audio or may pick up fluctuating energy patterns that it then misinterprets as an EVP and will match what it thinks it has detected with a word. In this way the Ovilus may produce random and meaningless gibberish, or apparently irrelevant words plucked out of nowhere. The Hunters will find they experience greater success with the Ovilus if they first have some idea of what words may be relevant and what they should be listening for. The best way to achieve this is to use research and knowledge of the Haunt site, the events of the past and the names and personas of the people involved. Usually when one word or more is deemed to be relevant, others heard on the same Ovilus session will be too. S É A N C E S
One of the oldest and most tried and tested of the spiritualist movement methods, the séance (meaning 'to sit' or 'sitting' in French) is believed to have originated some time in the mid-1700s but gained particular popularity at the turn of the 20th century with the widespread resurgence of spiritualism.
...THE SEANCE CAN PROVIDE TRULY AWESOME REVELATIONS INTO THE SECRETS OF ANY GIVEN H AUNT ... There are various different methods for performing a séance, though all follow the same basic modus operandi. More than one person, and often many, will sit in a circular arrangement, either placing their hands on a communal surface such as a table, or linking hands. This is believed to combine the spiritual essence of all humans present and creates a 'circuit', giving entities the continual flow of energy they need to manifest or to create paranormal events. One person typically 'runs' the séance, establishing rules and posing questions while some séances will also include a medium who 'channels' the spirits who are then able to speak using the medium's voice. When holding a séance session, players should not create this 'spiritual circuit' by holding hands or positioning themselves as though they were participating in an actual session. At all times the group should remember that the session is to be roleplayed only.
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E V P
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O V E R S E E R
E D I T I O N
o
The in-game séance is held around some kind of table, participants resting their hands on the tabletop and focusing their thoughts on a common target. This might be a candle in the middle of the table, the face of the person running the session or merely a focal point in their mind. Concentration is believed to help to elevate energy levels and make it easier for spirits to communicate. Questions posed by any participant will require some form of answering method for the spirit. Yes/no questions may require the spirits make a knocking sound (one for yes, two for no) or causes the candle to flicker (flicker for yes, steady burning flame for no).
o
An alternative to the basic séance where a table is not available; participants are seated in a circle and hold hands. Everything else proceeds in the same fashion as described above.
o
The séance held using a medium requires the Hunter who runs the session possesses either the Psychic, Empath or the Ganzfeld Medium Expertise skills. The same basic method is used with hands on the same table surface or participants holding hands, but when the session is opened the Hunter running the session will invite any entities present to take over his body for the duration of the session and answer questions through him. This type of session takes a little longer to generate interesting results but when answers are forthcoming they are often a lot more detailed as the entity can answer questions in a fairly lucid way beyond the mere yes/no restriction of other methods.
o
The tipping table is a small, circular table whose surface is furnished with a Ouija design. The table top rotates smoothly on bearings and the four legs are typically thin, the whole table of a light weight design. No more than four people can participate at one time using the table due to its size. Participants are seated around the table and place their finger tips on its surface. With the opening of the session participants will establish for the benefit of any entities present that the table must be turned right (anti-clockwise) for yes and left (clockwise) for no. Questions are then posed and it will usually be found that the table turns one way or the other. The tipping table is often dismissed as a gimmick by skeptics who point out that one or more participants are easily able to push the tabletop in any given direction, thereby debunking the process as fraudulent or participants moving the table subconsciously. However, in reality it is often the case that participants are able to visible slide their fingertips around on the table top even as it turns, showing clearly that they are applying zero pressure. Moreover, it is not uncommon for the table to tip sideways (a phenomenon from which the table's name, and the Victorian term 'table tipping' originates) or even to levitate entirely off the ground. Because of the flimsy design of the table it is easy to verify there are no magnets or strings involved and, again, it is almost always possible for all participants to drum their fingers or slide their hands around lightly on the surface to show that nobody is holding, pushing or pulling the table.
o
The tipping table can also be used in conjunction with a medium who is traditionally blindfolded and may also immerse themselves in a ganzfeld trance or don a God Helmet (see Ganzfeld Medium and God Helmet). Once in a trance, entities wishing to communicate can then move the medium's finger over the letters and numbers on the Ouija design built into the table top, speak through the medium or show the medium visions which he can then describe to the other participants.
Séances are a popular choice for Hunters who favour the spiritual aspects of ghost hunting and can be an effective way of communicating with supposed spirits in order to learn more about their predicament. When combined with ganzfeld or God Helmet sessions, the séance can provide truly awesome revelations into the secrets of any given Haunt. As with all spiritual channeling exercises, the séance does not come without risks and where connections are made with dark entities the level of energy can lead to frightening displays of paranormal activity and even possession. O L D
S C H O O L
M E T H O D S
Recorders, computers, cameras and other gizmos, custom-built for the purpose of detecting spirits, may offer the greatest scope when it comes to recording evidence, but many of the old fashioned methods used prior to the EVP
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invention or introduction of these gadgets remain relevant and can still be used by modern Hunters to reveal paranormal activity. The hand held compass is a virtually fool-proof method of detecting magnetic fluctuations. Where the needle of the compass points in the wrong direction, or the needle rotates without settling there are few natural explanations for such activity and where the anomalous movement is captured for a prolonged period on video it can be submitted with other simultaneously recorded activity as supporting evidence which is extremely difficult to refute or debunk. A length of string, stretched across the threshold of a door, a landing, hallway or stairs then furnished with small bells, makes a highly cost-effective motion detector which will only sound with any significant audibility if something substantial passes through. Where all Hunters are accounted for and the triggering of the bells is caught on video this can subsequently be submitted as evidence which is hard to dismiss out of hand. When using this method Hunters should be sure to document carefully the fact that no draughts are present, the string is securely tied at either end to something sturdy that won't move accidentally, the bells are all hanging loosely downward and that no nearby objects can contaminate the experiment (curtains that might move, for example, or objects that might fall from nearby shelves etc). Where the bells sound repeatedly rather than merely make a one-off and maybe quiet sound, the evidence can be surprisingly compelling. Unlike the hi-tech options, simple methods like string and bells cannot be discounted as giving false readings and won't behave erratically when batteries run down. For this reason do many Hunters accessorize cutting edge gadgetry with old school methods. Similar to the string and bells method, ribbons of extremely light fabric, suspended from ceiling fixtures, balustrades or the overhead architrave of a doorway make extraordinarily effective sensors for the movement of air currents. Combined with static cam surveillance, each camera monitoring a scene furnished with several ribbons, it can be possible to catch the subtle air-movements caused as an entity travels from one place to another. When compiling this as evidence, Hunters must be sure to verify that no doors or windows were suddenly opened or closed and that the activities of all team members at the time the activity is known and accounted for.
...T HE HAND HELD COMPASS IS A VIRTUALLY FOOL - PROOF METHOD OF DETECTING MAGNETIC FLUCTUATIONS ... Automatic writing is another favourite of the spiritualist old school Hunter, but lacks the same grass-roots authenticity and believability of methods like string and bells or ribbons to detect air currents. Sometimes a medium will enter a ganzfeld or God Helmet trance and, with pen in hand, will then allow any entities present to scribble on paper using his energy. The results of this can be mixed, and are often open to interpretation, making the method less appealing than others of a similar type. More popular is the Automatic Writing Planchette or AWP, an object similar in many respects to the planchette used on a Ouija Board, but much larger, mounted on small wheels and furnished with a hole into which a pen can be fitted. The AWP is positioned centrally between participants who place their fingers on the device. Entities are invited to use the energy of participants and the planchette then moves, the pen writing or drawing onto paper placed directly underneath the device. Results using the AWP tend to be far more impressive than those created by a medium working alone, but as with Ouija and sĂŠances, sessions using AWP are easily debunked by skeptics and are not admissible as evidence of the paranormal. Dowsing rods are another archaic method for detecting activity but one which cannot be submitted as any kind of evidence for the paranormal. The Hunter holds two L shaped rods in his hands, the shorter limb of the L inserted loosely into his fists. He then stands in the middle of a location and poses a question to any listening entities. Questions must suppose an answer which will determine a direction, such as 'where are the bodies buried?' or 'where in the room are you standing?' The dowsing rods will supposedly turn and twist to indicate a direction. The use of candles is a common old school method. The flame is supposedly easy for a spirit to manipulate by making subtle alterations to air flow and currents. Candles might be used with yes/no sessions during a sĂŠance, or as stand alone sessions where one or a group of unconnected participants ask entities to respond yes by making the flame flicker and no by making it stable.
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E V P
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O V E R S E E R
E D I T I O N
Another tried and tested form of detection involves the scattering of talcum powder on the floor or surfaces which Hunters suspect might be touched by an entity. In some instances prints will appear in the powder, showing hands, feet or even unnatural or bestial prints which seem to defy explanation. If prints are filmed as they appear the resulting video is admissible as convincing evidence of the paranormal and will generate Kudos. If the appearance of the prints isn't captured on film, but all Hunters are accounted for between the talc being applied and the prints being found, the evidence should be considered admissible but open to skepticism. I N T E R V I E W I N G
E Y E
W I T N E S S E S
Interviews take place somewhere in the Haunt location and players must specify which of them is going to undertake the interview and where it will be held. The interviewee NPC is assumed to attend at the team's convenience, therefore interview sessions can take place at any time during the sitting. Interviews should not be held by all players or any more than two as this can prove intimidating for witnesses. Typically the interview will include one player to ask questions and no more than two to operate recording equipment. Only one player should be charged with the task of asking questions and to keep things fair the group should aim to give each player who wants to an equal chance to interview a witness during the course of ongoing sittings. It is unlikely, for example, that all players will have the opportunity to interview witnesses in a single sitting, but this shouldn't prevent players taking it in turns to stage interviews over the course of numerous sittings. E X P L O R A T I O N
In most instances it makes sense to combine general exploration sessions with other techniques, the very least of which should be some form of roving camera. Taking photographs, monitoring EMF levels and holding impromptu EVPs should also be included in exploration. G A N Z F E L D
Requires the Ganzfeld Medium Expertise skill. See the description included under that Expertise skill for further information on the use and application of the ganzfeld method. G O D
H E L M E T
In the same sphere of methodology as the ganzfeld, the God Helmet, or 'Octopus', was originally an experimental form of mind manipulation invented and developed by Stanley Koren and neuroscientist Michael Persinger with the intention of proving certain theories concerning the nature of duality within the human mind and the possibility that God is a neural construct of the brain. However, the device generates unpredictable, unverifiable and variable results, depending on where it is used, who uses it and what the conditions are at the time it is worn. It has been largely discounted by the scientific community as unreliable and probably ineffective, but seems to serve as an interesting tool when used for ghost hunting.
...I T IS NOT UNCOMMON FOR SUBJECTS TO CRY , LAUGH MANICALLY , BECOME ANGRY OR LAPSE INTO DEPRESSION ... The helmet usually takes the form of a bicycle or motorcycle helmet or headband. Solenoids are attached to the areas over the temporal lobe and these produce fluctuating and cyclic magnetic fields which are weak but 'complex', designed to mimic physiological patterns. Results for Hunters will vary in the same way as they vary for subjects in the real world. As a rule of thumb, Hunter characters with high Positivity and those who possess either the Empath, Psychic, Ganzfeld Medium or Spiritualist Expertise skills will experience far more than those who either have low Positivity or lack any of the aforementioned skills. Characters who possess the Debunk Expertise skill or who have a Faith value of zero will similarly experience almost no effect beyond a pleasant sense of relaxation and a slight dizziness. EVP
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Where experiences do occur, particularly in the case of those Hunters whose Expertise range make them susceptible to channeling, the results can often be spectacular and revelatory. The risks of possession are much lower with the God Helmet than with any other form of spirit communication for some reason, and phenomenon experienced tends to feature astonishing clarity and strong emotional sensations. It is not uncommon for subjects to cry, laugh manically, become angry or lapse into depression. In almost every case these moods fade as the subject emerges from the helmet, their strange emotional states replaced with a general sense of vertigo. O U I J A
Another antique method of spirit communication, the Ouija Board, Spirit Board or 'Talking Board' is a wooden or plastic (in the case of modern versions) rectangular board marked clearly with the letters A to Z, the numbers 0 thru 9 and the words Yes, No and Goodbye. Some boards are also marked with Hello and others may display symbols. A small heart-shaped device called a planchette is positioned on the board. Participants place their fingers onto the planchette and ask questions of any entities present. The planchette then spells out a response, in some cases a small circular window moving over the respective answer, in others the tapering point of the planchette pointing out the answer. Letters are used to spell words, or the reply may be a simple yes or no. It is supposed that the energy circuit of participants gives entities strength enough to slide the planchette, and those who have experienced the Ouija Board tend universally to insist they did not personally move the device but instead felt the device moving under their fingertips. Skeptics claim the Ouija effect is caused by the subconscious ideomotor response and that the planchette is moved involuntarily by the board users (whom scientists refer to as operators). Whether Ouija is a genuine method of spiritual communication or not, it remains an often effective way of contacting apparent entities and responses are typically convincing, providing information 'operators' could not be personally aware of, names that only become relevant after further research and words that often appear meaningless until sessions are reviewed at a later time.
ENCOUNTERS During any session the player group can potentially experience an 'encounter'. This term covers everything from the mindwrenching vision of a demonic presence to the subtle creaking of a floorboard overhead, the slamming of a door or a sudden decrease in ambient temperature. Few Haunts will fail to deliver in some way, but the player team will never know when or how an encounter will occur or, indeed, if one will occur at all. The team's very presence at the site of the haunting will likely act as provocation enough to trigger something, but how long this will take and how it will unfold should remain a mystery. P R O V O K I N G
A N
RECORDING ENCOUNTERS The Overseer will need to determine on a case by case basis how successful the group were at recording any given encounter. Players, on the other hand, must ensure the Overseer is well aware of which equipment is running and which equipment is present with them as they either explore the site or undertake sessions. The onus does not rest on the Overseer to assume a certain piece of equipment is running if players have not specified that this is the case.
E N C O U N T E R
The use of provocation techniques during sessions to illicit a response from otherwise dormant spirits or beings can sometimes force an encounter. The Haunt details will explain what the result of provocation techniques are, if any. Trigger objects are a common and subtle form of provocation. The trigger object might be an item known to belong to a past occupant of the house whose soul is believed now to exist as a spirit or entity within the location. Alternatively the object might be something the spirit or soul might find amusing, or easy to manipulate. The ghost of a child, for example, might play with a ball or a doll positioned in the correct spot within the site. In this instance provocation need not be aggressive or confrontational but merely designed to provoke a reaction. EVP 46 P a g e | 46
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Similar to trigger objects, Yes/No objects are items which a disembodied entity can supposedly manipulate more easily than others. These might include a pendulum suspended on a piece of string over paper on which yes and no are written, a Maglite turned to a position where the bulb is almost, but not quite switched on (the slightest touch turning the light or off) with light on indicating yes and light off indicating no, or something as simple as the tried and tested 'one knock for yes, two for no'. The yes/no method is designed merely to provoke a response which any spirit or entity present will find easy to provide and simple to understand without projecting an aggressive of negative attitude. I N S U L T S
A N D
R E L I G I O N
Invoking the name of God, insulting any entity present and asserting the power of the living human soul over that of the dead disembodied spirit are all more aggressive and assertive techniques which might be used to provoke a response from negative energies and demons. Such methods will typically only have a strong effect on evil or dark entities and may cause human spirits either to hide or to ignore the Hunter. This method can also antagonise potentially dangerous entities, making of the antagonist a target for demonic attention.
ENTITIES At certain times during the game Hunters will inevitably come into contact with something they cannot explain and which must be categorized as paranormal. In almost every instance this contact will be associated with some kind of apparently supernatural entity. Some of these entities will seem benign, or mischievous at worst. Others will present a darker or more frightening challenge to the team, or may even threaten the very health, sanity and life-force of those Hunters attempting to capture evidence of their existence. D E M O N S
It may be worth noting that in real life clergy rarely perform exorcisms, the process typically falling to privately operating 'demonologists' and self-styled exorcists, some of whom work for free and some who work for exorbitant fees. These might be experienced and apparently genuine individuals used to dealing with all kinds of possession phenomena, or they might simply be cynical fraudsters looking to cash in on what they deem to be an opportunity. Most Christian denomination priests do not receive any information on the concept of exorcisms as part of their seminary training and modern Catholic priests are typically reluctant to engage in exorcisms due to the bad press resulting from numerous and infamous modern cases. Instead it is usually the policy of the church to defer any requests for exorcism to psychotherapists where the victim seems to display signs of depression or mental illness rather than demonic possession, or to a respected demonologist where there are indications of something more spiritually negative. It is rare for a priest to perform an exorcism, at least openly. For the sake of game-play, this real life situation is not replicated in EVP where clergy are assumed EVP
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to be versed in the process of exorcisms and willing to perform them where evidence of demonic activity can be shown to be present to a high degree of probability. Demonologists, by comparison, are deemed to be experts in the theological academia of demonism, their knowledge based in theory and information rather than practice in the field. Only Hunters possessing the Exorcist Expertise skill, or the Clergy Contact, may attempt to perform exorcisms against demonic entities. The target can either be a general site haunted by a demon, an object binding the demon or a person possessed by the demon. The process requires the use of holy water, scripture (read from a holy book), religious icons (crucifix, prayer beads etc) prayer and blessing. In addition the Hunter will need to verse themselves in the combative readings commonly used by true exorcists. An exorcism is deigned to be a session for purposes of game mechanics. At most Haunts the exorcism will be more effective in certain areas than others, and in specific areas where the dark entity cannot move freely an exorcism might fail entirely. Typically the most potent locations are those with high or wildly fluctuating EMF and where extremely negative events are known to have occurred in the past. Places where suicides, murders or demonic sacrifices or demonic summoning has occurred, for example. Only demons can be exorcised. Human spirits require a different kind of treatment (see below). All demons possess a Power value based on the number of human souls or cursed objects they are using to bind themselves to a Haunt or which have been used to bind them. The Power value is used to reduce the value of the Exorcist Expertise skill prior to the Hunter (or Clergy Contact) making his dice checks to a minimum of one point. For example, where the demon's Power value is 6 and the Hunter/Clergy's Exorcist Expertise value is 6 the Exorcist value is reduced to one (not zero, because the demon's Power value can never reduce Expertise to less than one). Dice checks must be made for every in-game hour the exorcist attempts to exorcise the demon. For each successful roll (i.e. the d6 value is less than the Hunter's Exorcist Expertise value) the demon's Power value is reduced by one point (conversely reducing the penalty applied to the exorcist's Expertise). When the demon's Power is reduced to zero, the demon is exorcised and leaves the location permanently. However, for every hour the exorcist performs his task he must make a Stability dice check. Failed rolls result in a loss of Stability in the usual way but with no option for saving throws, thus performing exorcisms can be mentally exhausting and dangerous. Exorcist values can be combined in order to tackle a demon and, indeed, the more individuals present the stronger the exorcist's power will be. While the main exorcist must use his Exorcist Expertise value, anyone else who adds their energy to his and is present at the time of the exorcism makes a Positivity dice check for each in-game hour and, if they succeed, may add their Faith value to that of the exorcist's Expertise. No more than 3 additional participants may add their values in this way. Bonuses stack, but are temporary, lasting only for the hour covered and only for purposes of the exorcism. Combined values may exceed 6 and where this occurs the dice check is unnecessary and that in-game hour of exorcism is deemed to automatically reduce the demon's Power by 1 point. When combining values all participants must make Stability dice checks and not just the exorcist, a dice check required whether the demon's Power is reduced or not. Saving throws are not applicable where rolls fail. If an exorcism is abandoned for any reason the demon regains its full original Power value, plus one additional point and the exorcist suffers a loss of -1 Stability with no option to make saving throws or for other characters to make saving throws for him. Any other participants who have added their Faith values to that of the exorcist also lose one Stability point. Some demons will bind themselves to a location using a human spirit who served them, or summoned them, in life. Where a human spirit of this nature exists, the Power value of the demon will likely be much higher and where the human to whom the demon is bound is still alive the Power value will be higher again. Sometimes demons will inhabit a location in couples or groups, their Power values combined. Such multiple infestations can prove extremely dangerous, but it may not always be obvious a Haunt is troubled by more than one entity. For this reason, would-be-exorcists should ensure they know their enemy and his numbers before they embark on an attempted exorcism. EVP
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E D I T I O N
In other cases a demon will have 'principality' over a specific area. In this instance the demon is deemed to have been given permission by a higher and much more powerful demon and will have an intimidating Power value to match. High demons - those who supposedly rule over the legions of hell - are unlikely ever to be encountered in the physical realm but where they are their Power values can be assumed to be the highest of all. Regardless of the Power value of the entity, all demons are immortal forms of spiritual energy and while they can be exorcised from a person, a place or an object they cannot be killed and can return if circumstances allow. Exorcists should be aware, therefore, that demons whom they banish can be encountered again in a different place and situation and are likely to harbour a great deal of personal animosity toward the exorcist as a result. B I N D I N G
D E M O N S
Demons who are bound are simply deemed to be connected or restricted to some form of physical object. This might be a human being to whom the demon is attached (as opposed to possessing) a building or an item of some kind. Items connected with a bound demonic energy will appear somehow unsettling and any Hunter with a Positivity value of 5 will feel repulsed by the object, unwilling to touch it or go near it. Hunters with the Psychic, Spiritualist, Empath or Exorcist Expertise skills will sense something dark about the object and to them the item will even appear manifestly darker in colour or uglier in appearance than it might to those who lack sensitivity to such things. Objects which can be closed and locked can be used to bind a demon, reducing, and in some cases even preventing, its influence on the surrounding environment. The demon must be tricked into such objects, using trigger items which draw the demon. Where the object is seen to be manipulated, the door is closed and locked and prayer or scripture of the appropriate kind read over the door. The object is blessed and this is then enough to keep the demon enclosed within. In game terms anyone attempting to ensnare a demon in this way must own the Babylonian Book of the Dead (see Equipment) which will give them specific instruction on how to proceed. They must also possess either the Exorcist or Spiritualist Expertise skills and must have a minimum Leadership value of 4 and a minimum Faith value of 4 also. Only one Hunter can perform the rite. They will also need either a lock, a dybbuk box or an amulet and water cask (see Equipment), though these may be supplied by any member of the team. A trigger object which the entity has been known to toy with is placed into the room or building or the dybbuk box, or is held in the Hunter's hand. Provocation is used in an attempt to draw the demon to the object. Only demons with a Power value of 6 or less can be fooled into a binding ritual, though where multiple demons have combined their Power to give an overall greater value than 6, each individual Power value is used to determine which demon is most likely to fall for the ruse. The Hunter performing the ritual rolls d6 and if he rolls greater than the demon's Power value he has succeeded in luring the demon. He then makes a standard Skill dice check, covering his ability to tempt the demon using provocation. Finally he makes a Fluke dice check, but only if both previous dice checks were successful. If the Power check fails the demon is too strong for the Hunter and may attempt to possess him as punishment for his audacity. More likely is that the demon will be enraged and will muster energy to somehow attack the Hunter, scratching him or launching an object through the air at him. In extreme cases the Hunter will need to make a Stability dice check, losing 1 point of Stability in the usual way if he fails. The Hunter may not attempt any further rolls and all demons in the Haunt will now be aware that a binding ritual is known and will be immune to any more attempted rituals.
...P ROVOCATION IS USED IN AN ATTEMPT TO DRAW THE DEMON TO THE OBJECT ... If the Power check succeeds but the Skill check fails, the demon is tempted into the presence of the trigger object but sees through the Hunter's ruse at the last minute and does not toy with the trigger object. The demon will not EVP
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fall for the binding ritual again, and will warn any other demons present of the Hunter's intentions. From this moment forth any demons present at the Haunt will be more wary of the Hunter, though they may still target him. If the Power check succeeds, the Skill dice check succeeds but the Fluke dice check fails, the demon toys with the trigger object and is utterly fooled. But before the Hunter can slam closed the box, lock the door or drop the amulet into water there is a split second realisation and the demon flees before the ritual is complete. The demon will not fall for the binding ritual again, and will warn any other demons present of the Hunter's intentions. From this moment forth any demons present at the Haunt will be much more wary of the Hunter and will likely avoid him or flee from his presence. If all dice checks succeed the binding ritual is successful. When binding using a padlock and chain, a sealed room or building must be selected. A number of trigger objects pertinent to the demon's presence in the house (a lock of hair from the person the demon seems most intent on targeting, a photograph of that person, the name of the demon written on a piece of paper etc) equal to the Power value of the demon must be placed within the room or building. When the trigger object is toyed with, the Hunter closes and locks the door with the padlock and chain. The demon is bound and cannot leave the room but can still cause minor paranormal activity if a lesser number of trigger objects are in the room/building than his Power value. If an equal number or more are bound in the room/building with the demon it will be unable to cause paranormal activity outside the threshold of the locked door. Rooms and buildings must be sealed, with all windows closed and all doors locked. Portals are used by the demon rather than cracks in walls or gaps between woodwork, so rooms need not be airtight, but all human-made portals must be completely closed, nailed shut or padlocked. When binding using a dybbuk box, the Hunter merely slams closed the doors of the box and turns the accompanying key, locking the demon inside. As with the use of a room/building, the demon will only be capable of performing paranormal activity within the vicinity of the box if the number of trigger objects placed in the box are less than the demon's Power value. When binding using an amulet of binding, the amulet is the only trigger object needed, but it will need to be weighed down by attaching it to a stone or something equally heavy. When the demon toys with the amulet (which can be anything from a lock of hair, to a photograph of the person to which the demon seems attached) the Hunter drops it into the cask of water. Water prevents the conductivity of demonic energy and the demon will be thus bound for so long as the amulet remains submerged. Demons are immortal and cannot be killed, thus even when bound the demonic energy is not dead and will be unleashed into the world once again if the padlock and chain are removed, the door to the dybbuk box is opened or the water in the EVP
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O V E R S E E R
E D I T I O N
cask evaporates or leaks out. Once bound to an object like a dybbuk box, or a room/building, the demon is permanently bound and can never fully escape, though their sphere of influence will extend into the building the dybbuk box or cask occupies, or the rest of the structure or even local region in the case of rooms and buildings. When an object or place which binds a demon is opened and the demonic presence is released those opening the location or object will feel a blast of unholy air as the demon rushes free. This is a typical indication that a binding has been broken and a demon is now at large. If the entity Hunters are attempting to bind is not demonic, the ritual will not work and the spirit in question will merely exit the room/building/box or cask. Only demons may be bound in this way. H U M A N
S P I R I T S
All human spirits encountered at Haunts are trapped in purgatory (purgatory deemed to be a deathless state where the spirit is obliged by habit to linger on the Earthly plane, or in dimensions very close to that plane) as a result either of suffering a dire trauma during death, being bound to the place of their death by a pact with a demon, being bound to the location of the demon because they were possessed when they died, being trapped simply because they are lost, or being trapped as a result of their wicked actions and godlessness during life. In some cases a spirit (who was typically controlling or materialistic in life) chooses not to move on to the next stage in the afterlife because they are in denial about their death or still consider themselves to be the rightful proprietor of a location, or items within a location. At other times spirits will linger purposely because they feel a need to watch over loved ones. Such hauntings are usually temporary, lasting no more than several decades. The draw of whatever transcendence lies beyond death will typically overwhelm and diminish any lingering memories of life as a human or attachments to material objects and places as time goes by. Human spirits who suffered a traumatic death may not be aware that they are dead, or they may desire vengeance or they may simply wish to tell their story to a living human soul. Realizing they are dead, achieving vengeance or revealing their story will all allow the respectively suffering spirit to finally glimpse the warm light of the afterlife and ascend from purgatory to the next stage. For this reason, the uncovering of a hidden story behind the presence of a restless spirit can, itself, often be enough to release that spirit into the afterlife. This may not always be the case, however and is especially unlikely where the spirit desires a specific aspect of its story to come to light and for there to be some manner of consequence for those responsible. Not all spirits will be permanently present in any given location. As beings of energy, ghosts supposedly exist in dimensions close to but ultimately outside those of the physical realm and are not subject to the effects of corporeal existence, such as gravity or time. For this reason spirits will seem to come and go, sometimes with gaps of days, weeks, months or even years between visitations. From the spirit's point of view this passing of time may be unnoticeable except in the way the environment changes. From the human point of view this can create confusion, with certain haunted locations seeming to be more or less active depending on a variety of variable circumstances (those who claim to have studied such phenomena suggest solar activity, moon phases and ongoing provocation of or 'interaction' with the spirit can all determine whether a spirit will be present at any given time). It seems likely that spirits are free, to a certain extent, to come and go as they please but are bound by the languishing human aspects of their personality to return and loiter in places that remind them of a time prior to their death. Where they go in between time is something which invites speculation but which even the most experienced Hunter will be unable to know for certain. Only where human spirits are bound to a demon or bound to the location of the demon does it seem that they cannot pass out of purgatory unless the demon is exorcised. Those who were possessed when they died will ascend to the next stage of transcendence, while those who are bound as a result of crimes committed during life and a pact agreed upon with the demon will remain in the grip of the demon's will. Wicked human spirits who are bound to the location of their death are those least likely to respond to attempts by Hunters to cross them over to the 'other side'. Exorcisms will have no effect upon them and there may be no demonic presence dictating the spirit's presence and behaviour. Such entities can display evil and hatred as powerful, EVP
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if not more powerful, than those associated with demons; demonic entities being fairly unimaginative in their evil while human spirits who have fallen far from grace are typically capable of unimaginable horrors. This latter type of spirit is the foe most Hunters will learn to dread, their activity being the most terrifying and their presence almost impossible to dispel. The majority of benevolent activity associated with sites haunted by such a creature will invariably be his victims who, in death, are unable to escape the memory of the terrible fate they suffered at his hands. They now dwell in an inconceivable state of purgatory, forced to relive the moment of their death in the presence of their murderer's ghoulish and gloating spirit. O T H E R
S P I R I T S
Along with the demonic and the human spirit there seem to be many other types of spirit which seem to fit into neither of the above categories but which seem to possess an entirely unique set of characteristics. The poltergeist is sometimes associated with a human spirit, but sometimes poltergeist activity seems to have no particular purpose while simultaneously being obviously driven by some kind of low-level intelligence. Some Hunters speculate that some poltergeist are manifestations of involuntary (or voluntary) ESP and indeed many cases seem to relate as much to living human behaviour as that of any supposed spirit. Activity is often associated with the presence of a young woman, typically pubescent or recently post-pubescent and either troubled or possessing channeling skills which lie dormant and which the subject is likely unaware of possessing. The 'haunting' will often seem to revolve around or start with this individual, much of the apparently paranormal activity occurring when she is present and tapering off or ceasing altogether when she is absent. There seems to be some kind of connection between activity, the human subject and the location, but often the subject will also notice similar activity wherever she goes.
...A CTIVITY IS OFTEN ASSOCIATED WITH THE PRESENCE OF A YOUNG WOMAN ... Poltergeist activity seems heavily reliant upon high energy levels and EMF. Electrical items will often malfunction, telephones will ring incessantly, or dial out unbidden; electric lights will pop, or swing from side to side and pictures hanging on walls through which wiring with poor insulation passes might spin or fall to the floor. Sometimes the poltergeist might display mischievous tendencies which suggest some kind of intelligence, but often this mischief can be attested to certain personality quirks of the female subject rather than malicious or malevolent demonic intentions. Because of the suspected nature of the poltergeist it cannot be exorcised and cannot be persuaded to move on to the next stage of the afterlife. Usually the activity will fade as the female subject reaches maturity and/or begins to deal with the issues troubling her mind. For this reason it is better to direct any effort to help the situation at the human subject, helping her to consider uncomfortable truths which, in turn, may result in the banishing of poltergeist activity. Where dormant empathic or psychic abilities are to blame, the subject might be made aware of these using some of the spiritualist methods at the Hunters' disposal, thus redirecting her energy and giving her control over her own abilities. Imps, or 'yatterings' as they are sometimes known, are thought to be the quasi-bestial spirit servants of demons and dark human spirits. They might take the form of gargoyles, of large dogs or reptiles and are typically able to phase in and out of corporeal form, manifesting where circumstances and their masters allow. The purpose of such creatures is ambiguous and difficult to define but they often seem malevolent and hostile to the living. The imp is believed to be bound to its master or to some task which it is encumbered to perform and is unlikely to respond to exorcisms. Instead there will usually seem to be some kind of rule set which determines how the imp may behave and what it must do in certain given circumstances.
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USING
COMPUTER
SYSTEMS
A computer system of some description will be necessary in order to store saved video footage, photographs and other data. Computers also allow Hunters to use software to filter imagery and examine recorded sessions at a later date. Any team without a computer system may not utilize the Data Analysis or Audio Analysis Expertise skills, nor any of the associated benefits of those skills - this includes analysis dice checks made by NPC Contacts. Primarily computers must be used as storage devices for collated data. As a rule of thumb, the cost of any given Haunt equals the amount of storage (in terms of Gigabytes) the team will need in order to store footage, photographs and data once they have a full compliment of equipment. For purposes of determining the exact amount of storage needed the team will require 10GB for every electronic item they use, including EVP recorders, ghost boxes, video and photographic cameras, static cameras (in every instance, 10GB per camera), seismographs, smartphones, tablets, laptops and so on. Ovilus, motion detection equipment and old school techniques that generate no digital data directly will still generate footage/monitoring and will require 5GB of storage each. It is assumed that digital footage taken with roving cams is saved as hi-def, while IP cam footage is saved as low or mid resolution but may be extremely long in terms of video time (sometimes encompassing days rather than hours) and therefore heavy on storage space. The final calculated requirement also takes into consideration compression and assumes that at least some of the data has been zipped or otherwise compressed. If the player team have determined to use only analogue data or are using only a small amount of digital equipment, the Overseer can reduce the amount of storage space required by degrees. A team who use almost exclusively analogue data but possess a computer system will still need to scan in the images and convert audio for storage on university servers, while internet streaming will require at least some of the data is digitized and uploaded to the web. A television contract will assume the team are using digital backups and, indeed, cannot be acquired without a considerable amount of computer equipment. In short, there are few circumstances where a ghost hunting team will be able to function without reliance upon computer apparatus. Discs, Blu-ray, remote hard drives and flash drives can all be used to store data as the team investigate where any given system is incapable of housing the full gigabyte requirement. Burning data to disc or Blu-ray or transferring data onto remote hard drives and USB devices is deemed to take one 'session' for every 10GB transferred/burned and at least one player must undertake the task, taking him out of other investigative and exploration based sessions. Where a multi-user work station has more than one monitor additional players can tie up their characters with the process, reducing the workload. In every instance the minimum time spent is one session, thus where three players work on transferring 30GB using three monitors they can do so within the space of one session. As a general rule, one session is equal to about 10 or 15 in-game minutes. Uploading large quantities of raw data to clouds or remote file-share systems using Wi-Fi is typically considered impractical due to the bandwidth cost vs the ease of using local storage, but may be an option where the team have their own local server. All types of local storage must be purchased using Kudos in the usual way (see Equipment). o Compact Discs (CDs & DVDs) offer 1GB storage. All computer systems available to the team as purchases in the Equipment lists offer CD burning capabilities, but CDs are unwieldy and require physical storage space compared with other systems. o Blu-Ray discs offer 25GB storage. Only certain computer systems are compatible with Blu-ray. o USB Storage (MSC) or flash drives, offer between 16GB and 1TB (terabyte, equal to 1000 gigabytes). Flash drives are easy to carry and use but less reliable than other devices in terms of ensuring data does not become corrupted. o External hard drives offer between 500GB and 5TB (5000GB) of storage space at generally more affordable prices. External drives are also more reliable and less likely to corrupt data during transfer or storage. o Archival Discs are similar to CDs but offer the ability to store 500GB of archival data in an almost impervious and perfect state, removing the risk of corrupted files. AD are also much faster than other forms of storage when it comes to transfer times and the usual 10GB per session per Hunter/NPC rate can be increased to 50GB per session per Hunter/NPC. EVP 53 P a g e | 53
Only some Haunt sites will have Wi-Fi, but in many cases local networks can be set up using boosters and hardwired devices to carry a Wi-Fi signal from a nearby location into the Haunt. This does require the purchase of specific equipment and will need at least one player character to possess either the Systems or Bag of Tricks Expertise skill. Wi-Fi will be crucial for teams who wish to stream live on the internet, collecting a following of web-based fans who can boost their Kudos by helping them to observe data as it happens. Storage systems are only really needed on-site. Between sittings player characters are assumed to back up data either to university servers or, in the case of television contracts, servers supplied by the television network. This means storage devices are assumed to be clear at the start of each sitting and neither the Overseer nor players need monitor how much data a device has accumulated between games.
INTERNET
PRESENCE
As the player team progress they may wish to evolve their investigations by streaming their sessions live on the internet and developing their internet presence. Benefits are numerous, but building a presence online requires a certain investment of Kudos per sitting, covering marketing for the website, time spent answering comments on YouTube or forums, writing blogs and the cost of software required for managing camera feeds in a way that they can be streamed at the touch of a button.
...I NTERNET STREAMING GENERATES VIEWERS AND FANS ... Any team wishing to explore this option must possess at least four static cams, one roving cam and a computer system with a minimum 500 gigabytes of storage. At least one member of the team must also possess either the Systems or the Bag of Tricks Expertise skill with a minimum value of 4 in either skill or a minimum of 3 in both if both are possessed. Internet streaming generates viewers and fans. For every full 100 Kudos invested per sitting (with no limit to the amount the players may invest) the team gain 100 new viewers/fans. For every 100 viewers/fans the team also generate +5 additional Kudos per sitting on top of any other Kudos earned. This represents the fact that extra eyes are trained on static cams and roving cams throughout each sitting and things the Hunters might miss are more likely to be spotted or picked up on by viewers. At least one Hunter must possess a smartphone which will receive alerts from viewers during the sitting. If players make any dice check to determine whether or not they notice a paranormal event and they fail, the Overseer may allow one Fluke dice check from the player with the highest value for every 100 viewers the team possess (the player deciding how many dice checks he makes up to his maximum allowed). If any Fluke dice check succeeds the original dice check is deemed to be a success instead of a fail. One point is deducted from the Fluke dice check in the usual way if any roll fails.
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O V E R S E E R
E D I T I O N
At the start of every sitting, before undertaking any of the game phases, the player with the highest Leadership value rolls d20. On a roll of 1 or 20, a generous fan has made a Kudos donation of 400 Kudos. This donation is gained in the form of a 'gift' which the players must purchase at that moment or lose the donation. Any Kudos left over from the purchase is also lost. Players may 'top up' the value of a purchase with their own Kudos in order to use the entire gift amount. The gift must be an item from the Equipment index and the Kudos cannot be spent on wage payments, donations or the acquisition of points in any attribute. Once a gift is purchased the group may attempt to sell it immediately in order to cash in the Kudos value which can then subsequently be spent in any way the team wish. See Selling Old Equipment.
TELEVISION
CONTRACTS
Investigating teams who amass at least 10,000 Kudos points in savings or are already live streaming on the internet and have amassed at least 4000 viewers/fans will be awarded a television contract. Acceptance of this contract requires the group possess Pro-Level roving cameras and a computer system with a minimum 1000GB hard drive or networked storage (see Equipment). A television contract awards the player group guaranteed sponsor funds of 600 Kudos per sitting (awarded to each player). They are freed from all ties with the university and no longer need to submit evidence in order to acquire funds. The acquisition of Kudos is no longer dependent upon the standard of evidence submitted but upon drama and viewer interest generated during each sitting. The Overseer should no longer measure the level of the group's Kudos awards based on equipment used but on how spectacular each encounter is, how well the group capture encounters on video and audio and how they react to encounters on a personal level. Sponsor funds are guaranteed but where the group achieve a particularly spectacular sitting the network will reward them with a bonus. For this reason the team will want to frequent those Haunts that generate the most viewer interest. Similarly, where technical issues, lags and glitches create a bad viewing experience for the TV audience, the sponsor funds will be paid in full at the end of the sitting, but at the end of the next sitting funds will be reduced by 100 points. Where funds are reduced to zero the team are deemed to have lost their contract and have been cancelled by the network. They return to the university and take up their masters degree where they left off, returning to the previous system of Kudos awards based on the quality of evidence rather than viewing figures.
WHAT A TELEVISION AUDIENCE WANTS While players may assume television audiences require excitement, the manifestation of terrifying apparitions and maybe even emotional drama between investigators, these are actually not what viewers will look for in a good ghost hunting show. Most viewers will subscribe to a paranormal show if they feel the team are approaching their task in a methodical and scientific way. The misinterpretation of every shadow or mysterious noise as a paranormal event will quickly wear thin and the audience will dwindle. Exciting or terrifying moments will only provide a shock value if they are rare events and occur after protracted periods of investigation. A trick utilised by many networks is to edit so that spectacular or intriguing events occur prior to a network break, viewers left hanging to discover what happens next while they watch the ads. The average paranormal TV show viewer is intelligent, somewhat skeptical and wise to the fact that they are an audience primarily for advertisers who sponsor the show they have chosen to watch. The needs of the sponsor should always be in balance with the needs of the viewer and where the viewer feels the sponsor is impinging on the show the viewer is likely to vote with their remote control and find something else to watch. Similarly, Hunters will need to project a high level of professionalism in how they conduct interviews, exploration and their general behaviour. The networks may refuse to show exciting footage if it is tainted by curse-words or if footage is badly shot and audio is badly recorded.
The player group are under no obligation to accept a television contract offer and this should not be considered the group's ultimate goal or end-game achievement. As with all other aspects of EVP, the television contract is merely another experience to add to the growing list of bizarre encounters and memories the team are likely to amass. EVP
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CONTENTS INTRODUCTION Using Equipment to Increase Kudos Repairing Damaged Equipment Selling Old Equipment Batteries & Power Supply OUIJA Standard Ouija Large Ouija Antique Ouija EVP RECORDERS RT-EVP Sony SX57 Sony P210 Olympus WS-210S Sharp CE-152 Talkboy Nagra SN Sony TC50 EMI BTR Panasonic RR-DR60 Telefunken Magnetophone GHOST BOXES Spirit Speak PSB7 Spirit Box Thomas Edison Ghost Box William O Neil Spiricom Psychophone Plustron TVRC Ovilus TEMPERATURE GUAGES Digital Thermometer Kintrex Seek Thermal XR For Android FLIR Thermal Imager For iPhone SMARTPHONES Replacing Gear With a Smartphone Android iPhone COMPUTER SYSTEMS Refurbished Dell Studio XPS Dell XPS 8500 Mac Book Air Acer S7 Laptop Quadcore Android Tablet Apple iMac Desktop Novatech Tesla Pro Additional Computer Monitor COMPUTER SOFTWARE IP Cam Viewer Firewire Log & Capture PR-VCA Software RT-VCA SOftware Envirotrace & 10 NODES Photoshop IMS Microsoft Image Composer Camtwist & Ustream DATA STORAGE Data Storage Sizes CD Pack DVD Disc Pack Blu-Ray Disc Pack Archival Disc Flash EVP Drive (Low Cost)
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Flash Drive (High Data Transfer) External Hard Drive (500GB) External Hard Drive (1TB) External Hard Drive (5TB) Novatech Dedicated Server (9TB) STATIC CAMS IP Cam System (Decentralized) IP Cam System (Centralized) Moving IP Cam System Decentralized Mid-Res IP Cam Decentralized Hi-Res IP Cam Centralized IP Cam Centralized Moving IP Cam Special Imaging IP Cam NVR (Network Video Recorder) ROVING CAMS Sony Bloggie PM5KW Toshiba Camileo SX500 Panasonic HS900 3D Lens Sony HVR Sony XDCAM Canon Cinema EOS C300 Battery Pack for Canon Cinema Panoramic Lens for Canon Cinema Mini Digital Cassettes Firewire Cable (40m) Firewire Cable (100m) USB Cable (40m) USB Cable (100m) HDMI Cable (40m) HDMI Cable (100m) Boom Microphone EMF READERS Mel-Meter Extech EMF Reader Trifield 100XE Guass Pro EMF Reader PHOTOGRAPHY Kodak Easyshare Panasonic GFI Nikon D3S D3S Telefoto Zoom Lens Hasselblad 500 Series Hasselblad Flash Contax RTS Contax Flash Polaroid Instant Printing Studio Printing Kit Scanner SEISMOMETERS Motion Alarm PCE-MSR Accelerometer OTHER GADGETS Radex Geiger Counter Bat Detector Extech Sound Meter Light Meter Anemometer Gastometer Prozor Walkie Talkies Camry Dynamometer
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Zuwit Floating Globe EM Pump Spy Glasses Spynet Security System Fiberscope Phantom Quadcopter REM-Pod Laser Grid Generator TRIGGER OBJECTS Pin Art Frame White Sponge Balls Mannequin Hand Toy Cars Wind Up Dentures Magnetic Letters Vintage Doll Newton's Cradle Jack in the Box Artist's Doll Music Box Cymbal Playing Monkey Tarot/Fortune Cards String and Bells GENERAL EQUIPMENT Basic Torch Maglite 2400 Watt Full Spectrum Light LED Camera Mount IR Lamp Logo Branded T-Shirt and Cap Holy Water Crucifix Prayer Beads Holy Book Babylonian Book of the Dead Scrying Mirror Binoculars Automatic Writing Planchette Tipping Table Aleister Crowley Tipping Table Dowsing Rods Talcum Powder Candles Ribbons Generator Roving Internet & Boosters Audio Converter Video Converter Firewire Cable Blu-Ray Burner Investigation Codex Extension Cable (50m) Extension Cable (100m) Ganzfeld Set Octopus God Helmet Faraday Shield Compass Padlock, Chain & Key Tape Head Cleaner Dybbuk Box
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INTRODUCTION Technology should form at least some part of the player group's strategy when investigating Haunts. Without technology the group are unlikely to generate much in the way of Kudos and will struggle to gain access to the truly interesting and active sites available. Players should note that some items of equipment cannot be purchased if at least one member of the team does not possess the relevant Expertise attribute listed under the item details. The value of the attribute is usually irrelevant.
USING
EQUIPMENT
TO
INCREASE
KUDOS
Some items include a +Kudos bonus which can be applied to Kudos awarded by the Overseer at the end of the sitting. The bonus is only applicable if the device was used directly in the gathering of data which can then be submitted as evidence for the paranormal. If the Overseer has already awarded Kudos this indicates the evidence is acceptable and the bonus is therefore applicable. The Kudos bonus is listed in the Overseer Only section in the description for each item.
REPAIRING
DAMAGED
EQUIPMENT
Equipment damaged during investigations will need to be repaired during the Kudos spending phase of the sitting. Repairs cost 10% of the original price of the equipment, plus an additional 1d20 Kudos for items priced between 1 and 100 Kudos, an additional 5d10 Kudos for items priced between 101 and 1000 Kudos and an additional 5d20 Kudos for items priced higher than 1000 Kudos. All fractions are rounded down. If the cost of repair is greater than the original price on the item, the equipment is written off and must be discarded and bought anew.
SELLING
OLD
EQUIPMENT
Defunct equipment which the team no longer need can be sold at half the listed price in Kudos, representing devaluation and wear/tear when selling second hand goods. Items players wish to sell must be sold at the start of the sitting, before play begins. The player must make a successful Fluke dice check and if successful they sell the item. If unsuccessful, the player may not attempt to sell the item again until the next sitting. If the Fluke dice check fails in this instance the value does not reduce by one point.
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BATTERIES
&
POWER
SUPPLY
(SOCKETS)
~
Items using batteries are deemed to have enough energy to last one sitting before requiring a recharge. Any item that needs to be plugged in will require a socket and power supply. Check individual item details for the number of sockets required. If the Haunt has no power supply the team will only be able to use battery-based equipment, or they will need to first acquire a generator in order to bring their own power supply.
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OUIJA Wooden or plastic rectangular boards marked with the letters of the alphabet, the words Yes and No to either side, numbers 0 to 9 and at the bottom the word Goodbye. The board is typically placed on a table or rests on the knees of participants who then position their index finger on a planchette (a plectrum shaped platform furnished with a circular window) and ask questions of any entities present. The planchette typically begins to move under the fingers of participants, the window stopping on letters to spell out words or Yes/No when answering direct yes/no questions. It is traditional (and sensible) when using the Ouija to specify how the session will proceed from the perspective of any listening entities (i.e. they may move the planchette but may not possess the bodies of those involved) and to say goodbye and to positively end the session with no room for misinterpretation by moving the planchette deliberately over the word Goodbye when the session is done. In most cases this will bring the procedure to an end and any entities who have been speaking through the board will be dispelled. Skepticism of Ouija Board results tends to be high. It is generally assumed by most skeptics that one or another participant is deliberately moving the planchette and manipulating answers to questions to serve their own sense of mischief. Other less skeptical, sometimes scientific, individuals suggest a more psychological answer; that the participants do move the planchette but are unaware of doing so. The answers given come not from the spirit realm but from the inner psyche of the participants themselves. The Ouija board can be used by anyone, but will return the best results when used by a hunter with the Spiritualism Expertise skill. Results obtained from the Ouija Board will depend on the Haunt and the location in the Haunt where the board is used. The Overseer will need to refer to the Haunt details for likely results.
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The risk of attracting negative entities is high when using the Ouija Board. Those who participate open themselves as mediums for spirits by offering their own energy and that of the board to the spirit realm. The open invitation to anything belonging to that realm can attract good and bad results in sometimes equal measure.
STANDARD
OUIJA
5 Kudos. Maximum two Hunters may touch the standard Ouija planchette when the board is being used. Overseer Only: For every Hunter using the Ouija EMF levels will increase by 1.0
LARGE
OUIJA
15 Kudos. Maximum four Hunters may touch the standard Ouija planchette when the board is being used. Overseer Only: For every Hunter using the Ouija EMF levels will increase by 1.0
ANTIQUE
OUIJA
BOARD
30 Kudos. Use of the antique Ouija will add a temporary +1 boost to the Spiritualism Expertise skill if the Hunter using the Ouija possesses that skill. Boosts stack, so that where more than one Hunter is touching the planchette and possess Spiritualism, all gain a +1 boost. Maximum three Hunters may touch the antique Ouija planchette when the board is being used. Overseer Only: For every Hunter using the Ouija, EMF levels will increase by 1.2
EVP
RECORDERS
A tried and tested method, the EVP device is a digital or analogue recorder. Digital recorders are small handheld devices, usually no larger than a smart phone. Audio is recorded digitally and stored as files in a variety of formats which can then be transferred onto a networked computer. Digital EVPs are assumed to connect to the Drop Box app, allowing the hunter to access his folder of recordings from his device or from any other device connected to a network (all devices listed under Computer or Smartphone are assumed to be connected in this way). Analogue recorders are based on old fashioned (or may even be old fashioned) cassette recorders. Cassettes are tape-based and the tapes must be stored in a physical location, clearly marked and kept safe. Over time analogue recordings lose quality and if tape heads are not routinely cleaned the tape itself can unwind within the device, destroying collected data. For this reason modern university guidelines prefer students back up all data in digital format for safe storage on university servers. The use of analogue does not, therefore, obviate the need for digital equipment. The ghost hunter runs his EVP device while asking questions of any entities present. When the recording is played back, sounds and even responding voices that were not heard at the time may be audible. Digital results tend to be of a lesser quality compared with analogue, but digital sound files can be run through computer systems and amplified using filters. Analogue recordings will need to be transferred to computer in order to generate Kudos, requiring a conversion device (see Conversion Device below). EVP
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E V P
~
O V E R S E E R
E D I T I O N
The EVP device can be used by anyone, but the best results will be achieved by a Hunter with the Audio On-Site Expertise skill. In addition, results will also depend on the location where the EVP session is performed. The Overseer will need to refer to the Haunt details for specific information about likely encounters resulting from EVPs. The quality of EVPs captured will determine whether or not the recording can be submitted as evidence. Generally EVPs are best undertaken where there are simultaneously high electromagnetic fields, seismic activity that cannot be explained or places where sightings have been previously recorded. The use of the EVP device can also be combined with almost any other kind of session and is a useful tool to run during Ouija Boards, Ganzfeld or any session where psychics, mediums and empaths attempt to provoke a response.
RT-EVP 12 Kudos. The most affordable digital EVP recorder. Simple and easy to use. Uses batteries. Overseer Only: minimum EMF levels of 6.0 to pick up EVPs. +1 Kudos when picking up clear EVPs.
SONY
SX57 40 Kudos. The Sony SX57 is the entry level device, while the P210 is activated by audio and starts recording if it hears any noises. This is a useful feature for capturing EVP where the hunter may not be running a session but wishes to monitor sound anyway. Uses rechargeable battery pack. Overseer Only: minimum EMF levels of 6.0 to pick up EVPs. +2 Kudos when picking up clear EVPs.
SONY
P210
48 Kudos. Technically a dictaphone, the P210 differs from the SX57 in its capability to begin recording only when a certain sensitivity of audio is detected. The sensitivity of this trigger aspect can be set to detect either the slightest sound or only very loud sounds. When set to very loud sensitivity the device is, for some reason, more likely to start recording if it picks up EVPs. Uses rechargeable batteries. Overseer Only: minimum EMF levels of 5.0 to pick up EVPs. +3 Kudos when picking up clear EVPs.
OLYMPUS
WS-210S
60 Kudos. The Olympus WS-210S is a quality device available to the ghost hunter and is proven to pick up audio that other digital recorders miss. Includes choice of frequencies. Uses rechargeable batteries. Overseer Only: minimum EMF levels of 4.0 to pick up EVPs. +4 Kudos when picking up clear EVPs.
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SHARP
CE-152
80 Kudos. The 1983 Sharp CE-152 tape recorder is the economical choice for many investigators. A sturdy model made to last. Cassette Tapes and reel to reel tape recorders will reveal the best EVPs, but tapes are prone to damage and the audio cannot easily be converted into digital files without additional equipment. Uses batteries. Overseer Only: minimum EMF levels of 4.0 to pick up EVPs. +4 Kudos when picking up clear EVPs.
TALKBOY 250 Kudos. Originally a prop in the 1990 movie Home Alone, electronics stores reported thousands of enquiries asking where the item could be purchased, leading to an enterprising Japanese company mass producing the item. The result was a surprisingly handy analogue tape recorder which seems to be unusually sensitive to EVPs. Uses batteries. Overseer Only: minimum EMF levels of 3.5 to pick up EVPs. +5 Kudos when recording clear EVPs.
NAGRA
SN
300 Kudos. 1973 Miniature Reelto-Reel recorder, more manageable than the larger models, but just as effective. Uses a rechargeable battery pack. Overseer Only: minimum EMF levels of 3.0 to pick up EVPs. +5 Kudos when recording clear EVPs.
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SONY
TC-50
320 Kudos. Simple but effective and neat analogue tape cassette recorder from 1968. Uses Batteries. Overseer Only: minimum EMF levels of 3.0 to pick up EVPs.
EMI
BTR
1200 Kudos. 1956 reel to reel tape recorder originally used by Attila von Szalay, famed for being the first person to record what was thought to be a spirit voice on magnetic tape. This device is very large, delicate and cumbersome and requires a minimum two Hunters to move it around. It is impractical as a mobile EVP recorder and will need to be positioned in a permanent place at the Haunt site for the duration of the sitting, moved again only at the end when Hunters vacate the premises. The BTR is mains powered and requires 1 socket. Overseer Only: minimum EMF levels of 2.0 to pick up EVPs. Every time the device is moved both Hunters make a Skill dice check and if they fail the device is dropped or bangs against an obstacle and is damaged. It will thereafter be non-functional until repairs can be made. +5 Kudos when recording clear EVPs.
PANASONIC
RR-DR60
1500 Kudos. The RR-DR60 Vox Recorder is an audio activated recorder which has become famously difficult to acquire due to the low production numbers and high demand from paranormal investigators. The RR-DR60 has long been considered the best possible choice for ghost hunters. Uses batteries. Overseer Only: minimum EMF levels of 1.8 to pick up EVPs. +10 Kudos when recording clear EVPs.
TELEFUNKEN MAGNETOPHONE 1800 Kudos. Bulky but extremely effective reel-to-reel German made tape recorder dating from 1960s. Developed by Doctor Franz Seidl and Theodore Rudolph of the Viennese electronics firm Telefunken specifically in order to capture EVPs. Considered more effective in clarity of audio. Mains powered and requires 1 socket. Overseer Only: minimum EMF levels of 1.5 to pick up EVPs. +15 Kudos when recording clear EVPs. EVP
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EVP
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E V P
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O V E R S E E R
E D I T I O N
GHOST
BOXES
Ghost boxes are radio receivers which automatically scan the airwaves, presenting fast and rhythmic bursts of static. Within this white noise can often be heard chopped up sounds from radio stations. The combination of static and random radio noise will often create uncanny collections of spoken word or phrases which some investigators believe are the voices of spirits. The voices will seem to reply to questions asked, though responses tend to be one or two words at a time and hearing these words requires a practiced ear. In real-world investigations, skeptics dismiss the ghost box as nothing more than garbled static and radio signals interpreted by the ears of investigators who hear what they want to hear. In the game world this skeptical viewpoint remains and is almost impossible to refute but the ghost box has become one of the Hunter's staple methods for communicating with those entities he believes are present at the Haunts he investigates. Because of the irrepressible skepticism surrounding the ghost box, results are inadmissible as evidence and the ghost box cannot be used to generate Kudos.
SPIRIT
SPEAK
12 Kudos. The budget choice. The Spirit Speak ghost box is a simple digital AM/FM scanner with no-frills in a small device which is slightly too large to fit comfortably in the pocket and slightly too small for the control buttons to be user-friendly. All players begin the game with a Spirit Speak ghost box with no Kudos expense required. Overseer Only: the Overseer should use the Ghost_Box_SS_Ambience.wav file as a background for all sessions held using the Spirit Speak. When using a Faraday Shield the Overseer should play the Ghost_Box_SS_Faraday_Ambience.wav file instead.
P-SB7
SPIRIT
BOX
60 Kudos. The P-SB7 is widely considered the standard model for amateur and professional ghost hunters alike and has long been the benchmark digital option by which other devices are compared. Uses rechargeable batteries. Overseer Only: the Overseer should use Ghost_Box_PSB7_Ambience.wav as a background for all sessions held using the P-SB7 Spirit Box. For boxes fitted with a Faraday Shield he should use Ghost_Box_PSB7_Faraday.wav
THOMAS
EDISON
GHOST
BOX
6000 Kudos. The most famous (and expensive) model on the market is the Edison Ghost Box, the first of its kind, created by Edison himself who proposed that if spirits were only capable of causing subtle changes in physical or electronic items, a sensitive recording device would provide a better chance of spirit communication than the table tipping and Ouija boards mediums employed at the time.
EVP
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The box is large and unwieldy, the electronics constructed on a wooden platform similar in style to the old Singer sewing machines of the time, the whole covered up and latched to a wooden box that fits over the top. Requires one socket. Overseer Only: the Overseer should use the Ghost_Box_TE_Ambience.wav file as a background for all sessions held using the Thomas Edison Ghost Box. Note: a Faraday Shield cannot be used with this device.
WILLIAM O NEIL SPIRICOM 650 Kudos. The Spiricom was designed and built in 1980 by William O Neil and is currently released by Metasciences. Said to be a startlingly effective communication device, the box is satisfyingly chunky, being roughly the size of a small suitcase. The upper lid flips open to reveal large knobs and dials which are used to fine tune the scan. The device is fitted with a Farraday Shield which blocks out man-made radio broadcasts, preventing radio chatter or snippets of music from contaminating the audio. The sound differs considerably from a traditional ghost box and presents as a continual, reverberating audio tone which is believed to be the multi-channel background chatter of the spirit realm. Responses intended for those listening will supposedly be clearer than the general background noise. Requires one socket. Overseer Only: the Overseer should use the Ghost_Box_Spiricom_Ambience.wav file as a background for all sessions held using the William O Neil Spiricom. Note: a Faraday Shield cannot be used with this device.
PSYCHOPHONE 3500 Kudos. The Psychophone was conceived by Alex Schneider, a Swiss physicist, and Doctor Konstantin Raudive, a psychologist and philosopher, in 1965. Numerous versions of the device were produced by Doctor Franz Seidl and Theodore Rudolph of the Viennese electronics firm Telefunken. The object resembles a gramophone record player with a large trumpet like speaker and cylinders which record EVPs through set frequency channels. Of all the ghost box devices, the Psychophone offers the clearest sound but is prohibitively expensive, being one of the most famous antique spirit boxes of its kind. EVP
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O V E R S E E R
E D I T I O N
Overseer Only: the Overseer should use Ghost_Box_Psychophone_Ambi ence.wav as a background for all sessions held using the Psychophone. Note: a Faraday Shield cannot be used with this device.
PLUSTRON TVRC 120 Kudos. Along with audio white noise, some investigators like to use visual static in order to verify sounds they interpret as the voices of spirits with flickers or shapes seen in a screen. This method is known as ASV, or Audio Spectrum Visualization. The doctored Plustron TVRC is a popular device for this purpose. Normally a miniature TV, cassette recorder and radio allin-one the doctored version is fitted with a device which automatically scans the airwaves. Along with radio white noise the aerial also picks up TV signals, resulting in flickering visuals on the tiny 3x3 inch screen. The addition of a cassette recorder makes this a dual ghost box and EVP recorder. Requires one socket. Overseer Only: the Overseer should use the Ghost_Box_TVRC_Ambience.wav file as a background for all sessions held using the Plustron. In addition the player may make an ASV dice check where applicable. A Faraday Shield cannot be used in conjunction with the TVRC.
OVILUS 100 Kudos. The Ovilus device works by detecting EVP then, supposedly, comparing the EVP with an extensive dictionary of words, presenting a match in both audio and text form for the Hunter to hear. In this way the Ovilus is believed to give spiritual entities a virtual 'voice'. Uses batteries. Overseer Only: Ovilus audio can be found in the Ovilus Words folder, words arranged in alphabetical folders with a Notepad file for quick reference of available words. EVP
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TEMPERATURE
GUAGES
For taking temperature readings and establishing baselines. Digital Thermometers and thermal imaging systems are fairly uniform in their quality and ability at an amateur level, with sudden leaps in cost for professional level devices. These may be far more accurate and dependable, but are also unwieldy and expensive. Nevertheless, anomalous results achieved with the pro-level device will be far more acceptable as evidence of the paranormal and will therefore earn the Hunter more Kudos.
DIGITAL
THERMOMETER
5 Kudos. A simple digital thermometer that measures fluctuations in air temperature and displays the result in degrees Fahrenheit and degrees Centigrade depending on the user's preference. Uses batteries. Overseer Only: prone to giving false readings if the batteries run flat. After an hour of gameplay at the Haunt the Overseer should roll d6 every time the digital thermometer is used and if he rolls 5 or 6 the batteries are starting to die and false readings will be given. No Kudos bonus for using this device.
KINTREX 25 Kudos. The Kintrex non-contact infrared thermometer is a digital device capable of targeting surface areas only. Does not measure a given space of air but only physical surface temperatures, with no options to record data. Uses laser targeting for precision. Uses batteries. Overseer Only: if data fluctuations measuring cold or hot spots on surfaces that should otherwise be a uniform temperature and this is caught on camera in conjunction with apparent paranormal activity surrounding that surface, the Kintrex awards a +1 Kudos bonus. A bonus is only awarded if the device readout is shown to the camera.
SEEK THERMAL XR FOR ANDROID 420 Kudos. A handheld thermal imaging camera with a 40oC to 300oC range, 32,000 pixel hi-res and auto-focus up to 2ft distance from subject. Works in total darkness, broad daylight, or obscured visibility conditions, highlighting warm regions in yellow, orange and red and cool or cold areas in shades of blue with pop-up dialogue boxes showing the exact temperature in each given area. Networks with computers, smartphones and tablets if one of the Hunters in the team possesses the Systems or the Bag of Tricks Expertise skills, otherwise footage cannot be saved and films in real-time only. Can be hard wired to a computer with a USB lead for saving footage, but mobility of the device is then restricted by the length of the lead. Powered by smartphone via USB. Requires Android Smartphone. Overseer Only: because this imager can record data for playback and because the data is almost infallible the XR awards +5 Kudos bonus when capturing apparently paranormal footage, but only if Hunters make a thorough investigation of the place where the footage was captured and discount all possible natural causes. EVP 68 P a g e | 68
E V P
~
O V E R S E E R
E D I T I O N
FLIR
THERMAL IMAGER IPHONE
FOR
180 Kudos. Requires iPhone. Clip on device that transforms the iPhone into a thermal imaging camera. Works with the FLIR iPhone app, for automatic archiving of footage to a computer system using Dropbox. Lower resolution than a full thermal imager but a more cost effective option. Powered by smartphone via USB. Overseer Only: because this imager can record data for playback and because the data is almost infallible the XR awards +5 Kudos bonus when capturing apparently paranormal footage, but only if Hunters make a thorough investigation of the place where the footage was captured and discount all possible natural causes.
SMARTPHONES Smartphones are sometimes frowned upon by purist investigators as the signals they send and receive can interfere with other equipment and generate false readings. Provided the smartphone is set to airplane mode this should not be an issue. When airplane mode is activated it will disable all cellular services (GSM, UMTS, LTE), though Wi-Fi and Bluetooth are usually enabled separately allowing the phone to retain connection with local networks. Receive-only technologies like FM radio and GPS will usually still operate. When Hunters are between sessions they can then switch off airplane mode and receive texts and calls. It should be assumed, where Hunters carry or use smartphones, that this precaution is taken automatically. Smartphones are a useful tool for teams who stream live to the internet. A Twitter or Facebook feed is assumed to be used, the airplane mode phone connected to local Wi-Fi, allowing the Hunter to receive messages from viewers as he investigates and to check on the team website and live streaming connection where nobody is available to watch the main feed. Some alarm-based devices will also dove-tail with the smartphone, sending instant alerts when triggered. The smartphone will be capable of shooting low quality video, taking photos, playing audio files, sending and receiving email, browsing the web, sending texts, using GPS navigation, recording notes, doing mathematical calculations, and receiving visual voicemail. Smartphones are also capable of using 'apps' which add software functionality to the phone. There are numerous ghost hunting apps, but these are uniformly dismissed by the majority of investigators as incapable of providing true detection functions. All Smartphones are battery operated. R E P L A C I N G
C R I T I C A L
G E A R
W I T H
A
S M A R T P H O N E
While there are numerous 'ghost hunting' apps available on the smartphone and tablet, none offer the actual functionality of real measuring devices and most will give false readings. For this reason, the use of specific ghost hunting apps will not be applicable in-game. Other functions of smart technology can, however, be used in place of separate equipment. Most smartphones are equipped with high resolution camera functions capable of taking pictures which can then be uploaded to Drop Box and transferred onto a computer system without resorting to USB, memory cards or Bluetooth (which some older devices don't support). Smartphone cameras can be used in place of an actual camera but offer no Kudos bonus, and are slow to respond in situations where the user wishes to fire off a quick picture but doesn't have the camera function ready and selected.
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Similarly, smartphones can be used in place of roving cams, recording digital footage which, again, can be uploaded via Drop Box and then transferred onto a computer. Footage can be recorded as high resolution, but storage on the phone is typically extremely limited, allowing only for one session to be recorded at a time so long as that session lasts no longer than 10 to 15 minutes. After this the footage must be uploaded to Drop Box and the original file deleted, both of which take another full session, during which time the video camera option is not available. Smartphone camera options cannot be used practically in an investigation without the use of a computer system.
ANDROID 90 Kudos. A Smartphone using the Google developed Android operating system, Android includes specialized user interfaces and touch inputs that loosely correspond to real-world actions, like swiping, tapping, pinching, and reverse pinching to manipulate on-screen objects, along with a virtual keyboard. Android's source code is released by Google under open source licenses, although most Android devices ultimately ship with a combination of open source and proprietary software. The Hunter who possesses both the Systems and Bag of Tricks Expertise skills may make a dice check for both (maximum one dual dice check per sitting) and if both checks are successful the Hunter may use the source code to enhance compatibility between existing networked equipment and the smartphone. How the player utilizes this option is up to him and will require some discussion between player and Overseer and, inevitably, some real-life awareness of how Android can be used. In every instance the player must make a one-off 100 Kudos payment covering the proprietary license. If Overseer and player would prefer to use game mechanics to cover the use of this option the adaptation of the Android OS can merely be interpreted as a +1 Kudos bonus per sitting, however this bonus cannot be duplicated by adding Android to other items and is merely deemed to improve network connections and compatibilities generally and not just to a single device.
IPHONE 95 Kudos. The quintessential smartphone using apps from the App Store and iTunes. The same functionality as most high end smartphones, including text, camera, video, GPS etc. The iPhone can also be fitted with a thermal imaging camera (see above).
COMPUTER
SYSTEMS
A desktop computer is a critical requirement for Hunters who intend to set up static cams and interpret the data they collect using software filters and digital recorders. A computer system is also necessary for groups who intend to stream live to the internet or who acquire a television contract.
REFURBISHED DELL STUDIO XPS & MONITOR 100 Kudos. A 2008 model refurbished Dell Studio XPS with monitor. Fitted with a Core i7 950 processor and 500GB hard drive for data storage. This is a low cost option which offers the player team all their initial digital needs in a neat package. Requires 2 sockets. No multiview option. Overseer Only: This refurbished item will be prone to glitches and gremlins. At the start of every sitting the Overseer should roll 1d6. On a roll of 1 a minor glitch will cause loss of data, leading to a -10 Kudos penalty at the end of the sitting. On a roll of 6 a major glitch occurs, leading to a massive loss of data and a -100 Kudos penalty at the end of the sitting. If any Hunter on the team possesses the Bag of Tricks Expertise skill and makes a successful dice check the Kudos loss may be halved (-5 if a one was rolled, -25 if a 6 was rolled). If any Hunter on the team possesses the Systems Expertise skill the Kudos loss is automatically halved and if the Hunter makes a successful dice check, no Kudos loss is suffered. EVP
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O V E R S E E R
E D I T I O N
DELL
XPS
8500
500 Kudos. The mid-range option, the Dell XPS 8500 is a high performance, high speed personal computer fitted with a Quad Core i7 processor and 1TB (Terabyte = 1000GB) of storage. The computer can be used as a central base of operations for networked videos and internet streaming and will be capable of handling the majority of the team's requirements at early and mid-level stages. The Dell also comes with a Blu-Ray drive as standard, making it easy for teams to burn their videos and other data onto Blu-Ray disc. When transferring data the rate is deemed to be 20GB per session per player character rather than the usual 10. Requires 2 sockets. Multiview capabilities.
MAC
BOOK
AIR
LAPTOP
460 Kudos. 128GB of storage and a Dual Core i5 processor. Laptops can be used for local data storage from devices, easing the data load on centralized computer systems. Will only transfer data to Flash Drive, CD or external Hard Drive (see Computer Storage) or a dedicated local server. Wi-Fi networked. Uses battery.
ACER
S7
LAPTOP
440 Kudos. 256GB of storage and Intel Core i7 processor. The Windows option portable computer system for local storage from devices, easing the data load on centralized computer systems. Will only transfer data to Flash Drive, CD or external Hard Drive (see Computer Storage) or a dedicated local server. Wi-Fi networked. Uses battery.
QUADCORE
ANDROID
TABLET
140 Kudos. 16GB of storage and fast quadcore processor. This tablet uses the Google Android OS and can be used for local data storage from devices, easing the data load on centralized computer systems. The tablet can also be used as a roving camera, though the device is more unwieldy than hand held cam and its use will impose a +2 penalty on any Roving Cam Expertise dice roll. Wi-Fi networked. Uses battery. (See Smartphones for information on replacing separate camera equipment with smart technology).
APPLE
IMAC
DESKTOP
1200 Kudos. Fast Quadcore Intel i5 Processor and 1 terabyte (1000GB) hard drive storage plus x2 27 inch IPS technology monitors. An advanced system with fast processor speed compared with the PC option. Features state of the art Archival Disc drive, similar to CDs but offer the ability to store 500GB of archival data in an almost impervious and perfect state, removing the risk of corrupted files. AD are also much faster than other forms of storage when it comes to transfer times and the usual 10GB per session per Hunter/NPC rate can be increased to 50GB per session per Hunter/NPC. Requires 3 sockets. Multiview capabilities. Overseer Only: +10 Kudos to any sitting where the iMac system is used, its superior functionality streamlining the team's management of data during any investigation.
NOVATECH
TESLA
PRO
5000 Kudos. 3x three terabyte hard drives (total 9 terabytes or 9000GB storage), high speed AD writer and modular power supply plus x3 hi-def monitors. Features state of the art Archival Disc drive, similar to CDs but offer EVP
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the ability to store 500GB of archival data in an almost impervious and perfect state, removing the risk of corrupted files. AD are also much faster than other forms of storage when it comes to transfer times and the usual 10GB per session per Hunter/NPC rate can be increased to 50GB per session per Hunter/NPC. Requires 2 sockets. Multiview capabilities. Overseer Only: +30 Kudos award to any sitting where the Novatech is utilised, its awesome storage power and speed streamlining the team's data management and giving them a state of the art base of operations.
ADDITIONAL
COMPUTER
MONITOR
40 Kudos. An additional monitor allowing more than one Hunter to use a centralized multiview hard drive/PC or Mac at the same time. Requires one socket per additional monitor.
COMPUTER
SOFTWARE
Not all software options are covered in this index. The Overseer should base prices for software requested by players but not mentioned here on close approximations using similar software titles below as a guide.
IP
CAM
VIEWER
65 Kudos. Software necessary for accepting IPC (Internet Protocol Camera) data then sorting the feeds into a split screen view with time stamps, date and camera name, plus options for motion alerts. If an IP cam with motion detection capabilities is connected to the network, the software dovetails with the device driver and sends an alert via Twitter, Facebook or What's App to a smartphone or tablet. The alert syncs with both camera feed and remote device so that the recipient can immediately see the feed live (lag of two or three seconds should be expected). The EVP 72 P a g e | 72
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feed window can hold up to thirty different camera views which can be zoomed to quarter, half or full screen. The software also takes care of live streaming options. FireWire based input will also be detected by the application and added as a separate feed displayed as though it were another IP camera. Requires IP static cams. Overseer Only: teams live streaming to the internet will need this software, without which they will only be able to direct one camera feed to YouTube at any given time without manually switching over the feeds. This software will add a +10 Kudos bonus to sittings where the team are live streaming, based entirely upon audience approval rather than the collation of evidence.
FIREWIRE
LOG
&
CAPTURE
180 Kudos. Software for managing feeds from a camera connected to the computer by way of a FireWire cable. The video camera functions and audio associated with the camera can be controlled from the computer, or from the camera. Allows for recording of data directly into the computer and includes video editing tools. Requires a FireWire cable and roving digital camera. Overseer Only: critical for teams using the FireWire system. If the team possesses a Hunter with the Systems or Roving Cam Expertise skills this software is not strictly necessary, but if that Hunter is not present on any given Haunt or none of the Hunters possess either skill this software is essential. Hunters with the Bag of Tricks Expertise skill may attempt a dice check, but if they fail, FireWire capabilities cannot be used without Log & Capture installed. See also Roving Cams.
PR-VCA
SOFTWARE
330 Kudos. Post recording VCA (Video Content Analytics) software for reviewing, filtering and editing recorded visual and audio video data. Will run automatically through hours of footage and audio and features smart detection tools for locating anomalies in motion, sound, light and shadow. Overseer Only: +10 Kudos bonus awarded if any end of sitting analysis dice checks (Audio Analysis or Data Analysis) are successful. The +10 bonus applies to all players who succeed their end of sitting dice checks with bonuses stacking.
RT-VCA
SOFTWARE
260 Kudos. Real Time VCA (Video Content Analytics) software for detecting specific types of event picked up by IP feeds. This software is compatible with both FireWire and the IP Cam Viewer software and will add analytic details to the feed as it comes in, whether direct from a decentralized network or from a NVR transferred feed. Adds megapixel analysis motion detection ability to hi-res IP cams (movement is highlighted by a white line frame), with smart abilities ensuring dust, moths and other common visual artefacts are ignored. Grid framing (requires a Laser Grid Generator) which generates a moving stick figure approximation of anyone who walks into frame and animates the figure in real-time (a tool which seems capable of approximating physical and noncorporeal presences), and automatic capture of any video frame at the precise moment movement or any other kind of anomaly is detected, the image saved in hi-definition with a clear timestamp. RT-VCA also works as a feed monitor and will send alerts via SMS or Wi-Fi (Twitter, Facebook, What's App or Email) if any networked camera malfunctions, defocuses, lags or shuts down. Overseer Only: +30 Kudos to any sitting using IP Cams and a Laser Grid Generator, or +10 Kudos to sittings that don't use these devices.
ENVIROTRACE
&
10
'NODES'
530 Kudos. Using digital measuring apparatus with internet protocol networking capabilities called NODES (Networked Orientation and Dimensions Estimating Set), this software generates a surprisingly accurate 3D floorplan of the environment provided the area is adequately covered by devices. NODES use laser technology to take an EVP 73 P a g e | 73
accurate reading of the space in which they are positioned then detect their locations respective to one another and place measured room areas in the correct positions relative to the overall site. Hunters then attach NODES to their person. These NODES are set as location trackers and will subsequently show where each member of the team is at any given moment during a sitting. Where apparently inexplicable events occur the position of each Hunter can be easily established either by checking the system in real-time or by rewinding and reviewing the time-stamped data in order to account for the location of each person. Where, for example, a door suddenly slams in a part of a house the team are investigating, they can rewind the map to the moment the event occurred and the precise position of each Hunter can be determined, ruling out the possibility that a member of the team closed the door or took some other mundane action which caused the door to close. This removes reliance upon static cam footage to pinpoint the position of Hunters and is particularly useful on large sites. Envirotrace also doubles as a motion detection system, NODES sending alerts to all tracking sets whenever one of their number detects movement not associated with a tracked member of the team. This movement will also show as a flashing 3D alert icon on the computer map. Where such events correspond with noises, captured footage or other apparently paranormal events in the same location they can offer compelling evidence. Perhaps the most innovative aspect of Envirotrace is the tracking set's ability to behave as a direction finder. A tone is used to inform the person to which the device is attached in which direction a motion detection alert not associated with another Hunter is coming from. The gap between tones will be longer if the motion is further away and shorter the closer the movement is. If something moves from room to room and triggers multiple NODES, the gap between tones will decrease respectively, alerting the user not only to the direction of the movement but whether the cause of the alert is coming closer or moving away. Extra NODES can be bought for 40 Kudos each. Overseer Only: where paranormal events occur and a motion alert occurs at the same time the team gain an additional +10 Kudos if they manage to record the event in a way that they can use Envirotrace to back up their recording, for example on camera or IP cam or in a location where cameras are trained on an EMF meter which shows high levels of electromagnetism in precisely the same location as the motion alert. Where the event is particularly spectacular and can be verified by Envirotrace the Overseer should feel free to award more than the standard +10 bonus.
PHOTOSHOP
IMS
150 Kudos. The quintessential Image Manipulation Software package, used for professional level filtering and analysis of video and photographic evidence. Essential for formatting camera images for submission as evidence when attempting to generate Kudos.
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Overseer Only: +5 Kudos to any sitting where Photoshop is subsequently used to enhance images showing supposed apparitions.
MICROSOFT
IMAGE
COMPOSER
20 Kudos. The cost effective alternative to Photoshop, MIC offers some of the same filters and image enhancing or manipulating options but with a fraction of the power and finesse, lacking the ability to convert images to vector, to create layers or to handle large file sizes. Unsuitable for hi res images (for TV) and incapable of manipulating digital video footage, though single frame captures can be reviewed and altered or saved in different formats. Overseer Only: +1 Kudos to any sitting where MIC is subsequently used to enhance images showing supposed apparitions.
CAMTWIST
&
USTREAM
100 Kudos. Pro Ustream account required for creating a live YouTube stream with chat room and video effects c/o open source Camtwist software. Required for teams who wish to stream live to the internet.
DATA
STORAGE
Each Haunt will generate a certain level of digital data which will need to be stored on local computer systems. Where the system is incapable of handling the quantity of raw data, additional storage will be required. See also Using Computer Systems.
CD
PACK
4 Kudos. CDs store 1GB each and a pack comes with 8 CDs, allowing for a maximum 8GB of storage overall. CDs are compatible with all computer systems.
DATA
SIZES
In reality there are numerous ways of converting byte sizes, depending on the type of data concerned. For the convenience of reference, the byte in EVP is deemed to be a constant in every case and when converting file sizes for purposes of archiving data onto computer and resolving how long this task will take it should be assumed that the following is true:
Overseer Only: there is always a danger of corrupt files. When storing data onto CD the Overseer rolls 2d20 and on a roll of double one data is corrupt. The result is a loss of 5 Kudos from the final Kudos total resolved at the end of the sitting.
DVD
STORAGE
DISC
100 bytes = 1 kilobyte (KB) 1000 KB = 1 megabyte (MB) 1000 MB = 1 gigabyte (GB) 1000 GB = 1 terabyte (TB)
PACK
6 Kudos. DVDs store 2GB each and a pack comes with 8 DVDs, allowing for a maximum 16GB of storage overall. DVDs are compatible with all computer systems. Overseer Only: There is always a danger of corrupt files. When storing data onto CD the Overseer rolls 2d20 and on a roll of double one data is corrupt. The result is a loss of 10 Kudos from the final Kudos total resolved at the end of the sitting.
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BLU-RAY
DISC
PACK
10 Kudos. Requiring either a Blu-Ray compatible device or a Blu-Ray Burner. Each disc is capable of storing 25GB of data and packs come with 5 discs. Overseer Only: There is always a danger of corrupt files. When storing data onto CD the Overseer rolls 2d20 and on a roll of double one data is corrupt. The result is a loss of 10 Kudos from the final Kudos total resolved at the end of the sitting.
ARCHIVAL
DISC
(AD
PACK)
60 Kudos for 5 discs. ADs are similar to CDs but offer the ability to store 500GB of archival data in an almost impervious and perfect state, removing the risk of corrupted files. AD are also much faster than other forms of storage when it comes to transfer times and the usual 10GB per session per Hunter/NPC rate can be increased to 50GB per session per Hunter/NPC. Archival Discs resemble CDs and are playable in a standard CD player but only players of a certain speed, thus ADs can only be used with the Dell XPS 8500, the Apple iMac or the Novatech Tessla Pro computer systems. Overseer Only: there is minimal risk of corruption with ADs, though there is always a risk. When storing data only an AD the Overseer rolls 3d20 and on a roll of 3x1 the data is corrupt. The result is a loss of 40 Kudos from the final Kudos total resolved at the end of the sitting.
FLASH
DRIVE
(LOW
COST)
15 Kudos. USB (MSC) Storage device. This Flash Drive is capable of storing 16GB of data and is compatible with all computer systems. Overseer Only: There is always a danger of corrupt files. When storing data onto this Flash Drive the Overseer rolls 1d20 and on a roll of one data is corrupt. The result is a loss of 10 Kudos from the final Kudos total resolved at the end of the sitting.
FLASH DRIVE (HIGH DATA TRANSFER) 40 Kudos. USB (MSC) Storage device. This Flash Drive is capable of storing 100GB of data and allows for high speed transfer, meaning one player character need expend only one session to transfer 20GB. Compatible with all computer systems. Overseer Only: There is always a danger of corrupt files. When storing data onto this Flash Drive the Overseer rolls 1d20 and on a roll of one data is corrupt. The result is a loss of 20 Kudos from the final Kudos total resolved at the end of the sitting.
EXTERNAL HARD DRIVE (500GB) 120 Kudos. This small external hard drive can store up to 500GB of data which is transferred by USB cable. The device is compatible with any computer EVP
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system and draws power from the USB connection rather than a power socket. Overseer Only: there is always a danger of file corruption during transfer. The Overseer rolls 2d20 and where he rolls double one files are corrupted. The result is a loss of 35 Kudos from the final Kudos total resolved at the end of the sitting.
EXTERNAL
HARD
DRIVE
(1TB)
160 Kudos. This small external hard drive can store up to one full terabyte (1000GB) of data which is transferred by USB cable. The device is compatible with any computer system and draws power from the USB connection rather than a power socket. Overseer Only: There is always a danger of file corruption during transfer. The Overseer rolls 2d20 and where he rolls double one files are corrupted. The result is a loss of 50 Kudos from the final Kudos total resolved at the end of the sitting.
EXTERNAL
HARD
DRIVE
(5TB)
300 Kudos. This external hard drive can store up to five full terabytes (5000GB) of data which is transferred by USB cable. The device is compatible with any computer system. Requires one plug socket. Overseer Only: there is minimal risk of file corruption during transfer with this high end option, but a risk nonetheless. The Overseer rolls 3d20 and where he rolls triple one, files are corrupted. The result is a loss of 85 Kudos from the final Kudos total resolved at the end of the sitting.
NOVATECH
DEDICATED
SERVER
(9TB)
2200 Kudos. Local tower server for low bandwidth local transfer with virtually zero risk of corrupt files. Connects to any computer system networked through Wi-Fi and offers three x 3 terabyte hard drives (9 terabytes, or 9000 gigabytes total). Data transfer is extremely fast compared with other forms of storage and the usual 10GB per session per Hunter/NPC rate can be increased to 500GB per session per Hunter/NPC. Requires 1 socket. Overseer Only. File corruption is almost unheard of, nevertheless there is always a risk and where the server fails it typically will do so in spectacular fashion. At the end of every sitting the Overseer rolls 5d20 and any result of 5x1 indicates mass file corruption. The team lose half their generated Kudos for that sitting (fractions rounded up to the nearest whole number).
STATIC
CAMS
Static cams, NVR (Network Video Recorders), IP cams (Internet Protocol) or closed circuit video surveillance (CCTV cameras) are common terms given to networks of numerous small cameras which transmit their signals to a specific location; either to a computer which uses software to arrange and record the signals or to a dedicated digital recording device. Signals can be transmitted by way of hardwired cables, via wireless ethernet or Wi-Fi. Traditional CCTV is an impractical system for ghost hunting teams, static cam needs better served by the more modern and flexible IP camera systems. For this reason CCTV options are omitted from the following equipment lists. Static cam systems cannot be used unless at least one Hunter possesses the Static Cams Expertise skill.
IP
CAM
SYSTEM
(DECENTRALIZED)
200 Kudos for x6 decentralized mid-resolution Internet Protocol cameras. Requires a computer system with active Wi-Fi and IP Cam Viewer software (see Software). Cameras are battery operated and can either be attached in EVP
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position with brackets which are screwed to a wall or are light enough to be taped in place with duct tape. The cameras can be set to normal view or night-vision which gives a grainy display in negative shades of grey. Overseer Only: +1 Kudos to any evidence captured on these cams. This set of cams are prone either to the odd glitch or to battery failure in the presence of high EMF. Where any Hunter measures EMF levels of 6.0 or higher in the vicinity (i.e. room or immediate location covered by the camera's view) the camera's battery fails. The team can either replace the battery at a cost of 1 Kudos from the final Kudos award at the end of the sitting (note, 1 Kudos is lost by each player in the team), or they can recharge the battery, in which case the camera is deemed to be out of operation for two sessions while recharging. When setting up the camera system the Overseer should roll 1d6 and on a roll of 1 rolls 1d6 again. The second roll indicates the number of cameras which simply fail to work for this sitting. Broken cameras can be repaired before the next sitting at a cost of 25 Kudos per camera.
IP
CAM
SYSTEM
(CENTRALIZED)
550 Kudos for x4 centralized high resolution Internet Protocol cameras running on a dedicated network and an NVR digital storage device which acts as a local 3TB external hard-drive, obviating the need to transfer data from a computer onto storage. The NVR processes and records all footage taken by the IP cams automatically and arranges the feeds into time-stamped files for later review using analysis software. Alternatively the data streamed to the NVR can then be transferred to a computer via USB or HDMI cable and using IP Cam Viewer software the feed can be monitored in real time. No data is saved onto the computer accepting this feed as the NVR takes care of all storage. Cameras are somewhat bulkier than decentralized IP cam sets but come with sturdy brackets which are easily screwed into walls. All cams possess a subtle fish-eye lens giving a wider field of view when positioned in the corner of a room. Cams are battery operated but the NVR device requires 1 socket. All cams must be positioned within 100 metres of the NVR, though this distance can be increased by using Wireless Boosters. Resolution is much higher than standard decentralized network cams, allowing the cameras to be combined with megapixel analysis options in real-time VCA software. Each camera is full spectrum, filming night vision in the dark and automatically switching to visible light when the scene is illuminated. Night vision scenes will appear in hues of green or red depending on light levels. Overseer Only: +4 Kudos bonus to teams using this system whenever paranormal activity is successfully captured on one of the cameras. These cams are far less prone to glitches than the decentralized system. Nevertheless, when the team set up the system at the start of the sitting the Overseer rolls 3d6 and on a roll of double one goes on to roll 1d4. The d4 value indicates how many cameras have developed a technical problem and will not switch on or maintain a battery charge this sitting. That camera will need to be set aside for this sitting and repaired at a cost of 40 Kudos or lost from the set. Where the Overseer rolls triple one on the initial 3d6 roll this indicates the centralized hard drive has developed a glitch and will not record data. The cams can be used as a standard decentralized set if at least one Hunter in the team can make a successful Static Cams dice check. Otherwise the cams are redundant until the hard drive can be repaired at a cost of 100 Kudos. Any repairs must take place at the start of the next sitting. EVP
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IP
CAM
SYSTEM
(CENTRALIZED)
1050 Kudos for x4 centralized high definition Internet Protocol cameras running on a dedicated network and a NVR digital storage device which acts as a local 3TB external hard-drive, obviating the need to transfer data from a computer onto storage. The NVR processes and records all footage taken by the IP cams automatically and arranges the feeds into time-stamped files for later review using analysis software. Alternatively the data streamed to the NVR can then be transferred to a computer via USB or HDMI cable and using additional hardware supplied with the system the feed can be monitored in real time and individual cameras can be remotely controlled, moved from side to side, up and down or zoomed in and out. No data is saved onto the computer accepting this feed as the NVR takes care of all storage. Cameras come with sturdy brackets which are easily screwed into walls. All cams possess a subtle fish-eye lens giving a wider field of view when positioned in the corner of a room. Cams are battery operated but the NVR device requires 1 socket. All cams must be positioned within 100 metres of the NVR, though this distance can be increased by using Wireless Boosters. Resolution is much higher than standard decentralized network cams, allowing the cameras to be combined with megapixel analysis options in real-time VCA software. All sets are full spectrum and will automatically switch between night vision and visible light depending on how dark the scene is. Overseer Only: +8 Kudos bonus to teams using this system whenever paranormal activity is successfully captured on one of the cameras. These cams are much less prone to glitches than any other system. Nevertheless, when the team set up the system at the start of the sitting the Overseer rolls 5d6 and on a roll of triple one goes on to roll EVP
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1d4. The d4 value indicates how many cameras have developed a technical problem and will not switch on or maintain a battery charge this sitting. That camera will need to be set aside for this sitting and repaired at a cost of 60 Kudos or lost from the set. Where the Overseer rolls four ones on the initial 5d6 roll this indicates the centralized hard drive has developed a glitch and will not record data. The cams can be used as a standard decentralized set if at least one Hunter in the team can make a successful Static Cams dice check. Otherwise the cams are redundant until the hard drive can be repaired at a cost of 300 Kudos. Any repairs must take place at the start of the next sitting.
DECENTRALIZED
MID-RES
IP
CAMERA
40 Kudos. One mid-resolution IP camera for use with a decentralized system or as a one off stand-alone static cam.
DECENTRALIZED
HI-RES
IP
CAMERA
100 Kudos. One high resolution IP camera for use with a decentralized system or as a stand-alone static cam. Adds +1 Kudos bonus where paranormal activity is captured, and any additional hi-res cameras added to the network will stack their bonus. Resolution is much higher than standard decentralized network cams, allowing the cameras to be combined with megapixel analysis options in real-time VCA software.
CENTRALIZED
IP
CAMERA
120 Kudos. One high resolution full spectrum IP camera for use with a centralized system or as a standalone centralized IP cam (requires a separate NVR device). Resolution is much higher than standard decentralized network cams, allowing the cameras to be combined with megapixel analysis options in real-time VCA software. +1 Kudos bonus where paranormal activity is captured, and any additional cameras added stack their bonus.
CENTRALIZED
MOVING
IP
CAMERA
300 Kudos. One high res full spectrum remotely controlled moving IP camera for use with a centralized system or as a standalone IP cam (requires a separate NVR device). Resolution is high and the camera can be turned in any direction or zoomed in. +2 Kudos bonus to any static cam system where paranormal activity is caught and any additional cameras added stack their bonus.
SPECIAL
IMAGING
IP
CAMERAS
500 Kudos. One special imaging IP camera for a centralized system or a stand-alone static cam which streams to a computer. Display options include thermal imaging (warm spots show as yellow, orange and red while cold or cool spots show in graduated shades of blue), night vision (footage displays in high resolution, somewhat negative spectrum shades of green, cameras operating in low or zero visibility), and UV (ultra-violet) which shows light outside the visible spectrum and displays footage coloured in various shades of violet and grey. Overseer Only: +4 Kudos bonus where paranormal activity is captured, with bonuses stacking where additional cameras are added.
NVR
(NETWORK
VIDEO
RECORDER)
110 Kudos. A stand-alone Network Video Recording device with 3 terabytes of dedicated hard-drive for receiving, processing and recording video from any connected centralized IP camera. Cameras connected to the NVR must be within 100 metres of the device but this distance can be extended by using Wireless Boosters.
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ROVING
CAMS
Roving cams are a crucial component in any investigation and this category encompasses everything from small onehand operated mini-cams to full blown cinematic cameras suitable for television standard shoots. Evidence captured on roving cams is often considered more admissible as evidence of the paranormal because it is (most people still believe) harder to falsify images on a moving camera shooting a scene containing individuals who may also witness the event than it is to doctor images on static cams or photographic cameras. Pro-Level roving cameras cannot be operated unless at least one Hunter in the group possesses the Roving Cam Expertise skill.
SONY
BLOGGIE
PM5KW
30 Kudos. A small, cheap and versatile device similar in design to a smartphone, the Bloggie offers surprisingly decent hi-definition 1080 digital video. Also doubles as a 12.8 megapixel camera. The Bloggie cannot network to NVR or Wi-Fi and only has 4GB internal storage, making it unsuitable for intermediate or pro set ups. Video can be transferred to a storage device or computer using a direct USB connection. Does not allow live streaming or direct wireless transfer. Extremely poor footage in low light and no footage in zero light. Uses rechargeable battery.
TOSHIBA
CAMILEO
SX500
90 Kudos. A traditional camcorder style, the Camileo features HD video, 5x optical zoom and 10 megapixel still image capture option making this a dual video and still camera. The device's in-built '4-Lux' technology makes this low-end camera appealing to ghost hunters, maintaining a high quality of video in low light where most other cameras in this price range will show only black with shades of dark grey. The camera comes with a 100GB SD card. Saved footage can then be transferred to a storage device or computer in the usual way via USB. Live streaming to a computer can be achieved with a USB cable (supplied) with a length of 12m. When making a successful Roving Cam dice check the player also rolls d20 and on a roll of 1 to 6 the camera lags/pauses and the dice check is instead deemed to fail. Uses rechargeable battery.
PANASONIC
HS900
490 Kudos. A camcorder straddling the amateur and professional market, the HS900 features HD video with an option to film in 3D (requires 3D lens, see below), optical image stabilizer and built-in 240GB hard drive allowing the Hunter to record direct to the camera then transfer data at a later point to computer or storage device.
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Live streaming via USB cable (supplied) with a length of 12m is also an option. When making a successful Roving Cam dice check the player also rolls d20 and on a roll of 1 to 6 the camera lags/pauses and the dice check is instead deemed to fail. Poor footage capture in low or zero light. Uses rechargeable battery. Overseer Only: +1 Kudos when capturing any paranormal activity in normal light or where the activity displays some kind of illuminated orb or similar. At the end of the sitting Overseer rolls 3d6 and on a roll of triple one the camera's internal hard drive suffers a glitch and the team lose 10 Kudos from their end of sitting total.
3D
LENS
400 Kudos. A cutting edge option for the tech-savvy Hunter is to film in 3D then view recorded data on a 3D television. The 3D element potentially reveals aspects of the scene which were either difficult to discern or otherwise overlooked in the original footage. Fits Panasonic HS900 camera only. Overseer Only: use of this lens adds +5 Kudos to any paranormal footage captured with the HS900.
SONY
HVR 1600 Kudos. An entry level Firewire compatible semi-professional camcorder with high quality video and audio output. This camera records to mini cassette (12 hours of footage) which can then be played back on the camera view screen or transferred to a DVR (Digital Video Recorder) via USB and then transferred to a computer or storage device where it can be viewed in mpeg format. Alternatively the HVR can be connected direct to a computer (must be a computer with minimum 1 terabyte hard drive) for live feed streaming. As this connection uses Firewire there is no danger of lag or pause in footage and if Firewire Log and Capture software is installed on the receiving computer the footage can be recorded as it streams. Requires Firewire cable. Uses battery.
Overseer Only: +10 Kudos bonus is awarded where paranormal activity is captured on the HVR.
SONY
XDCAM
2200 Kudos. An intermediate level camera with HD quality digital video transferred via USB to a computer without the need for a DVR (Digital Video Recorder). Also possesses Firewire format streaming capabilities plus options to record to mini cassette (12 hours of footage). This model has all the functionality of the HVR but image quality is much clearer and low light condition filming is possible without loss of quality. This camera can be connected direct to a computer (must be a computer with minimum 1 terabyte hard drive) for live feed streaming or to a DVR if the team prefer (see Static Cams). As this connection uses Firewire there is no danger of lag or pause in footage and if Firewire Log and Capture software is installed on the receiving computer the footage can be recorded as it streams. Requires Firewire cable. Uses battery. Overseer Only: +15 Kudos bonus is awarded where paranormal activity is captured on the XDCam.
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CANON
CINEMA
EOS
C300
7800 Kudos. Professional level rig pre-used in television broadcasts with ultimate quality video and audio digital output. Carefully weighted with padded shoulder rest for comfort and stability along with full spectrum (switches automatically to night vision in total darkness and visible light when light returns). Comes with bolt-on IR spotlight (invisible light to the naked eye but illuminating field of light when viewed under IR) and options to record to mini cassette (12 hours of footage). This camera can be connected direct to a computer (must be a computer with minimum 1 terabyte hard drive) for live feed streaming. As this connection uses Firewire there is no danger of lag or pause in footage and if Firewire Log and Capture software is installed on the receiving computer the footage can be recorded as it streams. Requires Firewire cable. Uses battery. Overseer Only: +40 Kudos where paranormal activity is captured on the EOS C300. This rig is heavy and cumbersome for unskilled camera operators. The Overseer should impose a Skill dice check where the operator is attempting to use the rig in difficult locations (rooms with low ceilings or cramped conditions, filled with pipes, pillars etc) and in extremely low light. A failed Skill dice check indicates the operator stumbles. If the operator possesses the Roving Cam Expertise skill they may make a dice check using this attribute instead of Skill. If they fail their roll, they may attempt a Fluke saving throw and if this succeeds they regain their footing, otherwise they fall and drop the camera which incurs damage. The camera must subsequently be repaired between sittings and cannot be used for the remainder of the same sitting.
BATTERY
PACK
FOR
CANON
CINEMA
EOS
C300
40 Kudos. Spare battery with surge/EMF protection which will survive any unexpected battery drains. Note: this battery is only required as a failsafe. The EOS is functional without this battery as it comes with a standard battery fitted. EVP
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PANORAMIC
LENS
FOR
CINEMA
EOS
C300
800 Kudos. A full 360 degrees lens attachment converting the Cinema EOS C300 camera into a panoramic capture video camera. Panoramic video does not convert for live streaming and will be crushed along the horizontal axis into the standard video dimensions. Instead this is a record to mini-cassette only option. Overseer Only: +5 Kudos where paranormal activity is captured.
TRIPOD 70 Kudos. Ideal for sessions where subjects are stationary and the camera does not need to follow the action but merely needs to capture the general scene. The tripod will also free up the hands of the Hunter who would otherwise need to hold the device and ensures the device is not dropped or damaged. Overseer Only: +2 Kudos where paranormal activity is captured with a camera standing on a tripod due to the stability of the shot and subsequent clarity of the footage.
MINI
DIGITAL
CASSETTES
25 Kudos. Pack of 4 cassettes, each capable of storing 24 hours of digital video footage which is stored in a variety of different formats which can then be transferred to a computer via the camera itself or to a Digital Video Recorder (see specific camera for details). One pack of four cassettes should be assumed to be ample for any given sitting, removing the need for hard drive storage and file transfers during an investigation. Transfer from tape to hard drive storage is deemed to take place between sittings.
FIREWIRE
CABLE
(40M)
15 Kudos. 40 metres of Firewire cable for use with compatible video cameras. Allows for live streaming from camera to computers with Firewire Log & Capture software installed or real-time recording using a DVR (Digital Video Recorder) device. Firewire is a high speed connection option with minimal danger of lag or loss of quality.
FIREWIRE
CABLE
(100M)
35 Kudos. 100 metres of Firewire cable for use with compatible video cameras. All the functions associated with the 40m cable, but a danger of lag/loss of quality due to the distance involved. When making a successful Roving Cam dice check for a camera with this cable attached the operator rolls 1d20 after the dice check and if he rolls 1 or 20 the footage lags or pauses and the dice check is deemed to be a failure.
USB
CABLE
(40M)
8 Kudos. Extended USB cable for streaming video feed from digital cameras to a computer or DVR. Due to the increased length of the cable there is a greater chance of lag or loss of quality. When making a successful Roving Cam dice check the player also rolls d20 and on a roll of 1 to 8 the camera lags/pauses and the dice check is instead deemed to fail.
USB
CABLE
(100M)
20 Kudos. Extended USB cable for streaming video feed from digital cameras to a computer or DVR. Due to the increased length of the cable there is a greater chance of lag or loss of quality. When making a successful Roving Cam dice check the player also rolls d20 and on a roll of 1 to 10 the camera lags/pauses and the dice check is instead deemed to fail.
EVP
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E D I T I O N
HDMI
CABLE
(40M)
50 Kudos. Compatible with the HS900 or the Sony XDCam only. HDMI (High Definition Multimedia Interface) is an option for certain digital cameras which is more likely to prevent lag or loss of signal over long distance than USB and should be considered a suitable alternative to Firewire. When making a successful Roving Cam dice check the player also rolls d20 and on a roll of 1 the camera lags/pauses and the dice check is instead deemed to fail.
HDMI
CABLE
(100M)
150 Kudos. Compatible with the HS900 or the Sony XDCam only. HDMI (High Definition Multimedia Interface) is an option for certain digital cameras which is more likely to prevent lag or loss of signal over long distance than USB and should be considered a suitable alternative to Firewire, though this longer wire is more prone to lag and problems than shorter distance. When making a successful Roving Cam dice check the player also rolls d20 and on a roll of 1, 2 or 3 the camera lags/pauses and the dice check is instead deemed to fail.
BOOM
MICROPHONE
60 Kudos. Connects to any camera with a initial sale value greater than 500 Kudos and adds superior audio to all recorded footage. The boom microphone is held on an extendable pole, requiring the hands of at least one Hunter who is not also operating the camera or participating in a session in any other way. Overseer Only: +1 Kudos where paranormal activity is caught on video and +5 Kudos where the activity is some form of EVP audible to the human ear or picked up on an EVP recorder at the same time as the microphone is being operated in the same vicinity.
EMF
READERS
Devices that measure electromagnetic fields, any character may use a standard EMF device, but only characters with the EMF Expertise skill may use the professional level device. Only data recorded using the pro level device can be submitted as evidence of abnormal energy levels and possible paranormal activity in order to generate Kudos.
MEL-METER 10 Kudos. A simple hand-held device which detects fluctuations and spikes in EMF levels (ELF 50 to 1000Hz & VLF 1000 to 20,000Hz). LED lights situated at the top of the device give a rough indication of EMF levels, green showing between 0.0 and 2.5, yellow showing between 2.5 and 10, orange showing between 10 and 20 and red for 20+. When using this device the Overseer should not give an exact EMF reading but merely tells the player which of the mel-meter's lights are activated. Considered standard kit by many ghost hunters and probably one of the most popular and well known devices on the market. Uses batteries.
EXTECH
EMF
READER
60 Kudos. Intermediate level EMF reader with 360 degree coverage measuring high frequency for additional accuracy. Features built in digital thermometer and also detects microwaves and ignores mobile phone emissions which might otherwise interfere with EMF readings by other devices. Uses batteries. EVP
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TRIFIELD 100XE 250 Kudos. A highly accurate and reliable three in one analogue device which measures EMFs, electrical currents and radio/microwave emissions. Can be used to determine if uninsulated wiring is the cause of high EMFs and is also known to peak when monitoring radio waves during ghost box sessions whenever a spirit supposedly speaks through the box. The Trifield does not feature a digital readout but is instead furnished with a sensitive needle gauge. While the gauge is as accurate as any digital EMF reader, the exact reading is harder to discern on camera, particularly in low light, and is therefore less convincing as evidence of the paranormal than clear digital readouts. However, the Trifield is more reliable than digital devices which may give false readings when batteries are failing (a battery test option discounting such faults) or the device suffers from hardware issues. Overseer Only: +2 Kudos bonus should be awarded whenever the Trifield is used and indicates high EMF levels in conjunction with apparent paranormal activity and both the readout and the activity are caught on camera.
GUASS
PRO
EMF
READER
300 Kudos. A professional level triaxial digital EMF and electrical current reader with IR friendly display option for use in low or zero light without disrupting infra-red cameras or illuminating the area with visible light. Also features a data record option which records maximum and minimum readings for any given timestamp, data saved in a digital format which can then be transferred to a computer using a standard USB connection and uploaded into spreadsheet software in order to compare baseline readings and fluctuations at specific times during an investigation. This allows Hunters to identify times when paranormal events seemed to be at their most active compared with peaks and troughs in recorded EMF levels without the need to capture the events on camera. Overseer Only: +4 Kudos bonus where EMF levels are recorded as being high in conjunction with apparent paranormal activity.
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PHOTOGRAPHY Digital cameras and film-based cameras remain an unquestionably crucial tool for most investigators. Film cameras, in particular, seem capable of picking up imagery and activity that digital cameras and the human eye fail to detect and for this reason old fashioned types of camera, along with film which the Hunters themselves can develop are typically just as popular as digital cams. Hard copy images taken with a film based camera can only be submitted as evidence if the image is scanned into a computer and saved as a digital image. For this reason Hunters using film cameras will need to acquire a scanner and Image Manipulation Software. Film based images will also need to be developed, either by the photographer contact or by the Hunter themselves using a developing studio (see below). Unless otherwise specified all digital camera images can be transferred to a computer system, either using sharing software like Drop Box, ether based transfer through Wi-Fi or Bluetooth or through hard-wired USB connections. Any Hunter may use amateur level cameras but only Hunters with the Photography Expertise skill may use pro-level equipment and develop their own film.
KODAK
EASYSHARE 25 Kudos. 14 megapixel digital camera with a stabilizing system with good low light capabilities and options to immediately upload any images to Dropbox, Facebook, YouTube or any other preferred social media when transferring data for storage. This latter option makes this a useful device for teams live streaming to an internet audience and where this is the case the camera earns the team an extra +1 Kudos bonus where the camera is used to capture paranormal activity. Comes with SD card capable of storing 10GB of data. Uses rechargeable batteries. Overseer Only: the +1 Kudos bonus does not apply when taking pictures in low or zero light, however the camera is capable of capturing images in such conditions. The pictures should be considered low resolution and unsuitable for submitting as evidence.
PANASONIC
GFI
80 Kudos. A slightly more advanced option than the Easyshare, the GFI features variable shutter speeds, a large touch screen display and 720p digital video recording options, allowing the Hunter to use this as a dual video and photography device. This camera comes with 100GB SD card for storing data prior to transfer via USB onto a computer or storage device. Uses batteries. Overseer Only: +5 Kudos awarded when this camera is used to capture any paranormal activity. The bonus does not apply where the video camera option is used. EVP
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NIKON
D3S
430 Kudos. Professional level camera with standard lens (other lens options available, see below), capable of taking commercial quality pin-sharp pictures in low light or poor visibility using action-freezing shutter speeds. ISOs as high as 102,400 which (as the promotional literature for the camera states) 'reveal colours and details even in extremely low-lit places where human eyes may find it difficult to discern objects'. Also doubles as a high definition video camera. Internal image storage capacity of 120GB plus an additional 200GB storage on SD card. Images can be transferred by USB to a storage device or computer in the usual way. Uses rechargeable batteries. Overseer Only: +6 Kudos when this camera is used to capture evidence of paranormal activity. The video option provides a +2 Kudos bonus instead.
D3S
TELEFOTO
ZOOM
LENS
80 Kudos. For use with the Nikon D3s. This lens allows for still photography up to 5.5x zoom allowing for close-up shots of distant objects or zoomed in examinations of areas that may be too remote or difficult to reach in person. Ideal for cryptozoological or outdoor ghost hunting in particular, giving the photographer the chance to quickly focus and zoom in on mysterious phenomenon, the auto-focus and anti-shake technology in the D3s ensuring the image is clear regardless of whether or not a tripod is employed.
HASSELBLAD SERIES
500
640 Kudos. 1957 Film magazine camera with motordriven mechanisms and wide angle lens. For low light conditions requires Hasselblad flash. Images require developing and cannot be viewed until the review at the end of the sitting, at which point the Overseer will determine whether images are admissible as evidence and applies Kudos bonuses. Also requires Scanner and Print Studio Set Up/Printing Kit (see below). Overseer Only: +15 Kudos bonus where the Hasselblad captures an apparition. Where random pictures are taken in any area with EMF values of 6.0 or higher (values not caused by man-made or natural sources) the camera will capture supernatural apparitions appropriate to the location. If the camera is used in low or zero light without a flash this bonus does not apply.
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HASSELBLAD
FLASH
70 Kudos. For use only with Hasselblad camera. The flash connects by cable to an automated synchronicity port on the camera ensuring the shutter and flash operate simultaneously when the photograph is taken. Bulbs are deemed to be replaced between sittings and are figured into the general expenses of a Haunt rather than imposed as additional cost.
CONTAX
RTS
495 Kudos. 1975 film camera. Typical of the standardized 60s and 70s film cameras. For low light conditions requires Contax flash. Images require developing and cannot be viewed until the review at the end of the sitting, at which point the Overseer will determine whether images are admissible as evidence and applies Kudos bonuses. Also requires Scanner and Print Studio Set Up/Printing Kit (see below). Overseer Only: +12 Kudos bonus where the Contax captures an apparition. Where random pictures are taken in any area with EMF values of 8.0 or higher (values not caused by man-made or natural sources) the camera will capture supernatural apparitions appropriate to the location. If the camera is used in low or zero light without a flash this bonus does not apply.
CONTAX
FLASH
20 Kudos. For use only with Contax camera. The flash snaps onto the top of the Contax RTS and fires automatically when the photograph is taken. Alternatively the flash can be fired manually when not connected to the camera by pressing the red test button (useful for illuminating a large area with a sudden burst of light). Uses batteries.
POLAROID
INSTANT
80 Kudos. The Polaroid is a simple camera which produces small images which it dispenses immediately on slow developing film. Pictures are typically of a low quality with washed out sepia tints, however for some reason the film and the process by which the film is immediately developed seems conducive to the capturing of paranormal imagery, with mists, orbs, faces and other metaphysical phenomenon often appearing in a Polaroid where a digital or standard film camera taking the same picture at the same time will fail to capture anything unusual. Uses a built in flash for low light, but generally takes terrible pictures in such conditions and the use of the flash will often be necessary even for normally lit scenes. Requires a scanner for submitting pictures as admissible evidence when generating Kudos. Uses batteries. Overseer Only: +12 Kudos bonus where the Polaroid captures an apparition. Where random EVP
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pictures are taken in any area with EMF values of 9.0 or higher (values not caused by man-made or natural sources) the camera will capture supernatural apparitions appropriate to the location. If the camera is used in low or zero light this bonus does not apply.
PRINTING
STUDIO
320 Kudos. For the Hasselblad or Contax options the team will need this printing studio in order to process and develop their film. The studio kit includes chemical baths, acetic acids, fixers, hypo-clearing agents, tweezers, tongs and photographic paper. The kit also includes the projector required to enlarge negatives after processing onto the paper prior to development. The studio includes equipment only and it should be assumed the team select a suitable space at one of the Hunters' homes to be converted into a dark room. The Printing Studio is not required to be used during a sitting and does not need to be brought to a Haunt but merely needs to be purchased and marked on the team gear sheet.
PRINTING
KIT
25 Kudos. If players intend to use either the Hasselblad or Contax during a sitting they will require the Printing Studio (see above) and every sitting after purchasing this kit they will need to top up all chemicals, fixers, agents and dye couplers. These chemicals are deemed to cover one sitting only and will need to be purchased again at the start of the next sitting if film cameras are to be used.
SCANNER 35 Kudos. A standard no-frills scanner for scanning film-based images into digital format for subsequent storage on university servers, or upload to the internet for teams who run a live streaming show. TV teams will also need to scan their hard-copy images so that editors can easily access pictures as and when they need them. The scanner is not required to be used during a sitting and does not need to be brought to a Haunt but merely needs to be purchased and marked on the team gear sheet.
SEISMOMETERS Instruments that measure vibration or motion, seismometers detect vibration in the ground or in any object upon which they are positioned or to which their sensors are connected. Those devices used to detect small vibration rather than earthquake level movement are more typically referred to as 'accelerometers'. The use of any seismometer requires at least one Hunter in the group possesses the Seismometer Expertise skill.
MOTION
ALARM
25 Kudos. A simple device usually used as a burglar alarm. The motion detector is placed on a flat surface or screwed to a vertical surface and detects fairly strong vibration. If positioned on a table, for example, the device will likely only trigger if the table moves suddenly. If positioned on a wall the device will only trigger if the wall is struck hard by a heavy object or a considerable vibration passes through the wall (such as that caused by a door being kicked or broken open, the device usually employed to detect break-ins). When triggered the alarm sends a wireless signal which can be picked up by a smartphone or tablet using the accompanying app either via SMS, Bluetooth or Wi-Fi. The device itself can also be set to sound an alarm of varying loudness when triggered. Cannot be used as admissible evidence of the paranormal and alarms are not accompanied by recordable or numerical data. Uses batteries.
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PCE-MSR ACCELEROMETER 1580 Kudos. A small device which is placed into a cast-metal bracket which, in turn, is screwed securely to the surface to be measured. The PCE measures acceleration on three axis (for determining position), and each digital reading is time-stamped. A built in alarm sounds in the event of significant or unusual motion. Along with vibration detection, the device also measures environmental information including temperature, humidity and air pressure. Data is transferred by USB to a computer after the sitting (no transfer times necessary). Analysis software is included with the device. Uses long life lithium battery. Overseer Only: this device is unsuitable for a session because readings will be taken over the duration of the sitting and where the team attempt to use it as a one-session device they will acquire no significant readings. If left over the course of a sitting the device will measure a considerable reading whenever EMF levels at the Haunt fluctuate above 9.0, the timestamp on the device matching the time during the sitting when the EMF levels spiked. This measurement corroborating the abnormal EMF is then admissible as evidence with a +25 Kudos bonus.
OTHER
GADGETS
The following list of electronic gadgets are those which fit into no obvious category and which are unique enough that only one model of each type need be listed.
RADEX
GEIGER
COUNTER
80 Kudos. A small, handheld device for reading beta, gamma and Xray radiation levels. Takes digital readings of background readings and where fluctuations occurs compares these 'dose' readings with the background and gives a relative value, simultaneously sounding an alarm if the relative value exceeds a present value determined by the user. Background, dose and relative data is stored for transfer by USB to a computer. Analysis software is included. Uses batteries. Overseer Only: this device emits a regular clicking sound which is measured by a digital readout as CPM or 'clicks per minute'. the Geiger will pick up on Radon emissions more than any other type of naturally occurring radiation. When used in the centre of rooms or out of doors, particularly high up, the detector will likely give readings between 20 and 30, indicating normal background radiation. The device will also sound a click once every few seconds. When used around the edges of rooms or low down, such as within a basement or underground, the counter can give higher readings, usually indicating the presence of Radon pockets, with measurements coming randomly depending on where the pockets are at their strongest. Spiritual activity may not be connected with radioactivity but there is a great deal of evidence, both anecdotal and recorded, that the sites of supposed UFO landings are often radioactive. Crop circles may also give high readings, with strong radiation producing a rapid clicking of maybe 5 to 10 clicks every second. When used for investigating UFO landings or the suspected presence (or alleged presence) of something extraterrestrial any strange readings will award a +10 Kudos bonus. EVP
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BAT
DETECTOR
40 Kudos. The bat detector is supposed to be used for detecting the presence of bats, but also doubles as a potentially useful and unusual EVP device. The set amplifies the ultrasound frequency and picks up noises inaudible to the human ear while filtering out most background interference. Out of doors the detector is likely to pick up the sounds of bats rather than EVP, but indoors has been known to detect strange ultrasound which even standard EVP recorders cannot record. Sounds are converted into audible tones which can be heard in realtime through the built in speaker or via headphones. Data cannot be transferred to computer, but can be captured on video audio or recording device then submitted as additional evidence to backup simultaneous paranormal activity. Uses batteries. Overseer Only: The converted tones are acquired depending on the user's chosen frequency, different frequency ranges pertaining to different species of bat. The choosing of a frequency (between 1 and 210) will determine which frequency EVPs are coming through. The tone will sound distinctly strange, as though a robotic voice were speaking, incomprehensible but noteworthy. If the team possess an Olympus WS-210S (EVP recorder), or the William O Neil Spiricom, Thomas Edison Ghost Box or Psychophone spirit box they will be able to tune any of these to the correct frequency and will then be guaranteed to acquire clear EVPs so long as EMF values remain at appropriate levels. In the case of ghost boxes, the Overseer should play audio without using a background ambience file. Alternatively the volume on background ambience should be turned down low so that spirit audio comes through clearly.
EXTECH
SOUND
METER
30 Kudos. Measures decibel levels. The sound meter can be used in conjunction with EVP recorders to detect fluctuations in sound levels, verifying the presence of an EVP where no other explanation for spikes in the reading are available. The sound meter can also be used to measure the volume of audible EVPs, confirming that Hunters have heard something strange and the sounds are not merely part of their imagination. Uses batteries. Overseer Only: +1 Kudos bonus awarded when the meter corroborates a significant EVP which is audible to the human ear. Such EVPs will be audible, triggering the sound meter, only if EMF levels at the time are measured as being 7.0 or higher.
LIGHT
METER
12 Kudos. For measuring scene/subject lighting prior to taking photographs. Overseer Only: When used in conjunction with the Hasselblad or Contax cameras adds a +1 Kudos bonus to any evidence detected on subsequent images. Uses batteries. EVP
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ANEMOMETER 25 Kudos. Measures air speed (feet per minute) and serves as a useful tool for confirming or detecting the presence of air currents, inexplicable draughts and general anomalous air movement. Display shows air speed, temperature and direction. Uses batteries.
GASTOMETER 1825 Kudos. Extremely rare and difficult to find, the Gastometer is a Japanese import created by the mysterious Hexamoto company, a ghost hunting device manufacturer now believed to be permanently out of business. Only six Gastometers were made despite plans for mass production and marketing to Japan's increasingly ghost-obsessed culture. Rumours abound that the company director was murdered and numerous engineers who worked on the project have since vanished. The exact functionality of the Gastometer (literally meaning ghost meter) are not entirely clear as the instructions are written in Japanese and extremely inadequate even for someone who can read the language, while the various buttons on the gadget are also marked with a mixture of Japanese text and incomprehensible icons. Generally speaking the device is believed to be a form of electronic Ouija board, with a red backlit LED display in the top left corner showing certain types of readout and a touchpad in the lower right corner which produces a digital print of whatever touches its surface (fingerprints, lines drawn with a stylus and so on). Supposedly spiritual entities are able to manipulate this touchpad and produce prints, written words and pictures with no intermediary such as a medium using automatic writing techniques. Images that appear on the touchpad can be saved to internal storage which features a 2 terabyte hard drive, suggesting the device is capable of far more than just these small file-size pictures. Text tends to appear in Japanese writing, so blurred that it cannot be read. Other known functions include a built in and extremely accurate EMF reader and an EVP recorder with a decibel gauge showing tiny fluctuations in the sounds detected and an alert icon when an EVP comes through in real-time. Hunters who have studied the device have noted the presence of what looks like a smartphone style camera lens on the front, a double prong emerging from one side which suggests some kind of detection antennae and two additional menus which can be accessed on the main LED screen using the arrow buttons below. The nature of these menus is difficult to determine as they are not mentioned in the instruction manual and none of the keys on the main control pad appear to activate any functions. Japanese language students approached with the device claim the additional menus are for detecting and measuring 'energy vortices' with readings indicating density, speed of rotation, and something referred to as 'portality'. The third menu supposedly shows digital storage details and suggests the device is capable of somehow capturing spiritual EVP
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energy and storing it in digital format within an astonishingly large 3 terabyte hard drive. Skepticism surrounding the Gastometer is high, with many investigators dismissing the device either as a fraudulent novelty or as nothing more than a gimmicky multi-tool. Most also believe the rumours surrounding Hexamoto are fake, designed to create an air of mystery with the intention of selling more units. Regardless of this, the device does perform with surprising accuracy and those who have used the Gastometer claim the touch detecting screen does seem to work and is able to pick up scrawled spirit writing, pictures and prints. Overseer Only: the precise nature of the Gastometer is left to the Overseer to decide. The device may simply be a gimmick, as many believe, or it may be something far more profound. Similarly, the Overseer should determine whether the rumours surrounding Hexamoto are true or false. The player team will likely never find out for sure, but speculation should make for some interesting discussions, particularly if the Overseer decides to implement some unusual capabilities in the device. Some parascientific theories suggest spiritual energy is formed by a mixture of electromagnetic radiation and magnetic effects, mixtures of the two being one of the main causes of poltergeist activity. The device seems, primarily, to exploit this theory by creating a complex EMF/magnetic field which the Overseer may decide is capable of trapping and holding in place spirits who come within range of the two prongs in the side of the machine. As demonic entities can be bound using a dybbuk box or binding rituals placed on a room or building, so the Gastometer seems capable of binding human spirits, trapping them between the two prongs then, literally, downloading them into the 3 terabyte hard drive. Because of this, when any player acquires a Gastometer, there is a good chance the device contains one or more spirits and any random fiddling with the controls on the device will release these spirits if the player fails a Fluke dice check. The nature of the spirits is left to the Overseer to determine, assuming this functionality is included as part of the game.
PROZOR WALKIE TALKIES X 2 15 Kudos. 16 memory channel, two-way rechargeable walkie talkies for keeping in contact on Haunts that cover a wide area, requiring Hunters spread out in groups, or on Haunts where Hunters feel they would benefit from being in constant touch. Each set comes with a belt harness and each is compatible with the other so that many sets can be switched to communicate with one another. Approximate 2 mile range. Uses batteries.
CAMRY
DYNAMOMETER
15 Kudos. Measures hand grip power and is typically used in the medical field or gym environment. The digital readout is sensitive enough to detect the slightest grip, making this a potentially interesting tool for ghost hunters to use. By requesting that spirits grab the dynamometer handle and apply as much pressure as they can, a response can be measured on the readout even if movement of the grip cannot be visibly detected. Measurements cannot be saved but can be recorded on video. Uses batteries.
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ZUWIT
FLOATING
GLOBE
30 Kudos. A metallic globe suspended between two powerful magnets, appearing to levitate in mid-air. The slightest touch will cause the globe to bob in position and this, combined with the presence of electromagnetism, has been known to give entities something which they can easily manipulate. The globe is also furnished with an internal LED which glows softly, making this ideal for low-light or IR sessions. Requires one socket. Overseer Only: if EMF levels are measured as being greater than 8.0 and no natural or man-made cause is responsible, the globe will be seen to move. The nature of this movement will usually be dependent on the type of spirit present, with poltergeists knocking the globe out completely, demons spinning the globe backwards at astonishing speed and human spirits merely turning the globe or bumping it slightly.
EM
PUMP
35 Kudos. The EM Pump works on the theory that spiritual entities draw upon electromagnetic energy in order to generate paranormal activity. The pump generates inaudible white noise, which can be manipulated by turning the speed on the motor to fast or slow, with higher speeds generating higher EMF. Uses batteries. Overseer Only: when rolling EMF levels the Overseer should add 1.0 EMF to the rolled value when the pump is operating on slow and 0.1d10 EMF to the rolled value when the pump is operating at speed. The Overseer should not indicate to players whether high EMF or low EMF are likely to have a greater or lesser influence on paranormal activity.
SPY GLASSES 4 Kudos. Intended for entertainment purposes, these 'spy glasses' present an interesting tool for the Hunter. Most paranormal investigators soon learn that entities - if they exist are elusive and shy, even the most apparently malevolent of their kind disinclined to present themselves as visibly manifest. This is not to say manifestations never occur, but when they do they are invariably out of the Hunter's line of sight, glimpsed at the periphery of his vision, or sensed lurking somewhere behind. The outer inside edges of these glasses are mirrored, allowing the Hunter to see normally through the clear aspect of the lens while able to monitor the scenery behind him at the same time. By no means perfect, the glasses nevertheless can prove a useful way of spotting activity. EVP
95
'SPY
NET' SECURITY SYSTEM
12 Kudos (per set). Another toy which provides a potentially useful and extremely affordable utility to the investigating team. The 'system' consists of a small laser projector and a counterpart mirror which bounces the invisible laser beam back to the transceiver. If the beam fails to bounce back (i.e. something breaks the beam) the transceiver sounds an alarm. When placed in a doorway at foot level this can potentially be used to alert the team when an entity crosses a threshold. Hunters themselves can simply step over the beam. Uses batteries.
FIBERSCOPE 40 Kudos. Also known as an endoscope or snake camera, the fiberscope is a miniature digital camera attached to the end of a 20ft cable which can be fed into small, difficult to reach places in order to capture footage where the use of normal camera equipment would be prohibitive. Picture quality is low, but this can be a useful gadget in certain situations. USB plugs directly into a computer running the provided software and drivers. Daisy chain extensions to the cable can be purchased at a rate of 15 Kudos per additional 20ft. Powered via USB.
PHANTOM
QUADCOPTER
1480 Kudos. The DJI Phantom is a remote controlled flying quad copter with 14 megapixel camera and 1080 video capture. Transmission range up to half a mile (500 metres). Ideal for wilderness based Haunts for observing large areas from above but cannot be used indoors. Uses rechargeable batteries. Overseer Only: +3 Kudos bonus which applies on outdoor Haunts where evidence can be captured out of doors. Requires remote operating device which can be a tablet, smartphone, laptop or computer. USB transceiver connects directly to the device and allows both flight operation and camera view. The camera footage can be streamed live, but is prone to lag and loss of signal when passing between devices. Successful flight requires a Skill dice check per flight, with a crash and required repairs where the roll fails. EVP
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REM-POD 65 Kudos. An electro-static detector, the REM-Pod typically also detects fluctuations in temperature and electromagnetism but primarily works by reacting (with an audible alarm) to static supposedly caused by the touch or close proximity of an entity. A central detecting antennae at the heart of the device measures static, EMF and temperature fluctuations while the alarm indicating such fluctuations is accompanied by four flashing lights determining from which direction the energy signal originates. The REM-Pod is a useful tool for holding yes/no sessions but is inadmissible as evidence of the paranormal as background radiation such as low levels of Radon or EMF and naturally caused static electricity are known to trigger the alarm.
LASER GRID GENERATOR (WITH TRIPOD) 130 Kudos. Creates a matrix of laser generated dots in any given area which show up on infra-red/night vision cameras during total dark shoots. Any person or entity passing through the grid will break the pattern and their shape will be discernable in the altered grid. Requires IR camera for best effect.
TRIGGER
OBJECTS
Items used to enhance an atmosphere conducive to paranormal activity. Trigger objects might provoke a paranormal entity, they may simply help to create an environment which the entity finds more comfortable or they may offer the entity some kind of interactive temptation. Items that are easily manipulated are those most likely to be moved or played with, while objects featuring electrical or electromagnetic aspects seem to be those most appealing to entities. Trigger objects are typically only effective when employed over the full session; left alone in a room known to be active and monitored throughout by cameras. Over the course of a single session objects can be used for provocation and may persuade an entity to perform some kind of specific request, but general toying with the object seems, based on the experiences of other paranormal teams, to be less likely. For this reason, the team may prefer to make positioning of trigger objects an integral part of the initial exploration.
PIN
ART
FRAME
5 Kudos. A plastic frame filled with blunt metal pins. The design of the pins is such that they can be pushed back and forth through the frame but cannot be pushed all the way clear, thus patterns can be formed by pushing groups of pins together. When placed on end, the pins can be manipulated with very little effort to form an impression. EVP 97 P a g e | 97
Overseer Only: Where EMF levels increase to 6.0 in the vicinity of the pin art frame while Hunters are present, an impression will form after they have left and will be discovered the next time they enter the same location and check on the object. The impression will be vague for EMF levels between 6.0 and 7.0 or obvious but without any discernible pattern for EMF levels between 7.1 and 8.0. Where levels are measured as being 8.1 or higher Overseer should choose a body part such as a hand, face or pointing finger for human spirits, a swirling vortex shape for poltergeists and an inverted cross for demons. The Overseer should avoid duplicating patterns. Humans might also generate letters or numbers, poltergeists might prefer to simply knock the pin art over and demons might also choose to display three diagonal lines (mocking the holy trinity), a pentagram or even a demonic or impish face. +4 Kudos should be awarded for impressions resulting from EMFs of 8.1 or higher if they are captured on camera or the locations of all Hunters can be accounted for between the last time the pin art was checked and the time the change was discovered.
WHITE
SPONGE
BALLS
1 Kudos. Three white sponge balls. Light weight and easily manipulated with very little expenditure of energy, the white colour ensures the balls show up as black on IR cams. Due to the light weight of the balls accidental movement as a result of draughts or other natural events tends to make them a less than infallible trigger object. Overseer Only: +1 Kudos where the balls are seen to move on camera with no apparent obvious man-made or natural kinetic force applied. The Overseer should feel free to award a higher bonus where the balls are moved in a mystifying way - changing direction suddenly, for example, or bouncing on their own, levitating or otherwise displaying overt signs of paranormal and inexplicable behaviour.
MANNEQUIN
HAND
15 Kudos. An upright model hand with poseable fingers. Where a camera is trained on the hand and the fingers are seen to move there can be little doubt of trickery. And where the object is left as a fist and the fingers extend the effect can be equally convincing. Overseer Only: +5 Kudos bonus where the fingers of the hand or joints of the wrist/thumb are seen to move with no external influences. Where fingers/thumb move in response to Hunter requests or questions an additional +2 Kudos is awarded and where the number of fingers moved seems to give an intelligent response (such as a number given to a question requiring a number, or a finger pointing in a pertinent direction) a further +2 Kudos is awarded. EVP
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TOY
CARS
1 Kudos. Two model racing cars, lightweight balsa wood and with loose, well oiled wheels allowing entities to move the cars without expending too much energy. Overseer Only: where the cars are seen to move on camera +2 Kudos may be awarded to the team. Where the cars move in an erratic and mystifying way, such as rolling back and forth at a rapid speed, turning a corner suddenly or levitating a further +2 Kudos can be awarded.
WIND
UP
DENTURES
2 Kudos. This small clockwork toy is wound up then allowed to wind down almost completely but stopped and held in place shortly before the clockwork is entirely spent. The slightest tap will set the toy off and the loud chattering sound of the teeth chomping together will alert Hunters that something has triggered the mechanism anew. This object does not provide a Kudos bonus and there is nothing to prove any movement is not merely a result of the clockwork suddenly restarting of its own accord. It may, however, serve to indicate where Hunters should direct their investigations.
MAGNETIC
LETTERS
1 Kudos. This set of letters, of the kind typically found littering the fronts of freezers the world over, can be applied to a metallic surface or just left scattered on the floor in the hope that any playful entity who also has a message to impart will rearrange the letters (and numbers) to produce something the Hunters can read, or at least interpret as meaningful. Overseer Only: Where movement of the letters is captured on film a +1 Kudos bonus applies. The Kudos bonus can be increased by +1 where the movement results in a word and can be increased by another +1 where the word seems to be an intelligent response to a question asked. Due to the magnetic nature of the letters/numbers a great deal of skepticism surrounds most results gained from the use of this item, however results are typically less spectacular when using non-magnetic letters, the magnet probably somehow involved in the spirit's ability to move and manipulate the letter.
VINTAGE
DOLL
25 Kudos. The antique doll invites the childlike or immature entity to play, moving limbs or turning the head, flicking eyelids closed or toying with the hair. Overseer Only: As with all trigger objects of this kind, where movement is captured on film and external influences such as draughts, unseen pets or even the fraudulent use of magnets or mechanisms, can be disproven only a +1 Kudos bonus may be awarded. Skepticism will tend to be high whenever a toy moves on camera due to the clichĂŠd nature of the event. The more clichĂŠd the EVP
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object, the higher skepticism will be. In the case of dolls, teddy bears and most other types of antique toy, the use of such items to generate creepy atmospheres in countless horror movies is likely to dilute any genuine belief that the item has moved on its own.
NEWTON'S
CRADLE
15 Kudos. The sudden sound of the Newton's Cradle click-clacking is as unnerving as it is impressive, particularly if the motion is captured on camera and all Hunters are accounted for. Overseer Only: +1 Kudos where the sudden activating of the cradle occurs on camera.
JACK
IN
THE
BOX
2 Kudos. Nothing is quite as disconcerting as the slow unwinding of the Jack in the Box where nothing is present to turn the handle. The music plays with agonizing slowness until it reaches a crescendo and the trigger is tripped; the lid pops open, the toy inside springing forth on an accordion spring accompanied by the recording of a hideous clownish cackle and the wheezing of the accordion. Overseer Only: As with all trigger objects of this nature, where movement is captured on film and external influences such as draughts, unseen pets or even the fraudulent use of magnets or mechanisms, can be disproven only a +1 Kudos bonus may be awarded. Skepticism will tend to be high whenever a toy moves on camera due to the clichĂŠd nature of the event. The more clichĂŠd the object, the higher skepticism will be. In the case of dolls, teddy bears, jack in the boxes and most other types of antique toy, the use of such items to generate creepy atmospheres in countless horror movies is likely to dilute any genuine belief that the item has moved on its own.
ARTIST'S
DOLL
20 Kudos. A small, poseable wooden mannequin with jointed limbs, neck and torso. Invites manipulation. Overseer Only: +1 Kudos bonus where movement is captured on camera and external influences can be discounted or disproven.
MUSIC
BOX
5 Kudos. A small ornamental box which, when opened and wound up using a key, reveals a rotating ballerina who seems to spin in time to the chimes of the musical movement inside the box. Music boxes seem particularly appealing to certain kinds of spirit who may cause the movement to play even when the key hasn't been wound.
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CYMBAL PLAYING MONKEY 10 Kudos. As immortalized in the movie Poltergeist and Toy Story 3, the original cymbal playing monkey is a wind up toy designed to resemble a monkey clashing cymbals together, though the ghoulish rictus features of the toy seem to bear less relation to a monkey than to some kind of medieval gargoyle. The toy is both easy for entities to trigger and suitably creepy, making an ideal prop for teams streaming on the internet or with a television contract. Overseer Only: this toy will tend to go off on its own even in locations where ghosts are not thought to be present, the nature of the winding mechanism being somewhat twitchy. The monkey is best employed as a visual prop, awarding internet streaming teams or teams with a television contract an additional +10 Kudos based purely on aesthetics and smart use of visual triggers.
TAROT/FORTUNE
CARDS
15 Kudos. While these can be used by any Hunter, the cards spread or scattered and left to be monitored by camera in the hope that entities will manipulate them, they can also be used by Hunters with the Spiritualism Expertise skill to boost any end-of-sitting Kudos earned by the team by an additional d6 points. This boost represents a retro-active application of the spiritualist's ability using the cards to determine where the best activity can be located during investigation of the Haunt.
STRING AND BELLS 2 Kudos. A length of string to which small bells are attached. When the string is strung across the threshold of a door or simply attached at both ends to some part of the Haunt location entities can easily manipulate the object, the slightest vibration causing the bells to chime.
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GENERAL
EQUIPMENT
Items which don't fit any of the other categories but no less important to the Hunter's tool bag.
BASIC
TORCH
6 Kudos. Essential for IR and total dark ghost hunts or searching outdoor locations at night. The Overseer should heavily restrict the abilities (and particularly dice checks) of Hunters who operate without some kind of torch. Any Hunter equipped with a smartphone may use that as a torch instead.
MAGLITE 8 Kudos. A slender torch with metal casing, typically available in a variety of colours. The Maglite is powerful but small, switched on and off by twisting the bulb housing at the business end of the torch. Ghost hunters are often known to use a Maglite, standing on its end, the bulb housing twisted so that the light is almost but not quite switched on. Entities can then supposedly manipulate the electronics, causing the light to come on and go off with apparently no human operation. The Maglite can be used for yes/no sessions, light on for yes, light off for no. Alternatively several lights can be lined up and entities commanded to switch a specific light on or off. Where an entity complies consistently this can make for an impressive indication that something paranormal is present, however skepticism of the Maglite yes/no method tends to be high due to the possibility that the torch may simply come on and off because the switch is set so close to both states.
2400 WATT FULL SPECTRUM LIGHT 180 Kudos. A powerful IR lamp mounted on a telescopic tripod. The IR light can be used as a standard lamp capable of illuminating a large area with visible light or as an IR lamp which generates a circular spot lit area of infra-red light, which enhances visibility on IR cameras. The IR option produces light that is invisible to the naked eye, ensuring IR is enhanced but total dark shoots are not compromised. Overseer Only: when used in conjunction with IR cameras this light adds +2 Kudos bonus to any footage which captures paranormal activity.
LED
CAMERA
MOUNT
IR
LAMP
240 Kudos. A wide angle multi-LED lamp which clips onto a standard camera tripod or onto either the Canon Cinema EOS, Sony XDCam or Sony HVR video cameras whether they are supported on a tripod or not. The camera illuminates a wide angle field with a diffuse (not spot lit) area, covering large regions and illuminating interior rooms uniformly with no spotlight effect. The IR light is invisible to the naked eye, enhancing IR footage without compromising total dark shoots.
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Overseer Only: when used in conjunction with IR cameras adds +10 Kudos bonus to any footage which captures paranormal activity.
LOGO BRANDED T-SHIRT AND CAP 25 Kudos (per team member). For teams live streaming to the internet or teams with a television contract. Logo branded shirts and caps give the team a recognizable identity which their audience will be instantly familiar with if they see the same branding elsewhere. Adds cohesion to the team's image as a professional outfit and will invariably increase viewer approval. Overseer Only: +15 Kudos to teams who live stream to the internet or have a television contract. No Kudos bonus to teams whose Kudos acquisition is based entirely on the collection of evidence.
HOLY
WATER
1 Kudos. A bottle filled with holy water, acquired typically from a local church for a small donation. One bottle will last one sitting, after which a fresh bottle will need to be acquired. Holy water can be used as a provocation tool against dark spirits and demonic entities or as a way to protect those who may be at risk from the attentions of such entities. Where any Hunter is required to make a Stability dice check as a result of risk of possession or of possession itself and would normally not be allowed to use a saving throw, they may accept a saving throw only from the Hunter who sprinkles them with holy water. The saving throw attribute used must be Faith.
CRUCIFIX 1 Kudos. A holy cross, used to ward off evil spirits and as a tool of provocation against dark and demonic entities. Effective use (as opposed to mere ownership) of a crucifix requires the Hunter possesses a Faith value of at least 3. Where the Hunter holding or wearing the crucifix is required to make a Stability dice check as a result of risk of possession or of possession itself and would normally not be allowed to use a saving throw, they may make a Faith saving throw. Possession of the crucifix does not allow the Hunter to bestow a Faith saving throw on another Hunter.
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Overseer Only: wherever a crucifix is introduced to an area listed in the Haunt details as being paranormally haunted by a demonic entity, EMF levels will increase supernaturally by 1d6.1d10 points, but only if the crucifix is used in a provocative way, i.e. it is laid on a trigger object, brandished with vocal threats against demonic entities or used in exorcism rites.
PRAYER
BEADS
1 Kudos. Holy beads used to mark the progression of prayers such as the rosary of Virgin Mary in Catholicism. Prayer beads are not a known object of protection against evil spirits and demonic energies they are a tool of provocation and typically will cause increased levels of activities where dark entities are believed to be present. Overseer Only: wherever Prayer Beads are introduced to an area listed in the Haunt details as being paranormally haunted by a demonic entity, EMF levels will increase supernaturally by 1d6.1d10 points but only if the beads are used in a provocative way, i.e. they are laid on a trigger object, brandished with vocal threats against demonic entities or used in exorcism rites.
HOLY
BOOK
1 Kudos. A bible, Koran or similar book of holy text, prayer, rites or religious scripture. A holy book is not a known object of protection against evil spirits and demonic energies but is required when performing exorcisms and will lend comfort to those Hunters who have a high Faith value. Overseer Only: where a holy book is positioned in a prominent place during any spiritualist activity requiring the Overseer perform a Possession Risk roll the Risk value is reduced by one point. This bonus does not stack and more than one holy book will not reduce the value further. Wherever a holy book of any kind is introduced to an area listed in the Haunt details as being paranormally haunted by a demonic entity, EMF levels will increase supernaturally by 1d6.1d10 points but only if the book is used in a provocative way, i.e. laid on a trigger object, brandished with vocal threats against demonic entities or used in exorcism rites.
BABYLONIAN
BOOK
OF
THE
DEAD
1200 Kudos + dice roll x 1000. A genuine occult bestiary and lexicology listing the known demons and their likely behaviour, distinctive personalities and dominions along with rites associated with their summoning and their binding. Use of this book requires the Hunter possesses the Demonology Expertise skill but where the Hunter encounters a situation where he would normally be required to make a Demonology dice check, dice need not be rolled and success is instead assumed. The Book of the Dead is an antique dating from a period 1000 years prior to the birth of Christ and believed to be a translation of stone tablets found in Babylonian tombs. It is therefore extraordinarily hard to source due to limited copies existing in public circulation. In order to purchase this item the player must make a Fluke EVP
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dice check at the start of the sitting (during the Shopping phase) and if he succeeds locates the book and has the option to make a purchase. The purchase price in Kudos is equal to 1200 plus the value of the dice roll used for the Fluke check multiplied by 1000. For example, if the player rolled a 2 the price is 1200 + 2000 Kudos, or 3200 Kudos. If the book is located but the player chooses not to make a purchase (or cannot afford to) he may not attempt to locate the book again using Fluke dice checks. The book is assumed to be available at the resolved price from this point on, and is available for any player to buy during the same Shopping phase or phases in later sittings. The Book of the Dead is a dark object tainted by misuse and the hands of former owners. Successful acquisition (purchase) reduces the Hunter's Fluke value to one point for the rest of the sitting, whether the Hunter made the Fluke dice check or not. Fluke can be restored in the usual way at the start of the next sitting, even if the Hunter continues to own the Book of the Dead. Overseer Only: The presence of the book reduces any demon Power value by 1 point (this bonus does not stack and multiple books do not reduce the Power value by further points). Ownership of the book curses the Hunter and where he attempts to make any Faith dice check the Overseer should increase the value of the dice rolled by one point. The player will likely be unaware of this curse until the first time he tries to make a Faith roll. If the roll he makes is lower in value by more than one point compared with his Faith value, the Overseer should merely wait until the next time he rolls.
SCRYING
MIRROR
8 Kudos. A scrying mirror has a black reflective surface which is believed to give those who gaze into it a greater ability to see entities that may not be visible with the naked eye. Scrying mirrors are also believed to reflect energy and when positioned around a sĂŠance table or Ouija board they supposedly create an energy vortex which increases the likelihood of paranormal activity. Overseer Only: when more than one scrying mirror is positioned around a Ouija board, a Hunter undertaking Gansfeld or God Helmet sessions or a team performing a sĂŠance of any kind EMF levels increase by 0.d10 for every mirror used.
BINOCULARS 15 Kudos. Most likely to be of use on outdoor Haunts and those requiring the Hunter to see over a long distance. Binoculars are unlikely to be a tool the Hunter takes on every investigation.
AUTOMATIC
WRITING
PLANCHETTE
30 Kudos. The AW Planchette resembles a larger version of the standard Ouija planchette with a shape like a guitar pick and typically with dimensions between 30cm length and 15 to 20cm at the widest point. The flat pick shape, usually made of wood, is furnished with two multi-directional wheels at each side of the wider edge and an adjustable hole at the tapering point of the pick into which a pencil or pen can be inserted. The planchette is placed over paper or some other surface and the medium then places their fingers on the edge of the object. More than one medium can participate, up to a maximum of three. Where the object behaves successfully it will move (apparently of its own accord) writing words or drawing images which may seem to correspond to questions asked. Alternatively those touching the planchette can merely focus their thoughts on the object and close their eyes, allowing any spirits who choose to utilize the method to write or draw whatever information they wish to impart. EVP
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This is a tried and tested method originating from the Victorian spiritualist movements of the late 1800s but is typically less successful than Ouija or tipping tables when it comes to inviting sĂŠance-type responses from entities. Skeptics claim this is because mutual control of the planchette is harder to maintain, leading to random scribbles and nonsensical words. Spiritualists believe the planchette is simply a harder method for spirits to master given their incorporeal grasp on the physical plane. It is believed that repeated use of the object tends to return ever more interesting results - indicating perhaps that practice makes perfect. Overseer Only: +3 Kudos bonus is only awarded where all Hunters participating are blindfolded, or otherwise visually impaired (more so than simply closing their eyes) and the responses show a significant lucid and meaningful level of intelligence. Any imagery produced must also be captured on a camera, the hard copy then scanned and saved digitally along with the footage.
TIPPING
TABLE
50 Kudos. A light, usually circular table, typically furnished with three legs, making the table relatively easy to tip in one of three directions. The surface of the table may be ornamented with occult imagery or may feature a Ouija board design allowing the table to be used as a straight forward Ouija session or a Ouija/tipping session combined. Kudos price for a table decorated with a Ouija design is 10 Kudos more expensive than the value shown. The table allows up to three Hunters to seat themselves around it. Their hands are laid palms flat on the surface and (usually) one of these Hunters acts as intermediary with the spirit realm and asks questions or invites activity using the combined energies of those involved. Skepticism of table tipping is high and rarely admissible as evidence of the paranormal, even when captured on camera, as doubters can easily claim the table is being tipped by one or more participants, either consciously or sub-consciously. Impressive results can be achieved where the table is tipped and remains tipped while all participants drum their fingers or break contact with the table to show they are applying no pressure or balance to the table. Even more impressive results are achieved where the tipping table levitates. This is a rare but recorded phenomenon for which there seems to be no answer. It is too easy to blame such astonishing behaviour on magnets or mechanical trickery and thus the technique is inadmissible as evidence of the paranormal, even when the table is seen to levitate. Only if the event occurs under strict laboratory conditions and could be verified by scientific peers would the method be considered evidence of the paranormal, but the phenomenon is so unpredictable and capricious this has never been - and is likely never to be - achieved. Overseer Only: +4 Kudos where the table levitates and the event is caught on camera. If the table tips and the circuit of hands is completely broken the entity manipulating the table will lose control and the table will drop back into place. However, all Hunters participating may attempt to show they are applying no pressure by drumming their fingers or sliding their hands around without losing contact completely. A Skill dice check is required in this instance and if the action is caught on camera, the Overseer awards an extra +2 Kudos bonus, whether the table levitates or not. EVP
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ALEISTER
CROWLEY
TIPPING
TABLE
1800 Kudos. The infamous tipping table of Aleister Crowley, said to be haunted by numerous demonic spirits and the ghost of Crowley himself, the table has changed hands many times and seems capable of incomparable results when used by a sensitive medium or psychic. The table is light weight, round and small with three thin legs. Its surface is marked with the Ouija pattern and an adjustable hole at dead centre accepts a candle. Recorded evidence exists of this table levitating and tipping with apparently no influence from participants and has also been blamed on numerous 'possessions', though most skeptics consider such stories to merely be another unlikely aspect of the wholesale Crowley legend. Overseer Only: the presence of this table at any Haunt occupied by a demon will lend that demon a Power value boost of +2 whenever the table is there, even if the table is not used. When used for Ouija sessions or table tipping EMF levels will increase by d6.d10 points and the Possession Risk value is not decreased by the Spiritualist Expertise values of any participants.
DOWSING
RODS
10 Kudos. Metal or wooden rods, both shaped like the letter L. The shorter limbs of the rods are held loosely in the fists which are then held in front of the Hunter. The longer limbs of the rods then turn to, supposedly, point in a specific direction. Where the rods both indicate the same direction they are supposedly showing something significant is to be found that way. Where they come together in front of the Hunter they are supposedly showing that the exact spot he/she occupies contains something significant. Dowsing rods have traditionally been used to find the location of hidden objects, or water sources underfoot. In ghost hunting their use is rare, but typically accompanied by questions whose replies would come in the form of a direction, such as 'where are you in this room?' or 'where did you die in this house?' and so on. Dowsing rod responses are inadmissible as evidence of the paranormal as skeptics believe it is far too easy for the operator to manipulate the rods himself.
TALCUM
POWDER
1 Kudos. Sprinkled onto the floor, when someone (or something) walks across the layer of powder they will leave behind footprints in the powder and thereafter will tread powder onto the floor, showing the direction they took. Overseer Only: Where marks appear on camera and there is clearly nobody present this can be compelling evidence of the paranormal and a +2 to +10 Kudos bonus should be awarded depending on the clarity of the prints, whether they manifest on camera or not, whether the whereabouts of all Hunters can be accounted for at the time the prints appeared and so on. EVP
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CANDLES 1 Kudos for 10. Candles must be purchased anew for each sitting and are assumed to be used between sittings if not used during. Candles are believed to draw spiritual energies, as a light attracts moths. Spirits can also manipulate the candle flame, causing it to flicker, grow, snuff out, or even bend unnaturally. Overseer Only: candles are a fire hazard and where candles are left lit and unattended by Hunters the Overseer should take note. Where EMF levels increase anywhere in a location deemed to be haunted by a demonic entity to a level of 8.0 or higher the Overseer should call for Fluke dice checks from every player. If anyone fails, the demon finds the unattended candle and knocks it over, starting a fire. The result of fires is left to the discretion of the Overseer, with the amount of damage and destruction based on flammability of the candle's location and how long it takes the team to smell smoke or pass through the area where the candle has set a fire.
RIBBONS 1 Kudos. Draped from a light fixture or laid on a surface, ribbons are exceptionally light and supposedly easy for entities to manipulate. The slightest draught can cause a ribbon to flutter, so abnormal movements can easily be attested by skeptics to air currents or even static electricity. For this reason their motion is unlikely to be admissible as paranormal evidence unless the movement is extreme or the ribbon is 'used' in some way by the entity, such as tied into a bow, or shaped to form a letter, number or even word. Overseer Only: where the ribbon is manipulated in an obviously paranormal fashion the team should be awarded +4 Kudos provided the ribbon is captured on camera. If the paranormal manipulation itself is seen on camera the Overseer should award +10 Kudos.
GENERATOR 520 Kudos. A petroleum powered generator which can be towed behind the team van and taken either to Haunts where the electricity supply is faulty or where there is no electricity at all and used to power items that need to be plugged into sockets. The generator has six sockets in total. Expenditure on gas is unnecessary once the generator has been acquired and is considered to be covered by the usual Haunt cost.
ROVING
INTERNET
AND
10
WI-FI
BOOSTERS
400 Kudos. Required for teams who stream live on the internet but don't always have access to Wi-Fi hot spots or Wi-Fi serving the Haunt location. Roving internet is based in the team van and creates a secure 3G hotspot which then connects with the nearest mobile phone mast. In remote locations boosters will need to be taken by the team and distributed every 50 metres in order to keep the team connected online. This is especially crucial for IP based static cams which rely on Wi-Fi to transmit. The range of the nearest booster will always be between 50 and 55 metres with sporadic loss of signal occurring in the last 5 metres and total loss after 55 metres. Uses rechargeable batteries.
AUDIO ANALOGUE TO DIGITAL CONVERTER 20 Kudos. A device for playing analogue tapes, reel-toreel tapes or records then converting them to common digital files such as MP3, Wav etc. This allows audio to be recorded using analogue equipment then converted and archived, necessary for any audio the team wish to submit as evidence. Similarly, any audio the team wish to stream on the internet or include in a television broadcast must be converted to digital. The conversion is deemed to occur outside the time of the sitting, so no power supply is required. EVP P a g e | 108
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VIDEO
E D I T I O N
ANALOGUE
TO
DIGITAL
CONVERTER
30 Kudos. A device for playing analogue video tapes (any size) then converting them to common digital files such as MPEG, AVI, Quicktime, etc. Any video evidence the team wish to submit must be converted in this way. In addition, video evidence the team wish to analyze using computer software must also first be converted. Teams streaming on the internet or those with a television contract will also need to convert all video to digital format. The conversion is deemed to occur outside the time of the sitting, so no power supply is required. All transfer to computer/server/internet etc. is assumed to occur automatically.
FIREWIRE
CABLE
10 Kudos per 10ft. Required for all Firewire based video streaming from camera to computer. Cable lengths are dependent on the amount of Kudos spent and for Haunts where the team are likely to want to operate the camera a long way from the computer to which it is attached significantly long lengths of cable will be necessary. This will also be crucial for outdoor shoots. Cables the team already own can be extended by buying additional lengths which are then connected together daisychain style. Lengths need not be noted individually but as an overall value indicating how much the team have to play with altogether. Overseer Only: the risk of lag is minimal with Firewire cable up to a distance of 50m but thereafter whenever the team are shooting footage and the Overseer determines they have caught something of note he rolls 1d6 and for cable lengths between 51m and 100m, on a roll of 1 the footage lags and the crucial shot is missed. For cable lengths between 101m and 200m, on a roll of 1 or 2 the footage lags and for any length greater than this the footage lags on a roll of 1, 2, 3 or 4.
BLU-RAY
BURNER
30 Kudos. An add-on for any computer system, the burner allows the team to burn data directly onto blu-ray discs which have a greater storage capacity than standard CDs. Powered by USB connection. Requires any computer.
INVESTIGATION
CODEX
5 Kudos. A bound A4/Letter sized book with numerous printed forms and pages for recording data, including the indexing of digital files, written reports on notable activity and an overall report of the investigation. Ensures any evidence collated is submitted in an efficient way, easily evaluated by peers and course tutors. A new book is required for each sitting. Overseer Only: +5 Kudos when the Codex is brought along to a sitting where the team are researching evidence for university/college degrees. Teams focusing on internet or television ratings rather than collated evidence gain nothing from using the Codex.
EXTENSION
CABLE
(50M)
10 Kudos. Power extension cable with two sockets. Allows for use of equipment requiring a socket up to 50 metres from an on-site power supply (including a generator). The extension cable should not be daisy-chained with other extensions. Requires one socket.
EXTENSION
CABLE
(100M)
35 Kudos. Power extension cable with two sockets. Allows for use of equipment requiring a socket up to 100 metres from an on-site power supply (including a generator). The extension cable should not be daisy-chained with other extensions. Requires one socket.
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GANZFELD
SET
30 Kudos. Required for teams wishing to experiment with the Ganzfeld method. Includes two half ping-pong balls, gaffer tape, headphones and a face mask.
OCTOPUS GOD HELMET 800 Kudos. The Octopus 16 coil God Helmet is a headset designed and sold by associates of the apparatus developer, Doctor Michael A Persinger. The device is furnished with electrodes which connect to a computer sound card (requires any computer). The apparatus creates magnetic stimulation in specific areas of the brain, supposedly leading to a heightened sixth sense and an ability to experience visions and unnaturally deep meditative trances, all conducive to communication with spirits. Required for God Helmet sessions.
FARADAY
SHIELD
20 Kudos. A simple bag or cage into which a ghost box is placed. The Faraday Shield blocks most forms of electromagnetic radiation, including radio waves, ensuring radio transmissions do not break into the white noise bursts generated by the ghost box. The Faraday Shield is also believed to protect the ghost box from electrical interference caused by EMF spikes originating from paranormal activity, though there seems to be a certain cognitive dissonance in the suggestion that the shield blocks spirits while enhancing their ability to communicate. Overseer Only: when the team use a Faraday Shield the Overseer should play the appropriate Faraday ambience wav for the ghost box being used. This ambience contains much less interference and will make it far easier for players to discern spirit voices coming through.
COMPASS 3 Kudos. A simple magnetic compass. For an antique compass the player should increase the Kudos price by 10.
PADLOCK,
CHAIN
&
KEY
8 Kudos. For use in binding rituals and required for lock downs. Comes with a master key and spare.
TAPE
HEAD
CLEANER
6 Kudos. Choice of analogue audio tape or analogue video tape cleaner (each must be purchased as a separate item of gear). Tape cleaners are simply played through the spools of the cassette deck and prevents damage to the device.
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DYBBUK
BOX
30 Kudos (empty) 460 Kudos (possessed). A Dybbuk box is traditionally a wine cabinet which is either believed to be possessed by the spirit of a demonic entity, or which is intended to be used in a binding ritual wherein a demonic entity will be captured. The term was coined in 2003 by an eBay auctioneer selling a supposedly 'haunted' wine cabinet, Dybbuk taken from the Hebrew term for 'evil clinging spirit'. Accounts surrounding this original Dybbuk vary, with sites such as Wikipedia claiming the auction was a fictional stunt by a writer of ghost stories while television investigations such as that conducted by Paranormal Witness in its episode titled 'The Dybbuk Box' show authentic interviews with the original owner of the box and details of the supposed hauntings he experienced, including those suffered by subsequent owners. It is widely believed that the Dybbuk Box is filled with memorabilia associated with the person, living or dead, to which a demonic entity has attached itself (hence the term evil clinging spirit, or dybbuk me-ru'aḼ ra'ah). The memorabilia is assumed to draw the curiosity of the demon who enters the box in order to toy with the items. Once within the box, the doors are closed and locked with the cabinet's own mechanism and the demon is bound. It is further believed that if the doors are then opened again, the demon may escape and wreak havoc on its environment and the new owner of the box, though it cannot return to haunt its original victim. Overseer Only: the empty Dybbuk Box, essentially nothing more spiritual than a wine cabinet, will have no adverse or positive effect if brought along to a Haunt. A supposedly possessed box, however, will have an effect if it truly is possessed. When a player purchases a 'possessed' Dybbuk the Overseer rolls 1d6 and on a roll of 1 or 2 the box is a fake and, while it contains compelling objects which seem antique and somewhat creepy, is not the binding place of a restless demon. On a roll of 3, 4, 5 or 6 the box is genuine and is haunted by a demon. The presence of an authentic Dybbuk at any Haunt will lend any demon already in residence a Power value boost of +2 but only if the doors are opened. If the doors are opened at a Haunt where there are no demonic entities, demonic activity will ensure to a limited degree, though the majority of the activity will occur between sittings in the home of whoever possesses the box. This translates to a 1 Condition point loss at the beginning of every sitting until the Dybbuk box is either taken home by a different Hunter (who themselves will suffer the demonic presence) or sold on. EVP
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THE
OVERSEER
The Overseer controls the game and acts as referee, describes locations, moderates encounters and generally 'oversees' the unfolding sitting from beginning to end. EVP cannot be played without an Overseer. W H Y
A
S E P A R A T E
O V E R S E E R
E V P
E D I T I O N ?
This Overseer version of the EVP rule system is intended only for the Overseer's use. If you are reading this and do not intend to take on the role of Overseer or you have been invited into a game of EVP which already has an Overseer you should read no further and, in addition, you should request of the Overseer of the game in which you intend to participate a copy of the player version. This is supplied free with every Overseer edition and is free to print and distribute to players in that Overseer's group.
WHAT
IS
THE
OVERSEER?
At least one player will need to consider playing the part of Overseer in any given group, a role which comes with considerable responsibility but also virtually unlimited rewards. Unlike, for example, a boardgame or a computer roleplaying game where the rules are either unbreakable or implemented by computer moderation, resolved by the logical sequence of play and unseen dynamics determined by the writers of the rule system, a tabletop roleplaying game is less bound by rules and more sympathetic to the imagination of players and the application of common sense. Rule rigidity is sacrificed in favour of a more open EVP
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O V E R S E E R
E D I T I O N
method of play, allowing for virtually unlimited scope when it comes to how the game might unfold and where the player group may choose to take it. There is no specific end-goal or winning post, gameplay itself providing the motivation, entertainment and satisfaction. The inflexibility of a boardgame or computer/online RPG is an integral aspect of both type of game but detracts, in turn, from total player immersion because only those situations covered by the rules may be considered. For this reason colourful boards, pieces and graphics help to suspend disbelief and draw the player into an alternate universe. Despite the lack of CGI and - in most cases - an eye catching board covered with miniatures, tabletop roleplay remains one of the most immersive experiences a gamer can achieve precisely because the rules allow for situations and experiences outside those detailed within the rule system. Anything can, and anything does, happen. Two things ensure this experience. First, the Overseer; a necessary part of almost every tabletop RPG because, despite the advanced nature of computers, only the human intellect remains capable of adapting unexpected events to the structure of game rules. Second is the mutual effort made by all players to achieve a common aim and an understanding that immersion requires a payout in the form of flexibility and teamwork. The common aim is simple: enjoyment of the game and a satisfying experience for everyone concerned. No one player wins overall and there should be no sense that players are racing one another toward some unspoken goal. The Overseer stands apart from players in many ways but does not compete with players. Players work together and the whole group combines its imaginative energies in an effort to create something special.
...T HE COMMON AIM IS SIMPLE : ENJOYMENT OF THE GAME AND A SATISFYING EXPERIENCE FOR EVERYONE CONCERNED ... While the Overseer should not be considered the most important player in the group, she is undoubtedly the most critical aspect of the game. Her imagination will determine the shape and flavour of the experience. What she sees in her minds eye, she should be capable of describing with her voice in a way that players see, if not the same thing, then something very similar in their own. She will need to be quick-witted, fair, confident in her ability and keen to take on the role for which she has volunteered herself. The part of Overseer is not always the easiest option, and is certainly not for everyone, but it can make for a most fascinating experience and if you have chosen to take on the role, then this section is designed to help ensure that experience is as enjoyable as possible. o
o
o
o
EVP
The Overseer is a sporting referee, ensuring the rules of the game are kept, dice are rolled when they are needed or decisions are prompted for when they are required. Where disputes arise between players, the Overseer must arbitrate and mediate. Where players argue with a decision or make their concerns heard, the Overseer should listen and deliberate, considering all sides and all issues before making an objective ruling. She should not impose her own preference simply because she is the Overseer, but where protracted debate and uncertainty prevail, hers is the final word. The Overseer is rule maker and rule breaker. The most obvious difference between a human moderator and a computer, or the rigid structure of boardgame rules where an overall referee is rarely required, is the human ability to adapt to a virtually limitless number of possible situations. In this sense the Overseer may find herself required to tweak certain rules, omit rules altogether or to invent new rules to make an aspect of the game which existing rules failed to foresee. The Overseer is a story teller, setting the scene, describing what Hunters see, the results of their actions and dice rolls. She describes the features of interviewees and provides their voices. She makes sure pertinent details are set forth (if players miss these pertinent details this is not the Overseer's responsibility, only ensuring that the details are given). Most importantly she makes it interesting and keeps players on their toes, on the edge of their seat and intrigued to know what might happen next. The Overseer is the ghoul from Creep Show! She is the bump in the night, the bloody finger stumps drumming on the window, the growl in the basement, the footsteps creaking in the attic. Players will also set the atmosphere in their reactions and in the behaviour of their Hunters, but ultimately the Overseer is responsible for ensuring the game unfolds in such a way that the terror is creeping and insidious, the tension is palpable and the shocks, when they come, are no less horrifying because they have been a long time coming. EVP is designed so that the Overseer can utilize a subtle brand of horror without resorting to shock tactics, shrieking banshee apparitions or tentacles erupting from the ground. She should use this design to full advantage, crafting the shivers in the spines of her P a g e | 115
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o
players with all the care and creativity of a master sculptor gradually slicing away layers of clay to reveal the final spectacle. The best games will be those in which players have no idea why they are scared - when this happens the Overseer has performed her task admirably. The Overseer is an event organiser. She will arrange sittings, motivate players to come along, find players in the first instance and keep interest in the game rolling along even between sittings. She should not be expected to host every sitting, but she will be expected to give a time for players to meet and if any specific items are needed, such as dice or paper and pencils, she will need to inform her players in good time beforehand. Moreover, she will need to ensure she is well prepared for each sitting, that she brings along character sheets, Haunt information and handouts. The Overseer is a team player and is not alone, and should not feel alone or isolated in her efforts to make the game a successful endeavour. As already mentioned, roleplay is a team effort and requires that all participants apply the same level of energy in order to make the overall game enjoyable for everyone involved. This is not the sole province of the Overseer and the Overseer should not feel she is solely responsible for carrying the game or charged with the task of pleasing her players. The onus of whether or not the game succeeds and is an enjoyable experience for all concerned rests with everyone who chooses to participate, not just the individual who runs the game.
...EVP IS DESIGNED SO THAT THE O VERSEER CAN UTILIZE A SUBTLE BRAND OF HORROR WITHOUT RESORTING TO SHOCK TACTICS ... Above all else, the Overseer and players must ensure they have fun, that everyone leaves every sitting as friends and that any issues are brought out into the open where they can clearly be seen and addressed.
EXAMPLE
OF
A
GAME
The following script-like example is the transcript of an EVP playtest with four players and one Overseer. Some aspects of the original recording have been omitted for the sanity of the reader, while some aspects have been embellished or invented in order to illustrate a particular aspect of the game more clearly. The Hunters: Joey Giovanni (JG) played by Tony Paris Rayne (PR) played by Sue Thomas Prendergast (TP) played by Wyn William S Freeman (WF) played by Graham The author acts as Overseer and is abbreviated throughout as OS. The initial character creation and shopping phase are already complete and as players have only just generated characters, training and healing is omitted for this sitting. OS: It's the different Haunts. You basically take a glance through the photographs there and you choose one. This is the first game so you get a free choice but you can't choose one with more than 200 Kudos. It has to cost less than 200 Kudos... or the same as. PR: We can choose any but it has to be 200 or less? How do we know how much... eh wait, it's written on the back. So (peruses photos) what do we have. Not a huge choice. TP: Sounds interesting. OS: It's the playtest so. There are only three to choose from. You can't afford the other two. WF: Salem House? Did you look at this one? JG: It's Salem House? TP: Ominous. That's actually an awesome picture. OS: Salem House is 190 Kudos. You can do that one. PR: And we don't spend anything on this? OS: It's free, for the first game. The first 'sitting'. Next game you have to buy one. WF: How much Kudos do we have? EVP P a g e | 116
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O V E R S E E R
E D I T I O N
PR: Not much. We spent a lot already. OS: Okay, yeah, so the idea is that you generate more by collecting data, by collecting evidence. It has to be evidence and not just, you know, "there's a shadow". JG: Salem House gets my vote, based on the photo. Creepy name and creepy looking which bodes well. Plus we can afford it. TP: or bodes badly, depending on point of view. OS: You can afford it. It has to be 200 or less. PR: I'm down with Salem. All in favour? (Others all agree) JG: OS, do we give this back to you? OS: No. Keep that (referring to the HPI - initial photograph showing the Haunt site). Keep it as a reference.
T H E
T E A M
D I S C U S S
T H E
( C O N T A C T S
U S E
O F
C O N T A C T S
P H A S E )
WF: I think we hold fire on Contacts until we're more... we know better how that works. PR: No, I think I definitely want to call on the Veteran, only because I said I would and that's the whole reason I chose him, you know, because we're complete novices so we could use some help on this first one. JG: Yeah, you should then. OS: So you're calling in the Veteran. Anyone else (nobody else). So (reading from rules) 'the Veteran can only be called upon once in any sitting and can be utilized either during an investigation or afterward during data analysis. If invited to attend during the investigation, the Veteran will stay only long enough to examine the Haunt (attending every area he can) and will then attend one session. After this he leaves and will not return in the same sitting.' Is that good? PR: So he won't stay? OS: He'll explore the site, give you some pointers maybe, then he'll stay for one session. Whatever that session is, he'll stay for that. PR: The first session we do? Or any session? OS: (thinking) the first, if you want him to attend, like, straight away and to explore the site. Or you can call him in at some later time when you think you need his help. PR: I guess we'll have him with us straight off. I think I need some moral support. OS: Good. Anyone else for Contacts phase? Any questions? (Everyone says no). EVP 117 P a g e | 117
A R R I V A L
A T
T H E
H A U N T
OS: (Reading from Haunt) 'The team vans pull into a nondescript, small town road in the backwaters of Atchison Kansas and park on the side of the road outside 504 South Second Street. At the end of a flagstone approach flanked on either side by weed-choked lawns stands Salem House, a local landmark, as infamous in reputation as it is imposing in appearance. A mid-1800s design, shingle clad house, the building stands alone within its grounds, the bare branches of trees bordering the plot swaying in a whispering breeze, a wooden swing on the porch creaking back and forth. As you haul your various cases and equipment to the front porch you notice a sign attached to the underside of the porch fascia reads "The House of Samuel Salem, A Reconstruction of Life in Simpler Times"'. (OS covertly rolls EMF dice so that players can't see, though they may notice him rolling dice). TP: Straight out I want to set my camera on the outside of this place, immediately filming and especially on the windows. Anything in the windows? OS: (checking) You're using the Bloggie at this point? TP: Yes, the Bloggie. Anything? OS: Nothing of note. It's an old house. Very creepy, but the windows are just blank with curtains. The glass is kind of reflecting the sky in the top windows and the garden in the bottom windows, you know. Even if there was someone in there looking out you might not see. JG: This picture. I can see someone standing in the window. Is that someone in the window? OS: Which window? (JG shows the OS, the second floor window on the far right. OS shrugs) Whatever you think you see, maybe you do see, or maybe it's just a trick of the light. JG: If that's someone at the window... PR: What does my buddy Mister Veteran suggest we do from here? OS: He just kind of nods toward the owner of the place who is standing on the front porch waiting for you guys. He thinks you should get the key and say hello would be a good place to begin. I N I T I A L
I N T E R V I E W / M E E T
&
G R E E T
OS: "I'm Stephen True, the owner. You spoke on the phone with my sister." He kind of makes a bee-line for (checks who has the highest Leadership value) JG and puts out a hand to shake. JG: Shaking. "Hey Mister True. So is everything good for us here?" OS: "Sure. Here's the front door key and the back door key. I don't have a spare of the back door key so make sure you keep that real safe. I'll drop by tomorrow morning, pretty much the same time, to pick up the keys. You need to have all your stuff out before I get here so I don't have to hang around. The last people made me hang around." JG: Sorry to hear that. We'll look after the key don't worry. I'll put that somewhere safe OS. PR: Mister True, do you mind if I ask is there anything you can tell us about the place? OS: "I don't have a lot of time. I'm due at work. I work night shift. I wrote out this information sheet. (OS hands the players a printed sheet) It's got everything you need on there, ok. And also pay attention to the stuff about keeping the place clean. This is a working museum and the exhibits are expensive. We have everything accounted for too and everything will be thoroughly checked afterward." WF: (skim reading the information sheet) Oh hey Mister True, just before you go. Are you any relation to Agnes True? The former owner? OS: that was quick reading! He sort of pauses on his way down the path. "My mother." That's all he'll say. He's gotten in his car and he's gone, burning rubber. WF: seemed in a hurry. PR: I don't think he likes it here for some reason (this elicits nervous chuckles all round). E X P L O R A T I O N
E X C E R P T
The team decide to hold off on base readings until they have explored and chosen a suitable base of operations for computer equipment and stowing gear they're not carrying about their person. Later they would decide, next time, to take baseline readings as they explored in order to save time, discovering toward the end of the sitting that they had spent too much time exploring, leaving less time for sessions. EVP
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O V E R S E E R
E D I T I O N
OS: (Rolls EMF dice) Front door opens into a small hallway, dark with dated wallpaper. You have a sort of angled wall dead ahead with an arch leading into the dining room and another wider square arch right to your right. That one opens to a living... like a sitting room. It's getting for late evening, around 10pm, so dark in here. There are light switches which I assume you... are you switching these on? TP: For this initial explore I think yeah. Do you think yeah? PR: Let's get a good look at the place before we turn off all the lights. WF: I feel happier with the lights on for now. So it's dark outside? Fully dark? OS: Yeah. 10PM dark. There was a porch light, so... WF: Is there heavy traffic out front? Light traffic? The house is off a road right? OS: There's light traffic. Not much... hardly any traffic. So you switch on lights. Is everyone... where is everyone heading? TP: Hold up a second. I just want to pause and take in the atmosphere of this place while its new in the hallway here, just come in, so to speak. Feel it in the raw before you lot contaminate it with your unclean presence. Can... does my sensitivity come into play at this point? I have Psychic and Empath (referring to two Expertise skills chosen at character creation). OS: Yes. Hang on. (pause). JG: did you hear that? PR: quit it. OS: So, make an Empath dice check, then a Psychic dice check. You remember how to...? TP: roll d6, aiming to roll lower. OS: (nods) Roll Empath first. TP: (rolls and succeeds) 2. Empath is 4 so, yep. OS: You get a definite sense that there's a male presence in this house. More specific, you can see a chair in the sitting room and the energy you sense seems somehow connected with that chair. TP: Can I see anything sitting in the chair? Anyone in the chair? OS: Your empathic ability doesn't work like that. It's more like a feeling, like there's another living entity here. You can't see it, hear it and you don't know for sure it's there where you think it is but that's just a, you know, feeling you get. Like intuition but exaggerated. Remember also, rolls are limited. You have Psychic rolls equal to your Positivity and Empath equal to Stability. If you go over your limit you start to lose Positivity or Stability. Depends which one. TP: How come? OS: mental exhaustion. Using your gift is tiring, especially in an active location like this. PR: Does this count as a session? OS: No. You're still exploring. It's part of the exploration. TP: And a one, rolled a one on Psychic. Anything there with that one? I have a 5 in Psychic. OS: You kind of tune into the vibrations of the house and try to listen out for any, kind of, stuff that just slips into your head. Like thoughts but you know when they're part of your gift because, it's just different, like it's amplified and filtered. You get a name, begins with D, like Daniel or David. TP: Guys, you know I have these gifts. I'm getting a few mixed messages. Pretty sure there's somebody in that chair in the sitting room, or at least I feel like there's a man connected with that chair and the name like Daniel or maybe David. JG: Can I go check out the chair? OS: Hold fire a sec. You're all in the hallway still. Check it when you go into the sitting room. JG: Noted. WF: I'm gonna write down TP's ESPs. Can I use the back of this? (holds up character sheet to OS) OS: Sure. A notebook might be useful at some point. What next? PR: Check out the dining room? Seems like a good spot for a Boo (Base of Operations). JG: let's do the sitting room first. I want to look at that chair. PR: OK, sitting room, yep. OS: Sitting room? (all nods). (OS rolls EMF dice. Then reads) 'The living room is decorated to appear as it would have looked in 1857. Wallpaper, furnishings and ornaments (scarce as they are) are all true to the period. A crudely made mannequin sits on the couch, his clothes typical of those worn in the 1850s. The only non-period detail is a television which stands on a low table in one corner. Looks a bit out of place. There's also a big mirror over a fireplace. A square arch leads into the lounge which is a comfortable looking room furnished with a couch and more period decor.' EVP
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WF: So, just to be clear, the 'male presence' in the sitting room on the chair, that's not this mannequin? And also, what the f**k? Why is there a mannequin on the couch? OS: No, TP sensed something else. That's just a mannequin. The house is kept as a kind of period museum by the current owners. They charge visitors to take tours and probably make a decent income from paranormal teams like you guys. PR: Remember the sign over the porch. OS: Good memory PR (checks back through Haunt) '"The House of Samuel Salem, A Reconstruction of Life in Simpler Times"' is what it said over the porch. WF: Got it. So it's like a time capsule. JG: can I do a quick EVP session here? I want to sit on that chair and ask some questions. PR: Wait up, we're doing... I thought we'd look round and familiarize with the place. We don't even have a base of operations yet. TP: We should definitely look around before we start breaking out the gear. And I want to take baseline readings. OS: The Veteran advises that's the best course of action at this point too. Look around and get familiar with the location before you do any actual sessions. JG: aw. OK. Can we do that as the first session? PR: sure, but let's set up cameras before anything else. Who is our camera guy? WF: me. I'm taking note during all this for the static cams too. I think I'll put one in here facing that mirror so we get a kind of double view of the room. TP: best to do that when you're setting up gear rather than now. WF: yeah, sure. I'm just thinking out loud. Actually, I'm going to sketch this out as we look around in case I forget all this later. OS: (has been perusing the Haunt details on the Sitting Room while players talked) I forgot to mention, there's a pile of logs next to the fireplace, for setting a fire. It's kind of cold so that's probably something you'll want to do at some point. PR: says about the log pile on the sheet Mister True gave us. Helpful Mister True and his oh so helpful fact sheet. JG: dude definitely didn't want to linger. Anything else about this room OS? OS: so on the far side of the lounge you have a closed door, looks like a closet door, which is behind the couch. There's a bunch of windows too, no curtains. TP: I suggest putting something up like sheets on those windows. I don't want to be seeing any creepy faces peering at me from reflections, eyes looking through at me. PR: are you kidding? That's exactly what we want. Catch it on camera too! TP: (laughing) you make a compelling point. Do we want everything we do visible to folks walking their dogs though? WF: something to discuss later. OS can we go check out the dining room. I'm also making a note guys to come back and move the couch. See what's behind that door they want to hide. I assume the door opens into the room OS? So the couch is acting as a block? OS: Yes, the door would open this way but the chair is blocking it. WF: so back to the dining room. OS: (Rolls EMF dice then reads) A large oval dining table stands in the middle of this room, a simple chandelier suspended above. In the two chairs at either end of the table are mannequins dressed to resemble characters from maybe the late 1800s. The table is laid for dinner but the food is waxwork. Cabinets standing around the edges of the room look to be full of various bits and pieces, ornaments, photographs and odds and ends. Against one wall stands an old organ upon which a sheet of music is arranged as though ready to be played. Elsewhere in this room is a grandfather clock, an enormous antique globe on a stand and two standard lamps which are not switched on, so it's kind of darker in here than elsewhere. There's a closed door opposite and in the far corner there's a staircase that goes up to the next floor, the top of the stairs in darkness. This room smells musty and there's a weird feeling here, like a feeling of anticipation. You don't need to be an empath to feel it either. There's a window across the room and you can see yourselves reflected in the dark glass. TP: I definitely do not like it in this room. OS, can I make another Empath and Psychic roll? OS: Sure. (TP succeeds both rolls). You feel the same sense of 'waiting' or anticipation but amplified. It makes you feel anxious. You're not getting much else. But you feel quite cold. TP: Oh. WF: what's the temperature like? I know I said no gear, but let's just do a quick check. OS: You're looking at 50 Fahrenheit, 10 Centigrade, more or less. It's chilly. Not freezing but a bit uncomfortable. WF: I'll go next to him (meaning TP) is it colder there? EVP
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E D I T I O N
OS: no. Same. JG: can I have a nose in some of these cabinets. The stuff in there sounds interesting. OS: It's too dark to really see much. JG: try the standard lamps first? OS: That's better. The room is lit now, still pretty gloomy as the lights don't give off much glow. You take a look through the cabinets. Everything is pretty dusty and some are locked, but you come across a few bits and bobs. A bunch of books, apparently chosen more for their leather bindings than for their subject matter which looks like a weird mixture of medical information, philosophy and veterinary science. A stack of wooden table mats carved with acorn insignia. A vase filled with plastic flowers. A wooden elephant missing a tusk. A boardgame - it's Scrabble looks old and a bit chewed around the edges of the box. You also find some photos. Take a look at these (OS hands out three images taken from the player handout folder. These are titled 'Joanne 1935', 'Samuel Salem in surgery (Atchison, Kansas 1864)' and 'Hatty & Samuel Salem 1866'.' JG: Some history here guys. Check it out (JG passes the photographs to the other players). PR: Samuel Salem in Surgery plus medical books and veterinary science. I'm sensing a medical theme. TP: Do I get anything from these? With my gifts? OS: rolls? (TP fails Empath but succeeds his Psychic roll). No. You don't get anything from the photographs. That all prevailing sense of anticipation kind of numbs out everything else. It's weird. You feel very unsettled. TP: Guys, I'm gonna go make a fire in the sitting room. Really not enjoying this part of the house one bit. At this point and without prior warning, OS plays an audio file of the grandfather clock chiming the hour, volume set to high. The event causes every player to jump and sets nerves nicely on edge for the rest of the exploration. S E T T I N G
U P
G E A R
E X C E R P T
WF: (Shows OS a sketch of the house, top and ground floors). How accurate is this? OS: Actually pretty good (makes a few adjustments). And there's a window here. WF: So put static cameras here, here, here, arrows showing where they face, this one facing the mirror over the fireplace so there's a double view of the room, then this in the attic and there in the basement. We're setting up base of operations in the dining room. TP: not happy about that. OS: Ok, how many plug sockets do you need? WF (checks) I think, two. We have the extension though, so we could double it, what we need, by running into the kitchen. PR: Also, I want to empty the stuff from the antique globe and put all the bottles and everything out on the table then I want to put the Newton's Cradle inside the globe. OS: inside it? PR: Clearly someone does not like us f**king with the globe or the booze. Let's see if he wants to play. (Earlier the team opened the globe to discover a liquor cabinet containing drinks, decanters and glasses. Paranormal activity which the team interpreted as angry ensued and the assumption was that they were not welcome touching the globe or messing with its contents). F I R S T
S E S S I O N
E X C E R P T
The team decide to do an EVP session in the sitting room. TP sits in the chair where he sensed the male presence and PR asks questions while TP makes regular Psychic and Empath rolls when asked by OS to see if he can gain any insights. EMF levels are rolled by the Overseer and are resolved to be at 8.4 which is extremely abnormal and likely to result in EVPs and other paranormal activity. PR: If anyone is in here right now, can you speak into this recorder and tell us your name? OS: This doesn't return any EVP but right off the bat, TP, you can feel the seat under you is warm, as if someone was already just sitting here and got up. TP: This chair is really warm under my ass. PR: can you make a sound or let us know you're here? Speak into this recorder so we can hear you. Were you just sitting in the chair? EVP
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OS (plays an EVP audio file which sounds like a male voice saying 'gun'). PR: Gun? Sounded like gun. WF: I heard gun. PR: What about a gun? Did someone get shot in this house? OS (plays an EVP audio file which sounds like a female voice saying something) PR: That sounded like Emily something. Emily? Are you trying to communicate with us right now? OS (plays a random EVP which is made by PR moving the recorder in her hand) JG: well that was weird. PR: sounded like something scraping. Was that you scraping Emily? OS: PR make an EVP dice check (she fails). OK. The Veteran suggests that last EVP was probably caused when you moved your thumb on the device. You kind of brushed your thumb over the microphone. PR: my bad. Thanks Veteran! OS: You don't get any further EVPs during this session. As you're closing the session you hear, sounds like a bang from upstairs, right overhead. Sounds like footsteps creaking across the floor above you. Like someone is moving really carefully and don't want to be heard. PR make a Fluke dice check. (PR succeeds). You caught the footsteps on the recorder. The Veteran goes kind of pale and announces he's had enough for one night. He's leaving. PR: aw. See you later Veteran. Thanks for your help. JG: I'm going up. WF: with you. Grab the camera, the roving camera. I also have my Bloggie. Go go go. After describing what WF and JG see when they go upstairs and before the start of the next session, OS takes a break to collect his thoughts and jots down Kudos awards for the last EVP session. He awards +1 for the clearer EVP caught. He would normally deduct -1 Kudos if the man-made EVP had been misinterpreted as an actual EVP but thankfully the Veteran was able to help out. OS doesn't award Kudos for the footsteps caught on the recorder as he determines there was no supporting evidence and the noises could be interpreted as settling of the house or pipes. The device used also gains +1 Kudos per clear EVP. As only the first EVP was clear enough to be interpreted correctly he awards +1 for the device, for a total of +2 for the session. A start for this team, though much of their success can be attributed to the unusually high EMF levels. Unfortunately they failed to record these which might have helped to verify the EVP evidence.
HAUNTS Haunts are individual investigations supplied as free downloads by Forever People on a (roughly) monthly basis. The Overseer should download as many of these as are available at the time. Where different players intend to take it in turns to act as Overseer those players should discuss with one another which Haunts they wish to personally run. Different Overseers should avoid running the same Haunt due to the likelihood that they will reveal spoilers and gain an unfair advantage over other players when they return to roleplay their Hunter. A list of Haunts currently available can be found on the Forever People website (www.foreverpeople.co.uk).
HAUNT
HANDOUTS
AND
SOUND
FILES
The Haunt will include a PDF with a key to the site and printable player handouts which may include photographs, documents and other visual aids. The Overseer should print these and store them in an A4/Letter size envelope marked with the name of the Haunt. The first image in the player handout section will always be the image representing the Haunt (the Haunt Presentation Image or HPI for purposes of reference in rules and Haunt details). The Overseer should set this image aside and add it to a different envelope in which he keeps all HPIs for all the Haunts he intends to offer to players. These images will give players a visual selection of Haunts from which to choose. On the back of each HPI the Overseer should write in clear text the name of the Haunt location and the Kudos price to secure the Haunt for the duration of the next sitting. EVP
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E V P
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O V E R S E E R
E D I T I O N
When running a game it is essential the Overseer remembers to bring all Haunt choice images so that players can make their choice before the sitting concludes. If the players choose at the start of the sitting the Overseer will need to bring with him details for all Haunts he presents as options. The author advises the Overseer prints Haunt Presentation Images then adheres them to card and cuts them out. HPIs will likely be handled for more than one session; gluing them to card or laminating them will give them added durability and will make the HPI stack more satisfying to handle and sift through. U S I N G
A U D I O
F I L E
T Y P E S
Each Haunt comes with audio files specific to the site and will usually include Vox files (spirit voices for use with Ghost Box sessions), EVP files and sometimes additional special effects. For ease of reference, all Ghost Box audio files are called Vox files. EVP audios are given the handle EVP. General special effect files are labeled SFX. All audio files are provided in GSM format (wav files which can be played on the majority of devices). GSM applies compression to the audio without too much loss of quality, allowing for low file sizes more suitable for download and saving on a local hard drive or device. To convert wav files for use with iPhone or iPad specifically, open iTunes and select Add File to Library. Once the file is visible go to General Preferences, Import Settings and select AIFF Encoder, Settings Automatic then find the file in Playlist. Right click on the file and select Create AIFF Version (note: instructions were accurate at time of publishing but may have changed in the meantime with updates and newer versions). Audio files can be ready mixed (for ghost box sessions) or played simultaneously in stereo by downloading and using Audacity (http://audacity.sourceforge.net/) a free but handy piece of software which will make playing audio files much simpler. Neither Forever People nor the author are in any way affiliated with the makers or distributors of Audacity and the above link is supplied for the reader's information only. U S I N G
G H O S T
B O X
A U D I O
Vox files are played during Ghost Box sessions and will typically consist of single words and phrases spoken by spirits and entities at the site. To use these files the Overseer should open and play the appropriate ambience file for the ghost box used by the Hunter during this session. Refer to Table B to match audio to ghost box. Table B ~ Ghost Box Audio Files Ghost Box
Faraday Shield
File
Spirit Speak
No
Ghost_Box_SS_Ambience.wav
Yes
Ghost_Box_SS_Faraday.wav
No
Ghost_Box_PSB7_Ambience
Yes
Ghost_Box_PSB7_Faraday
Thomas Edison Ghost Box
NA
Ghost_Box_TE_Ambience
William O Neil Spiricom
NA
Ghost_Box_Spiricom_Ambience
Psychophone
NA
Ghost_Box_Psychophon_Ambience
Plustron TVRC
NA
Ghost_Box_TVRC_Ambience
PSB7
Some ghost boxes are clearer than others with budget devices being the hardest to interpret. The use of a Faraday Shield will block out radio interference, giving those boxes that don't screen interference themselves or which are unsuitable for use with a Faraday Shield clearer audio. EVP
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Ambient audio files can either be found in the folder containing this PDF or downloaded from the Forever People website. Each runs for ten minutes, giving the Overseer plenty of background audio to play with while he sources relevant Vox files. All ambience files are long enough that they can be looped on a media player without sounding repetitive. Vox files are played at the same time as any of the main ambience files. The point where the voice is inserted is irrelevant and should be random in every instance, the voice occurring when the Overseer has found and opened the file he wants to use and at the Overseer's discretion thereafter. The Overseer may wish to check volumes on different files before playing them to ensure decibel ranges are equalized and one does not overpower the other.
...V OX FILES ARE PLAYED AT THE SAME TIME AS ANY OF THE MAIN AMBIENCE FILES ... Generally Vox files should be selected that respond to questions and provocation supplied by players, but, when playing the part of a spirit, the Overseer should always be wary of communicating too directly. Conversations with Ghost Boxes will be disjointed, sometimes confusing and often bizarre. Spirits are more likely to respond to questions about things that concern them, such as the nature of their death, or the injustices inflicted upon them in life, and less likely to comply with commands, to answer trivial questions or to prove their existence. The Overseer should not worry too much if he fails to find a relevant response or accidentally plays the wrong response. Scope for misinterpretation is so high when undertaking ghost box sessions that mistakes or irrelevant answers will merely add to the general confusion. Ghost boxes are notoriously easy to misinterpret, particularly for novices unused to discerning between background radio chatter or static and the insertion of unearthly voices. For this reason, the Overseer should always insert as many random Vox files and nonsense Vox files (these latter can be found in the same audio file as the Ghost Box ambience files provided with this PDF) as he includes seemingly distinct and pertinent words and phrases. To keep players guessing he can also pretend to search for and play audio without actually doing or playing anything. Players should always be left in the position of believing a ghost box has connected them with the 'other side' and suspecting their own interpretation of random noises has much to do with the results. In short, ghost boxes are not telephone portals to the spirit realm and are as fallible as they are difficult to translate. U S I N G
E V P
A U D I O
EVP files (Electronic Voice Phenomena) are played in response to player questions. Players ask their questions one at a time and audio is played either where there is a response or there is a false reading. Where no EVP is forthcoming the Overseer should simply state that nothing is captured. Only where a reply occurs or he wants to include some random interference to keep players on their toes he should play the relevant EVP file supplied with the Haunt.
... WHEN PLAYING THE PART OF A SPIRIT , THE O VERSEER SHOULD ALWAYS BE WARY OF COMMUNICATING TOO DIRECTLY ... Different entities will generate different EVPs and every Haunt will give details of the different replies likely to be forthcoming in different parts of the Haunt site. Not all entities will reply throughout the entire Haunt and some may give no EVPs at all through recording devices, choosing to manifest in other ways. U S I N G
O V I L U S
S O U N D
F I L E S
Ovilus files are played one at a time and each features either one or two words. All words are stored generally in the Ovilus Words file included with this PDF or available to download from the Forever People website. They are stored specifically in alphabetized folders within the parent folder. A simple Notepad file is also supplied in the Ovilus Words folder which presents all the words available to the Overseer at a glance. The Overseer should either print EVP 124 P a g e | 124
E V P
~
O V E R S E E R
E D I T I O N
this sheet and have it handy during sessions, or have the Notepad file open as reference rather than actively searching through the folders of audio every time he needs a word. Ovilus words are played in response to player questions/comments given to entities but are not always relevant, quick to come or guaranteed to make sense. The Overseer should not feel pressured to give players a relevant word, searching frantically through the Notepad list for something that makes sense, precisely because the device itself is hit-and-miss. 80% of the time words will be meaningless, 15% of the time they will be open to wide interpretation and 5% of the time they will be frighteningly precise and pertinent to the question or situation. For this reason, the Overseer should consider his word searches a linear affair, only going for a relevant, pertinent and lucid Ovilus reply if the right word seems to jump out at him straight away. Otherwise confusing responses will merely add to the authenticity of the session. When running Ovilus sessions the Overseer should learn to develop a poker face, giving nothing away. Did he intend to give a meaningful reply that seems to make sense? Or was it a fluke? Is he spending longer than usual searching for a response because he wants the right answer to fit the question? Or is he merely trying to give players that impression? Did that word come quickly because the Overseer anticipated the question? Or did the Overseer just open the first word file he came to? Players should find themselves asking these questions during Ovilus sessions but should be unable to read an answer in the expression, behaviour or comments of the Overseer. Under no circumstances should the Overseer, for example, tell players to 'hang on while I find the right file' or 'I just need to find the right reply'. In an Ovilus session there is no right or wrong reply, and the sound files the Overseer chooses to play are always the right ones.
RUNNING
A
SITTING
The sitting is the overall game session in which players and Overseer get together and play the game. Most RPGs will refer to this as a 'session' but in order to avoid confusion with the EVP-specific session the term sitting is used instead. The game is designed to anticipate one session per month and Haunts are released with this time frame in mind, however if the game group prefer to meet more frequently this is entirely plausible as they will invariably find they wish to return to Haunts already investigated in order to delve deeper into the mysteries they may have failed to solve the first or even second time around. Sittings should be arranged at a mutually convenient location where all players can attend without travelling too far. Somewhere in between the two most distant players will typically create a fair neutral ground for meet ups, otherwise it may be helpful to rotate the use of player homes, using a different house each month. Alternatively a public location can be chosen, provided the owners of the premises are happy to host a game. Bars, club houses, community halls, school club rooms and game stores are all great places to meet, provided the premises are suitable. Players should be at ease with their surroundings and comfortable enough to enjoy the game, any tension and consternation generated by the game itself and not by the premises.
...B ARS , CLUB HOUSES , COMMUNITY HALLS , SCHOOL CLUB ROOMS AND GAME STORES ARE ALL GREAT PLACES TO MEET ... Snacks are a must, as are drinks. A sitting will typically last three to four hours if the group meet for an evening game but can last anything between six and nine hours if played during the day or night at a weekend. Food will keep minds fresh and alert, stomachs full and also provides an extra dimension of fun to the general experience. Drink is crucial to keep mouths and minds lubricated. Food and drink should be supplied by all players, including the Overseer, to be shared equally. Alternatively meals can be enjoyed at a halfway point, provided the game is paused while players eat. Under no circumstances should the Overseer attempt to continue running a game while players are preoccupied with a full meal. Device rules should be established early on to avoid problems later. The Overseer will need to decide what these rules are and may have to compromise if players refuse to comply. Typically, smartphones should be set to vibrate only and answering texts or taking calls should be kept strictly to breaks or pre/post game time. Tablets should be switched off and only used either to reference game rules or to check information online which is pertinent to some EVP 125 P a g e | 125
immediate aspect of the game. The Overseer should, at the outset, ensure players are aware that casual perusal of the web, playing games, reading unrelated material or otherwise engaging in any kind of diverting activity is disallowed during game time. Some contingents should also be made for the sake of emergencies, or if a player raises some kind of personal reason why they may need to take a call or respond to a text mid-game. U S I N G
P R O P S
EVP is all about atmospherics and the Overseer may wish to enhance the mood of his game by including props. The following is a list of items used in play tests. The overseer is free to bring their own ideas to the table, though certain types of prop should be avoided. These include typical store-bought Halloween props, such as severed rubber hands, cobwebs or pumpkin lights. Props should be more authentic in tone and designed to establish the right level of mood. The introduction of humorous props or cheap items will only act to spoil the style the game attempts to achieve. Similarly, any ambient or mood music the Overseer uses should be low key and slow. The Overseer should avoid upbeat tunes or music that evokes a sense of action. Slow, dark and unobtrusive music will build a perfect sense of tension and fear and when running ghost box or EVP audio, music should be faded out. Recommended props include: o
o o
o
o
Candles. Blood red and scented candles are best. Overseer and players should take care to position candles where flames are away from the main game table as a preventative against accidental fire. At the end of every sitting players should make a point of extinguishing all candles before exiting the game room. Incense should only be used if all players confirm they are happy with its use as some types can trigger allergic reactions. Ouija Board. Propped up against a nearby wall or positioned as a central prop on the game table, the board should, under no circumstances, be used as part of the game, but will serve to set an authentic tone merely by its presence. Dybbuk Box. In play tests a small wooden cabinet was filled with odds and ends, such as lace, black and white photographs, a glass vial of black liquid and prayer beads, then placed open on the game table and introduced as an ancient Dybbuk box said to be haunted by a restless entity. This unexpected element created a sombre atmosphere and nervous glances around the player circle even before the game had begun. The photographs planted in the 'Dybbuk Box' were those used to represent the various Haunts from which the player group would choose at the start of each sitting. Old toys. Moth-eaten teddy bears and grubby dolls work best but clowns, with their inherent ability to cast a pall of horror over any situation, are ideal. Clockwork toys that can be wound up also make great props, particularly if the Overseer winds one prior to the arrival of the players then sets the toy in such a position that it will only start moving if touched. Inevitably players will finger any toy props placed before them, resulting in an initial fright for anyone who moves the clockwork booby-trap. Ambient background music. Some gamers dislike this option, but the use of music can be effective if introduced at specific times when the Overseer wishes to build tension rather than left on at all times. The following music links are accurate at the time of writing but are typically always available on YouTube by searching the accompanying track name: John Carpenter's 'The Thing' (https://www.youtube.com/watch?v=EnFc7D0ZoCc) 28 Days/Weeks Later Theme (https://www.youtube.com/watch?v=i6OtF7daIPM) The Exorcist (https://www.youtube.com/watch?v=D1PH_Y8Xn4g) Tension Building Ambient Horror (https://www.youtube.com/watch?v=AlDivIaiuMU)
The Exorcist is a particularly effective theme to play at the start and end of sittings. This theme will provide an audio trigger which will instantly put players back in the game zone as soon as they hear it played.
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O V E R S E E R
E D I T I O N
SITTING
STYLES
If this is the player group's first sitting and their first experience with EVP the standard style of sitting should be adopted, as outlined in the player rules. Players will begin with the usual pre-Haunt phases, moving on to the arrival, preliminary meeting/interview, exploration and sessions, ending with Kudos awards. Later, the group may wish to experiment with one of the following alternative styles. L O C K
D O W N S
In this style the usual pre-sitting phases occur in the normal way, but when the Hunters arrive at the Haunt site all exits and entrances into the site are locked by an NPC (the NPC is assumed to be a non-investigating friend of the team, their exact identity unimportant). The NPC locks everything from the outside and leaves the team in situ for then night, returning in the morning to open the doors. Only certain Haunts are compatible with the Lock Down and the Haunt details will specify whether this the case or not. Some Haunts can only be investigated using Lock Down, though these are typically Haunts that are strictly off limits to the public and carry a higher Kudos cost restricts their purchase to experienced groups. In Lock Down the Hunters cannot escape the site of the Haunt and are stuck inside whether they like it or not. There is no way out if things go bad and no chance of rescue until dawn. Dawn is assumed to happen when the sitting ends, making Lock Downs particularly effective for weekend games and longer sittings of up to six hours. The Lock Down increases the intensity of the investigation, creating a pot boiler situation wherein the team's fear levels act to ramp up negative energy levels within the site. o o o o o
All EMF levels are measured using d4+4.d10 and EMFs are rolled whenever the team enter a new location on site even if the location is usually measured as 0.0 EMF. The Clergy, Cop, Historian, Clairvoyant, Tradesman and Veteran Contacts cannot be used in a Lock Down sitting. The use of Psychic or Empath dice checks immediately begins to drain either Stability or Positivity respectively (see Expertise). All Possession Risks begin with a starting value of at least 3 (see Risk of Possession). All Demon Power values gain a +1 bonus for every Hunter in the team.
At the end of the Lock Down all Kudos awarded to the team is doubled. If the team are streaming live to the internet end of sitting Kudos is multiplied by x3 and if they have a television contract all Kudos is multiplied by x4. T R E S P A S S I N G
An option for teams who have insufficient Kudos to pay for a Haunt, or who would rather spend Kudos on other things and intend to purposely trespass. Teams may trespass in any Haunt, regardless of Kudos values, however each Haunt is given a different Trespass Risk value which indicates the likelihood that teams will be caught if they try to enter the premises without permission. The Overseer rolls 1d6 at the start, mid-point and close to the end of the sitting. If any roll is lower than the Trespass Risk the team's activities have been observed and cops attend. The sitting ends as soon as the team are caught and any Kudos generated is lost as the team's equipment is confiscated. o o
Contacts may not be used when Trespassing. If any Hunter possesses 5 in his Fluke value the Trespass Risk value is reduced by 1 point but Fluke is also reduced by one point. Trespass Risk reductions stack, with one point deducted for every Hunter who has 5 in Fluke. Hunters are free to maintain their Fluke values but may not then use their Fluke to reduce the Trespass Risk.
EVP
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o o o
Electrical equipment reliant on plug sockets can only be used if the team bring their own generator. Use of the generator increases the Trespass Risk by +1 point due to the noise the generator makes when running. Internet can only be used if the team bring their own Roving Internet system (see Equipment, General Equipment). There is no initial meet and greet when trespassing and no interview sessions.
If cops arrive on the scene the Overseer should roleplay the arrival and players should be given an opportunity to evade capture. Whether they do this by hiding themselves and their equipment or by simply sitting tight and hoping the cops only check the exterior of the building is up to them. Any methods or precautions used should be evaluated by the Overseer who will need to decide for herself how successful the team are. Precautions might include locking down the building so that cops are unable to enter without breaking in themselves, using static cams to monitor where the cops come in and where they go or deciding on a hiding place when performing the initial exploration of the site. Where necessary the Overseer can request Fluke and Skill dice checks representing lucky near misses and the Hunter team's ability to go undetected. If the cops find the team the game is up. Cops are armed and will treat the team as trespassers, arresting them, confiscating their equipment and charging them with breaking and entry. Teams who are still in the process of researching for a college degree and are caught trespassing will also lose an additional 5d20 Kudos from each player involved, representing loss of integrity and the disapproval of peers, professors and boards. In addition legal costs will come to 200 Kudos per player. If the team cannot afford these penalties they are deemed to have been kicked out of their degree and will either need to turn instead to live streaming or a television contract where applicable in order to generate Kudos. If they don't have either option at their disposal the result is total party kill and players will need to roll an entirely new team of Hunters from scratch. Teams who are internet streaming gain +100 Kudos when they trespass, representing the additional thrill for viewing audiences. However, the Trespass Risk value also increases by +1 (not to exceed 6) representing the risk that an internet troll, watching live footage, will call police and report the team. If captured the team retain the +100 Kudos bonus but must still pay the 200 Kudos per player legal costs. In short, legal costs are reduced to 100 Kudos per player. Teams who have a live television contract may not trespass as doing so would render the network liable for legal costs and would also undermine the reputation of the network. U R B A N
E X P L O R A T I O N
Some Haunts are categorized as Urban Exploration Haunts. These sites will tend to be sprawling urban or municipal locations officially closed to the public but typically frequented by youngsters and urban tourists looking to experience something new. Cops will tend to turn a blind eye to most trespassing and the sites will commonly belong to the city or state and will be locked up but poorly secured making it easy to get in and out. There is no Trespass Risk for urban exploration, but the team will need to employ the services of a Guide. The Guide is a form of Contact and requires payment of 50 Kudos per Hunter. The Guide will attend the entire sitting and will be roleplayed actively by the Overseer as an NPC from beginning to end. Guides are typically young, self assured and restive, keen to always be on the move and always nervous of getting caught or running into gangs who might use the site for drug taking or other forms of criminal activity. Urban exploration sittings will be heavy on exploration with sessions injected where the player group decide they want to pause to investigate. Sites will be chosen based on their reputation for hauntings, paranormal activity and witness sightings in the past. o EVP
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o o o o o
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O V E R S E E R
E D I T I O N
Interviews cannot be conducted with anyone other than the Guide and any NPCs the Guide is willing to lead the group to meet. These will be specified in the Haunt details. Equipment requiring plug sockets cannot be used. The team will not be able to live stream to the internet, however they may record the event on battery-based cameras and then upload the event to their YouTube channel. This awards the team Kudos in the usual way and is the only special instance when they may omit live streaming. Initial meet and greet is deemed to be the Guide Contact who will remain present throughout the sitting. The Team will be restricted in the amount of gear they may take with them to just six items per person plus one torch. Items must be small enough either to be carried comfortably in the hands or stored in a backpack.
Urban exploration can be thrilling and terrifying in equal measure. This can also be a perilous mode of investigation which can potentially result either in trouble for the team or even injury. Some locations will be utterly deserted, but others may be frequented by gangs, criminals and vagrants. Others still may be notorious for the dark nature of the paranormal entities believed to exist there and there may even be places where the Guide refuses to go, requiring the team to explore some sections alone where they subsequently risk becoming lost.
MAKING
EMF
CHECKS
Whenever players enter or re-enter a location within a Haunt (locations separated and defined by the fact that each has a different number in the Haunt key and on the location map), the Overseer should make an EMF dice check. Some locations will have EMF levels listed as 0.0, in which case a dice check is not necessary and the Overseer can assume that unless electronic equipment is accidentally scanned, levels will remain at zero. Only where the location EMF levels are listed as d#.d10, where # is the die type to be rolled, should an EMF dice check be made. Alternatively, if the team are in a Lock Down all areas will produce EMF levels (see Lock Downs). In most cases the Overseer will roll d10 for the first digit, a roll of 10 deemed to be zero in every instance (maximum 9.9, minimum 0.0). Some locations will have lower EMF levels and may use d4, d6 or d8 for the first digit. In every instance, and for obvious reasons, the decimal digit is rolled using d10, with any roll of 10 indicating zero. The Overseer should get into the habit of rolling EMF dice checks impulsively throughout the game and every time the Hunters move from place to place. The level of EMF within a given location will determine in most instances the amount of paranormal activity likely to take place during the session. Where players take EMF readings the Overseer should already know what those levels are and should be able to supply them immediately. P A R A N O R M A L
A C T I V I T Y
A S S O C I A T E D
W I T H
H I G H
E M F S
When EMF levels exceed 2.0 and no man-made or natural cause can be identified, there is a high probability that paranormal activity is likely to occur. The nature of the activity will be unknown until it is captured. Orbs are common between 2.0 and 3.0 EMF points, but are notoriously easy for skeptics to debunk as artefacts on the footage, bugs flying in front of the lens or defocused motes of dust passing close to the camera. Light anomalies are less easy to debunk but are equally unlikely to reward the team with Kudos if captured on camera. Mists are often seen when EMF levels rise to between 3.1 and 4.0 and are more compelling as evidence, particularly where there is no obvious man-made or natural cause and where the mist is seen to change direction in locations where there is no draught or air current. Where shapes and shadow figures manifest in the mist, or faces are visible in enhanced imagery Kudos should be awarded. Shadow figures may be sighted and caught on camera where EMF levels rise between 4.1 and 6.0, the common form of figure being a diffuse black shade that may be particularly visible when it passes in front of a lit area such as an EVP
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open doorway or some lit aspect of the background. Shadow figures will also cause cameras to defocus and may be associated with cold spots, strange thermal imagery and a sense that the air is filled with static electricity. Black mists are uncommon and will only manifest where EMF levels rise to between 6.1 and 9.0 points. These tend to be associated with demonic activity and will appear as swirling, oily mists which may undulate and appear to change shape. At EMF levels of 9.1+ paranormal activity can result in fully visible apparitions, floating faces, glowing eyes in the dark, spinning pictures on walls, swinging light fixtures and other spectacular anomalies. All of the above occurs respective to the specific Haunt which will likely detail the kinds of encounters teams can expect to experience and in every instance events should be rare enough that they generate excitement when they occur. E F F E C T S
O F
H I G H
E M F
O N
E Q U I P M E N T
A N D
P E O P L E
Where EMF levels rise to 9.0 or higher certain types of electrical equipment may start to malfunction or to present false readings. How this occurs and the nature of the malfunction is left to the discretion of the Overseer, but as a rule of thumb any digital equipment using a rechargeable battery is likely to suffer some kind of momentary glitch and may give a false reading or may lose image quality in the case of cameras. High EMFs of 5.0 or more will also have a strange effect on the human brain and can potentially lead to hallucinations, a feeling that entities are standing nearby, feelings of dizziness, nausea and vertigo, de-ja-vu, sudden onset of depressive thoughts, a feeling of itching and general discomfort and most commonly tinnitus, which can take many forms, from whistling in the ears and high pitched tones or low pitched rumbles to whispering voices, rustling, crying and music, none of which exists outside the sufferer's own mind.
~
HAUNT
BASED
STATS
~
Each Haunt will provide the Overseer with the following information, with details given for every location in the Haunt key. A M B I E N T
T E M P E R A T U R E
The temperature of the area given in degrees Fahrenheit and Celsius. Where cold spots or warm spots are likely the fluctuation will also be given or the Overseer can apply her own fluctuations. E M F
The level of EMF will either be marked as 0.0 if levels are at a permanent state of zero, or as d#.d10 where levels fluctuate anywhere between zero and 19.9 (see Making EMF Checks, above). Where fluctuations have man-made or natural causes this will also be noted and any player who makes a successful EMF Expertise dice check will successfully identify the cause. A C T I V E
S P I R I T S
Using this information the Overseer can open the relevant spirit's EVP folder supplied with the Haunt and play EVPs where applicable. EVPs will only be heard if EMF levels are at 4.0 or higher. This level can either be as a result of paranormal activity or a direct effect of man-made or natural electromagnetism. EVPs will not occur in locations with a permanent EMF level of 0.0 unless the team are playing a Lock Down (see Lock Down).
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E V P
~
O V E R S E E R
E D I T I O N
S E I S M O M E T E R
The output of a seismometer and the cause. As the seismometer is a tricky device to measure and read without expertise, the output is described either as nominal motion (can mean anything from chance atmospheric effects triggering the device to vibration caused by passing cars or strong winds), noteworthy motion (deemed to be above the expected margin of error for environmental or atmospheric disturbances) or definite reading. Definite readings occur where the machine detects significant movement in the object upon which it is placed and would normally be expected to occur where the object was tipped, pushed, bumped into or shaken to the extent that the movement is visible to the naked eye. In the case of motion detection, the likelihood of any results from devices designed to identify movement of an unnatural origin will also be listed here. Where the Hunter is using the PCE-MSR, the Overseer makes a Seismometer Expertise dice check on behalf of the operator of the device. If successful the Hunter is able to guess at the cause correctly. If they fail they guess at the incorrect cause, which may be paranormal or merely circumstantial, depending on the Overseer's discretion. It makes sense to sometimes supply a supposed but erroneously interpreted paranormal cause now and then in order to ensure successful rolls are not too obvious when they occur. The player should not know whether the roll was a success or not, representing the fallible nature both of the device and its interpretation. Some seismic readings are admissible as evidence, so where the player decides to submit what he believes are readings of a paranormal event he risks earning the team negative Kudos (-5 points) for misinterpreting a natural or man-made cause. E L E C T R I C I T Y
The nature of the Haunt power supply, if one exists. The reliability of the power supply will also be detailed, with any special instructions included for likely outages or fusing. Hunters will soon learn, after their first power outage, to ensure the location of the site fuse box is a priority when exploring the Haunt. P O W E R
S U P P L Y
The number of sockets (and type of socket) in the location are noted in terms of quantity and kind for the specific room. The kind of socket will be marked as Power or Internet, with Power sockets used for electrical equipment that requires a socket or sockets and Internet used to connect a centralized Wi-Fi server to the internet. Where there is no Internet socket at a Haunt, the team will be unable to connect to the web unless they invested in a system that allows them to run internet from a networked and boosted signal operating via 3GS (see Equipment). L I G H T S
Working lights in this area. Where there are no lights Hunters will need torches. It is assumed that every investigation takes place at night, between the hours of 10pm and 6am so that the site can be plunged into absolute darkness where necessary and IR equipment can function to maximum capacity. For reasons known only to the spirits themselves, most paranormal entities and energies seem more active at night. It has been said by numerous experts in the past that the spiritual day is the real world's night. Whether this is because sunlight is absent, because it is easier to see visual anomalies in IR, or because the electromagnetic influences of the sun are blocked by the bulk of the planet and this has some kind of influence on the energy of the spirit realm is uncertain. Repeated evidence shows, however, that investigations undertaken at night and in total darkness invariably prove more fruitful than those undertaken by day. E M P A T H
Any characters with the Empath Expertise skill make a dice check and acquire an empathic reading if successful. The Overseer should limit the number of empathic results she gives to the player, typically choosing just one from those presented. The Overseer should also avoid giving the player the information in an undiluted form. Empathy is based EVP
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entirely upon intuitive feeling and connections with senses that all people possess but which the vast majority choose to ignore. The empath does not 'see' ghosts as he sees other human beings walking and talking, he merely opens himself in a way that most of us do not and allows in sensory information that most of us choose instead to block. This information might come in the form of a sense of being watched, or a sense of someone standing nearby. This is an experience most of us can relate to and seems anathema to accepted scientific doctrine. When our backs are turned to someone, how can we tell if they are staring at us? The answer is that we should not be able to, and yet it seems reasonable to us when someone explains that they feel they are being watched, or they 'feel eyes upon them'. This is the essence of empathy and for this reason the Overseer should avoid describing visual apparitions, or the features and behaviour of spirits. The sensing of spiritual proximity, their connections with items and the site itself and with the history and memory of the site are all much more likely to enter into the empathic Hunter's field of experience. The Overseer should also note that Empath dice checks are limited, representing the fact that empathic Hunters will become mentally exhausted if they exert themselves too often. Regardless of whether rolls are successes or failures, the Hunter is allowed a number of 'free' dice checks using the Empath Expertise skill equal to the value of his Stability base attribute. For example, if he has a Stability of 4 he may make up to four free Empath dice checks per sitting without suffering any kind of mental weariness. If the Hunter exceeds his free quota of dice checks he begins to grow mentally tired and loses concentration. In extreme cases, where he pushes himself to the limit, he may even risk a depressive episode requiring psychological recovery. For every Empath dice check made after the free quota the Hunter loses one point from his Positivity base attribute. P S Y C H I C
Any characters with the Psychic Expertise skill make a dice check and acquire a psychic ESP reading if successful. The Overseer should limit the number of psychic results she gives to the player, typically choosing just one from those presented. The Overseer should also avoid giving the player the information in an undiluted form. Psychic ability is based on a more supernatural mode of extra sensory perception than the empathic ability and seems to be a gift only a handful of people possess. Unlike the empath, who opens up existing intuitive senses and interprets with an open mind the subsequent feelings he absorbs, the psychic is more likely to see visual effects of various kinds, may witness events as they once happened and may see words or pictures in their mind's eye. Psychics who have been known to help police solve serious crimes and even murders often claim to see the scene of the crime played out before them like a video tape, a scene they can rewind and forward wind at will and which they may even be able to zoom in on, enhance or explore as if it were a three dimensional set. Others claim they can see objects belonging to those involved and may be able to make out a name written on such objects which might be a driving license, an ID or a letter. They may also be able to make out the features of a killer or victim and will be able to provide extraordinarily accurate information based on what they see.
WHY PENALTIES FOR ESP BASED EXPERTISE? In playtests it was discovered that the Empath and Psychic Expertise values can lead to Hunters who possess those values making dice checks on an almost continual basis, sometimes to the detriment of sessions and the exclusion of those players who choose to roleplay more prosaic and technology based Hunters. For this reason the Empath and Psychic abilities are restricted in their use and those players who use them to excess will also need to ensure they consider their Hunter's mental health. It is felt that this neatly solves the problem of the esoteric over scientific approach without penalizing either style of gameplay. Clairvoyants who attend haunted locations often do complain of mental weariness and so this aspect of the rules seems to fit well with both the practical mechanics of the system and the need for fairness when it comes to giving all players an equal opportunity to participate.
Psychics are not clairvoyants and typically cannot speak with the dead or see the dead. Instead they are apparently able to interact with reality in a way that most of us cannot, turning back the hands of time within their own field of perception in order to see things that have come to pass as they happened.
EVP
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Like the Empath, the powers of the psychic are limited by her own mental health and strength. Dice checks are restricted, representing the fact that psychic Hunters must draw on exhausting mental reserves in order to produce their extraordinary results. Regardless of whether rolls are successes or failures, the Hunter is allowed a number of 'free' dice checks using the Psychic Expertise skill, equal to the value of his Positivity base attribute. For example, if he has a Positivity of 4 he may make up to four free Psychic dice checks per sitting without suffering any kind of mental weariness. If the Hunter exceeds his free quota of dice checks he begins to grow mentally tired and loses concentration. In extreme cases, where he pushes himself to the limit, he may even risk insanity. For every Empath dice check made after the free quota the Hunter loses one point from his Stability base attribute. R E S E A R C H
Hunters with the Research Expertise skill may make a Research dice check once for each location in a Haunt. Research dice checks are deemed to apply retro-actively, determining whether the Hunter uncovered or knows pertinent information prior to attending the Haunt which current circumstances now render relevant. Where the dice check fails the Hunter has either forgotten relevant information, fails to make the connection between current events and previous research acquired, or no research exists that is relevant to the situation. A S V
Any images or visuals that may appear on a screen filled with static in this area. ASV evidence will be included in the Haunt as a player handout, showing the screen and the image. Players with the ASV Expertise skill may attempt to debunk these images, or any player may simply try to interpret them by eye. If there are no relevant handouts available the Hunters are assumed to see nothing of interest on the television screen.
~RUNNING
SESSIONS~
Sessions are chunks of time in which the Hunters investigate and attempt to acquire evidence using a specific type of equipment or a specific method of ghost hunting. This might entail using the ghost box to ask questions of known or unknown entities that might be present, using an EVP device to record the answering voices of ghosts, or it might entail using a Ouija Board in an attempt to communicate. In many cases a session will include numerous different items. For example, the Ghost Box might be used while a Hunter undertakes a Ganzfeld experiment, or an EVP device might be used while an EM Pump fills the air with energy. Cameras and other recording equipment will be used routinely in almost every session. Combining equipment allows the player group to try multiple different permutations in an attempt to find what works best at any given location. EVP
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The use of certain equipment - specifically Ghost Box, EVP and Ovilus, is reliant upon the Overseer using either a Smartphone or a laptop, tablet, Mac or PC to open the sound files that accompany each Haunt. These files contain results specific to each area of the Haunt and are a crucial aspect of the game. All Haunts contain advice on playing and using the files which are provided in Wav GSM format. Players will need to determine which is general garbled noise and which is a response to their questions. Interpretation is key in this instance and both Overseer and players will be surprised how often and how easily they find the eerie sound of the Ghost Box seems to reply to their questions. Running Ouija, Ganzfeld or any other style of session is reliant on roleplay, the Overseer providing the group with letters, numbers or Yes/No in the case of Ouija or describing visions and experiences to Hunters undertaking Ganzfeld. The Overseer should attempt to respond in original ways when presenting data to Old School Hunters who use retro methods to ghost hunt. Automatic writing sessions can be scribbled out by the Overseer onto paper and handed to the player for interpretation. Such scrawl will likely be unintelligible, but might, on the other hand, hide what looks like a word, or an image. Any inability to draw and bad hand writing will be advantageous in producing an authentic look. Where bells and string are used to detect movement where there should be none, the Overseer should furnish himself with a small bell which he can sound when the Hunter's bells are triggered, the eerie and unexpected tinkling of the bell alerting the players that something other than themselves is abroad. Other kinds of session, including those players invent themselves, will require the Overseer thinks on his feet and comes up with appropriate methods for bringing those sessions to life. The most common session types and suggested methods for running them are covered below. R U N N I N G
O U I J A
S E S S I O N S
Ouija sessions in game-terms can be held in a number of ways. The simplest is for players to ask the Overseer questions and for the Overseer to then vocally provide letters in a slow and methodical way, yes and no answers or numerical responses. Another, more effective method which adds a greater degree of fun and creepiness to the session and which was used successfully in playtests, is for the Overseer to either knock once for yes or twice for no (rapping on a solid surface out of sight of players will create the best effect, even if players know the Overseer is the one making the noise), to use fingers to display numbers 1-10 (the OK hand gesture for zero) and in the case of word based answers to hand letters from a Scrabble boardgame set to those players participating. The player looks at and reads the letter aloud then gives it back to the Overseer who wordlessly hands over the next letter and so on until the planchette is deemed to stop moving. This non-verbal method gives a more authentic feel to the session than basic vocal Q&A. R U N N I N G
T I P P I N G
T A B L E
S E S S I O N S
Tipping Table responses can be given by the Overseer using the same method as described for the Ouija (see above). Alternatively a method used in playtests and recommended as a way to make tipping table sessions more interactive and entertaining, is to use a wooden Lazy Susan (a rotating circular board typically used for buffet style meals) which is positioned in the middle of the game group. All participants place their fingertips on the Lazy Susan while the Overseer places his on his own side. Only the Overseer may move the device, turning left or right for yes and no respectively or pushing his weight down slightly on his side to simulate 'tipping'. This method is entirely reliant upon all players agreeing to the rule that only the Overseer may move the device and if this rule is broken (or seems to be broken) the Overseer should return to the more basic method. Ouija options can be included using the 'Scrabble letters' method described above for Ouija Board sessions, the Overseer laying down the letters on the surface of the Lazy Susan. EVP
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E V P
~
O V E R S E E R
E D I T I O N
R O L E P L A Y I N G I N T E R V I E W S
The Overseer will assume the voice and persona of all NPC interviewees and, using details provided in the Haunt, will answer the player questions as best she can. This is a chance for the Overseer to apply her imagination and adopt the role of an actor. Interviews are more entertaining and interesting where different personalities come through for different NPCs. There are numerous ways to create variations when adopting NPC personas that go beyond the adoption of accents and, indeed, in most cases the use of accents will lessen the illusion because players already know what the Overseer's normal voice sounds like. Disbelief can be suspended far more effectively by introducing various character quirks and traits when taking on the role of a new NPC. Some examples: o Varying levels of intellect. Some characters will be eloquent and descriptive in their answers. Others are likely to stumble and struggle to string words together in a way that makes much sense. o Nerves. Some interviewees will be more nervous than others. A restless gaze, wandering about the room (the Overseer should feel free to pace back and forth as players ask him their questions) and fidgeting or biting of fingernails will all present the image of a nervous character. If the interviewee is describing a paranormal experience and they are in the place where that experience occurred their nerves will be understandable. Usually such characters will make it known that they are nervous by apologising for their behaviour. The Overseer should avoid giving the impression that the NPC has something to hide or a secret they don't wish to tell if they don't. o Stoic characters who say little and vocal characters who babble. o Solemn characters who dislike the limelight and are only attending the interview out of a sense of duty. o Extroverts who enthuse about their experiences and crave attention. o The opinionated and the neutral parties. Some people have very strong political, religious (or non-religious) and personal views and will take every given opportunity to voice them. Others either keep their opinions to themselves or have no particular opinions. Generally the opinionated will come across as stronger characters, but less likeable than those who seem more open minded and accepting, even where the opinions of the former character type are politically correct or difficult to argue against. o Characters who repeat phrases that may seem meaningless. For example, characters who end the majority of their sentences with 'you see', 'you get me?' or 'y'understand?' o Self-doubting characters who ask 'does that make sense?', 'am I making sense here?' whenever they have explained themselves or described a situation. o The use of the hands when speaking. Some people use flourishing hand gestures while others plant their hands firmly in their pockets or cross their arms. Characters who dislike the interview process will fold their arms while those who are more enthusiastic will use gestures. Tenting the fingers, thumbs touching, will present a studious and intellectual persona. Someone who constantly strokes their chin, covers their mouth with their hand or pinches the bridge of the nose may seem stressed or distracted. While characters who yank at their collar or grab the shoulders of their shirt and tug upward repeatedly will come across as pressured and uncomfortable. o Unnerving confidence. This should be used rarely as it creates a particularly memorable NPC. The Overseer locks his gaze upon the eyes of the interviewing player, uses very little hand gesture and moves his body hardly at EVP
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o
o
o o
all. He blinks rarely and shows little emotion. When he replies he does so in a monotone but with absolute resolve, there being no element of self-doubt in his voice. The result can be extraordinarily intimidating and the Overseer can expect interviews with characters of this kind to be short and to the point. Elderly characters or the very young. Elderly stereotypes should, of course, be avoided, but it does so happen that often the elderly are typically more welcoming of the company of others than the young who may be busy socially and/or professionally and therefore less eager to spend a great deal of time on the interview. The elderly may also tend to embellish their answers with relevant memories they recall that they feel might be of interest and stories which they feel sure the interviewer will enjoy hearing. Younger interviewees, by comparison, will try to keep their answers more concise for fear of appearing unfashionably candid. Interviewees who ask the questions. This is a neat trick that some people adopt, especially if they dislike talking about themselves and especially where they find themselves in the presence of someone they consider to be more interesting than themselves. A team of paranormal investigators, laden down with gadgets and an air of mystery will almost certainly qualify in the eyes of some people who will have just as many questions for the interviewer about what they intend to do at the Haunt location as they have answers about their own experiences. Jokers who tend to respond to almost every question posed with some kind of humorous observation or quip. This can be infuriating to the interviewer who just wants to get to the meat of the story, but is a common method employed by guarded characters, humour being an acceptable way to avoid giving answers without seeming rude. Frank characters who say what they think without fear of reprisal. Such characters will pass personal remarks without thought or care, suggesting a lack of moral fiber or at least a lack of empathy for the feelings of others. Characters on the autistic spectrum may display this kind of behaviour, or may seem exceptionally tenacious, obsessive or pedantic.
AWARDING
KUDOS
~
The Overseer will need to keep an ongoing tally of Kudos generated during game play, noting down equipment used and methods used during relevant sessions in which notable encounters occur. Haunt details will suggest how much Kudos should be awarded for specific encounters, but the Overseer can alter this where events deviate from circumstances described. Events may also occur which are not specified in the Haunt details, in which case the Overseer should apply only the Kudos bonus associated with the equipment used. Where equipment offers no Kudos bonus the Overseer should use her best judgment, or apply no Kudos. Keeping track of equipment used is crucial in order for players to then add equipment based Kudos bonuses at the end of the sitting. Players should also be encouraged to note down the use of specific equipment if they want to earn the bonus. C O L L E G E
D E G R E E
K U D O S
For university/college teams Kudos is awarded based entirely on the collection of compelling data. The clarity of the data, the event and the equipment used will all contribute. The Overseer should remember that the data will be submitted to a skeptical board of adjudicators, peers and qualified professional scientists who are likely to dismiss outright anything circumstantial or unclear. Ghost box voices, fuzzy EVPs with no clear voice pattern, fluctuating EMF with no investigation as to possible natural or man-made causes, will fail to impress. Visual apparitions and ghostly shadows caught on camera can easily be dismissed as digital artefacts or even CGI fakes and will also fail to impress. Similarly anecdotes, eye-witness statements, the testimony of psychics, empaths and spiritualists, results of Gansfeld or God Helmet and historical stories based on folklore or urban legends may support other evidence but will not generate Kudos on its own merit. The greatest Kudos will be earned from clear EVPs, abnormally high readings of different natural phenomenon such as radiation, electromagnetic fields or temperature fluctuations for which there is no man-made or natural explanation despite attempts on the scene to debunk them. Video evidence captured from multiple angles, witnessed by multiple Hunters, professionals like law enforcement officers or historians and which can also be verified by the presence of clearly recorded digital data, such as EMFs, EVPs, thermal readings, thermal imaging, static electricity and/or motion detection devices will be recognized as applicable evidence.
EVP
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~
O V E R S E E R
E D I T I O N
I N T E R N E T
S T R E A M I N G
A N D
T V
S H O W
K U D O S
Teams who rely on audience ratings from the internet may opt either to earn all Kudos from this source or they may choose instead to earn Kudos from both their audience and their college degree. This will generally assure them a greater income of Kudos, but they must remain reliant on the scientific establishment and high levels of skepticism to generate that Kudos. In the case of teams who have a television audience, the team may only earn Kudos from ratings, their integrity as scientific researchers undermined by their decision to take their research into the public domain and to a mainstream rather than peer reviewed arena. In this instance the team have either finished their degree or they have chosen to abandon their research in favour of a career as professional ghost hunters. Teams who rely on ratings earn Kudos not just from collected evidence but from the drama that ensues during the investigation itself. Audiences will primarily be hungry for apparitions, clear and creepy EVPs, attacks on the investigators and dramatic spiritual sessions. They will also, however, be wary of fake evidence instigated by the Hunters or the producers of the show in an effort to boost ratings. Apparitions that look too real will raise the level of skepticism. Where every Ouija session or psychic investigation results in possession the audience will quickly become doubting and cynical of any other activity the team subsequently reveal. Sponsorship will be important, but too many ads, sponsorship messages and product placement will combine to irritate and alienate viewers. A balance must therefore be struck between realism and how the Hunters react to actual paranormal activity. In general, the Overseer should penalize teams who attempt to give their audience a non-stop stream of drama, shocks and horror. More effective will be those teams who recognize that down-time is as important as up-time, the anticipation of something spectacular occurring as entertaining as the spectacle itself. A large part of television ghost hunting involves escapism, the audience tuning in to observe a group of people doing something they themselves daren't do. Some viewers might not have the time to ghost hunt, or might find the subject fascinating, but not compelling enough to undertake personally. Ultimately, viewers are savvy to the techniques teams who lack integrity are likely to try and will react far more positively (awarding the team more Kudos as a result) to teams who 'keep it real', investigate in much the same way as they did when researching for their degree and who maintain a good level of science while mixing in an interesting dose of drama, extra sensory perception and visual aesthetics. K U D O S
F O R
D E B U N K I N G
F A L S E
E V I D E N C E
Not all Kudos should be based on the acquisition of evidence. A certain amount of commendation will also be awarded to teams who go out of their way to first look for a natural or man-made cause before jumping to the conclusion that the event they have recorded or witnessed is supernatural. Similarly, where the team mistake a man-made or natural event for the paranormal and their error is obvious to those who are required to review their material, or to the watching audience, they should lose Kudos. E N D
O F
S I T T I N G
A W A R D
Bonuses are added to group awarded Kudos and not individual awards, even if the equipment used is owned specifically by one Hunter. For example, where the group earn 10 Kudos for recording an encounter on equipment with a +5 Kudos bonus the result is a 15 Kudos total. 15 Kudos is then awarded to each player at the end of the sitting for that session, even if the equipment used belongs to only one individual and only some of the Hunters participated in the session. Regardless of how well the group do in any given sitting, provided they complete a sitting from beginning to end they receive 10 Kudos points each. This represents the investment of time, energy and effort they make to attend and investigate a Haunt.
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POSSESSION The following rules cover demonic possession and are an optional aspect of the game which the Overseer should decide whether or not to include. The idea of possession can sometimes be a little too close to the personal belief systems of some players and may not be appropriate in every situation. Possession also deals with certain trigger subjects such as depression and suicide and may also be inappropriate in some cases because of this. Where the Overseer is uncertain she should either approach her player group about the subject or should err on the side of caution and omit this aspect of the game. Certain session types will put Hunters at risk from dark and demonic entities that may either be present at the Haunt, attached to an object in the Haunt or which Hunters have brought with them, or which is attached to one of the Hunters themselves. Each Haunt carries a Possession Risk value between 1 and 6. In most cases, where a negative entity is present, the risk will begin at one and increase the more the Hunters provoke the entity.
TYPES
OF
POSSESSION
Possession can occur in three stages, temporary, permanent attachment and permanent possession. Demons and human spirits can cause temporary possession, but only demons can cause attachment or permanent possession. The type of possession that occurs will either depend on whether the possessing spirit is a human ghost or a demon, or on the Stability value of the victim. See Table C. T E M P O R A R Y P O S S E S S I O N
Temporary possession can cause a sudden onset of depression, feelings of drained energy, lethargy, feelings of intense anger or a desire to commit violence, or emotional withdrawal where the Hunter seems quieter and more insular than usual. Temporary possession lasts only for the remainder of the session in which it occurs. Thereafter the victim makes a Positivity dice check to recover. If they fail to recover they remain affected for the next session but may attempt another Positivity dice check at the end of that session, and so on until they succeed a roll or the sitting ends. Between this sitting and the next, the Hunter recovers and regains their own personality. The EVP
Table C ~ Possession Type Stability + Faith + Humour + Positivity divided by 4 (fractions rounded up)
Possession Type
Possession Type if Hunter makes successful Resolve Expertise dice check
20
None
None
19
None
None
18
None
None
17
None
None
16
Temporary
None
15
Temporary
None
14
Temporary
Temporary
13
Temporary
Temporary
12
Attachment
Temporary
11
Attachment
Temporary
10
Attachment
Attachment
9
Permanent
Attachment
8
Permanent
Attachment
7
Permanent
Attachment
6
Permanent
Attachment
5
Permanent
Permanent
4 or less
Permanent
Permanent
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E V P
~
O V E R S E E R
E D I T I O N
demonic energy is left behind at the Haunt and does not affect them thereafter unless they return to the same Haunt and are possessed again. The Overseer should take the player whose Hunter is affected by temporary possession to one side and out of earshot of other players. He should then explain how the Hunter feels and the player is obliged to roleplay this state of emotion when he returns to the room. His behaviour should be overtly negative and, depending on the type of spirit possessing him, the Hunter might even become aggressive against his fellow Hunters. Human spirit possessions may only be temporary but are no less traumatic for the victim. The Hunter will experience the emotions of the spirit and may also experience some of the feelings the spirit had during death. This is especially true of troubled spirits, the ghosts of murder victims or those who feel they are trapped and cannot escape. The Hunter will experience the same feelings of entrapment, of fear and of a desire to get out of the Haunt site. A Stability dice check must subsequently be made. Demonic temporary possession tends to be more uniform in style. The demon will attempt to disrupt the Hunter's emotional state, causing extreme and sudden depression, feelings of intense despair and a desire to cause harm to other Hunters. The victim may also suffer from a desire to commit suicide. A Stability dice check is required in this instance also, except that if the roll fails Stability is reduced to a value of one, regardless of its value when the check was made. A T T A C H M E N T
P O S S E S S I O N
The Hunter will experience no change in emotional state but if any other Hunter in the team possesses the Empath Expertise skill and makes a successful roll they will begin to feel a strange aura about the victim and will feel they don't wish to be around him or to perform sessions with him. The reason will be unclear beyond a sense that the victim has somehow become unclean and repulsive to the empath. The demonic entity has attached itself to the victim and will remain with him in part, even if the Hunter leaves the Haunt. When the victim attends other sittings the demon will be evident, at least in diluted form. The main bulk of the demon's presence will remain at the site where the victim became possessed. The demon will target the victim in most of its activity but will not be able to affect the victim's mind, emotional state or personality. As far as the victim will be aware, nothing has changed except that he now experiences paranormal activity between sittings (at his home, or wherever else he goes) and at investigations. When an attachment possession occurs, the Overseer does not inform the player but merely makes a note of the possession. At the next sitting the Hunter attends the demonic presence will make itself known whenever the Hunter is involved in any session and EMF levels rise above 2.0. No Stability dice check need be made when the Hunter is the victim of an attachment possession, though activity related to the demon's presence may require Stability dice checks in the usual way if they are particularly frightening. P E R M A N E N T
P O S S E S S I O N
The Hunter is taken over completely by a demonic entity and becomes possessed in the traditional sense. He will retain his own personality and behavioural traits for the most part but will feel unsettled, distant and strangely removed from reality. In the presence of holy items (bibles, prayer beads, crucifix or holy water), clergy or the reading of scripture, prayer and other holy texts he will suddenly become aggressive and violent. He will speak in tongues, contort his body and will seem to have more than one voice speaking through him. His lips will grow pale and cracked, his eyes may roll into his head and his hair may become tousled. He will drool, snarl and his flesh will seem to become sallow and scaled, his bones will seem to jut from under his clothing. When this behaviour manifests for the first time, the Overseer should take the player to one side and explain that his Hunter is fully possessed. His Stability and Faith are automatically reduced to one point each and the player should attempt to roleplay the effects of the demon's presence whenever the Hunter comes into contact with religious paraphernalia, holy water, clergy or EVP
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the sound of scripture and prayer. The religion is irrelevant, only that faith is involved and the word of God, Christ, Allah or some other form of religiously pious figure is invoked. Demons who permanently possess a Hunter must be exorcised using the exorcism methods described in the player rules. The exorcism must be performed either as a one-off sitting (probably taking place on consecrated ground) or during the same sitting in which the Hunter is possessed. If the demon is not exorcised in the same sitting or during a one-off exorcism sitting the Hunter's Stability drops to zero. He is deemed to be committed to an asylum for the deranged and is lost permanently with no option for salvation from psychiatric care or further exorcism attempts. The player will need to roll up a new Hunter if he wishes to keep playing.
CAUSES
OF
POSSESSION
Human spirit possession will occur only if the Hunter invites the human spirit to enter their body, use their energy to generate paranormal activity or otherwise gives the entity free access to their body and soul, even if only for a limited time. Human spirit possession is temporary in every instance and no dice roll is required to determine if possession occurs. If invited to invade the Hunter's mind, body and soul by the Hunter and the spirit is willing to do so, the possession will happen. Demons, by comparison, may not enter a human body or take over the human mind and suppress his soul unless they are powerful enough to do so. If a Hunter comes into contact and interacts with a demonic entity (either knowingly or unwittingly) using a Ouija board, tipping table, during a sĂŠance, while performing the Gansfeld experiment, wearing a God Helmet or otherwise interacting in Q&A sessions, the demon has the option to attempt possession. A demon must be present at the Haunt location for this to occur, with the exception of Ouija board sessions (see Ouija Demons). The Overseer rolls 1d6 for the Hunter without letting players see the roll or even letting them know that a roll is being made for any specific reason. If the roll is less than the Possession Risk value for the Haunt the demon successfully possesses the Hunter. If the roll is the same as, or greater than, the Possession Risk value the demon fails to achieve possession. The demonic entity may attempt possession as many times as the Overseer decides to roll dice, though as a rule of thumb she should leave a gap of a few minutes between rolls. Provided the Hunter continues to interact with or invite demonic attention by continuing the session the demon may continue to possess the Hunter. Attempts at possession will be seen and felt both by the victim and other Hunters present. When a Possession Risk dice check fails for the demon using a Ouija the planchette may be seen to perform figure of eight symbols or may slide back and forth across the board from No to Yes repeatedly. Alternatively the planchette might spell out some kind of ominous warning such as "I'm coming" or "get ready" before starting a count down from 10 to zero. At zero it will attempt possession. When a Possession Risk dice check fails for the demon using a tipping table or during a sĂŠance the table might start to rattle in place, the lights might flash on and off, objects might fly off shelves and the targeted victim might seem to enter a trance, their eyes glazing over and their face breaking out in beads of sweat. When a Possession Risk dice check fails for the demon using Gansfeld or God Helmet the Hunter involved will seem to fall silent and will then begin to sway to and fro, smiling to himself and muttering blasphemous or insulting remarks. His hands might feel about him as though touching air and solid surfaces were some kind of novelty, or he might drum his fingers ominously on the tabletop or feel the features of his own face with exploring fingers. All the above are signs that the session must be brought to an abrupt end and the entity dispelled by announcing the session is over and any spirits present are no longer allowed to interact or make contact with the team. The targeted victim will need to be taken outside for fresh air, otherwise the demonic entity may continue to try to target them for a maximum two additional Possession Risk dice checks in the minutes immediately after the session ends. EVP
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O V E R S E E R
E D I T I O N
Sprinkling the victim with holy water, reading scripture, asking clergy to bless them and other methods of a similar kind will ensure the demon releases its hold and ceases its possession attempts.
HAUNT
SPECIFIC
DEMONS
Where the Hunter is possessed (either temporarily or permanently) by the demon specific to the location they will experience one of the visions associated with the demon and will also experience an overwhelming desire to attack other Hunters and/or to commit suicide. The Overseer should take the possessed player to one side and out of earshot of other players and explain the vision to them. The player must make a Stability dice check which is unaffected by saving throws. If the dice check fails the Overseer explains the Hunter's new desire to hurt the others and/or take their own life. The player must decide which course of action his Hunter will take before returning to the game room and is invited to roleplay one of either actions. If the Overseer doesn't see the player choosing either action the Overseer gains full control of the player's Hunter and announces the Hunter's actions himself. Generally it is more shocking for the player to enter into the spirit of the game and to roleplay the mental breakdown of his Hunter. If the possessed Hunter attacks other Hunters all players make a Skill dice check on behalf of their Hunter. If the cop is present or more than one cop is present, the Overseer also makes a Skill dice check for each cop with each NPC assumed to have a Skill value of 4. The possessed Hunter also makes a Skill dice check, but in this instance his Skill is deemed to be 6, regardless of its actual value. If the possessed Hunter succeeds his dice check and all other Hunters fail theirs he successfully inflicts damage on the Hunter he chooses to attack (for the sake of fairness the Overseer should choose a Hunter at random rather than leaving this decision to the player). That Hunter must make a Condition dice check in the usual way. The struggle continues thereafter with a fresh round of rolls. If the possessed Hunter succeeds his dice check and at least one other Hunter succeeds theirs he remains at large but fails to land any blows or cause damage to any of the Hunters. The struggle continues thereafter with a fresh round of rolls. If the possessed Hunter fails his dice check or all other Hunters succeed their checks across the board he is overpowered by all other Hunters and it is assumed he is somehow bound to a chair or tied up so that he cannot cause any more problems. For the player who decides that his Hunter instead intends to commit suicide the same method is used except that the possessed Hunter must make a Condition dice check instead, a failed roll and subsequent one point reduction in Condition representing his success in causing bodily harm to himself despite the best efforts of other Hunters to subdue him. In this case the struggle is deemed to be one to prevent the Hunter causing himself harm rather than a pitch battle between Hunters.
OUIJA
DEMONS
For reasons even demonologists find perplexing, demonic entities seem particularly drawn to Ouija boards and even in locations where no demon is present the board may tempt forth a dark energy and the risk of possession for those using the board. It may be that the Ouija is a form of ceremonial rite associated with certain unholy spirits, or it may simply be that the board acts as a form of portal, the collective energy of those touching the planchette and closing the spirit circuit responsible for empowering the demon and drawing it into the corporeal realm. Whatever the reason for the increased risk of demonic activity, whenever any Hunter participates in a Ouija session and asks more than 5 questions of the board (whether answers are immediately forthcoming or not) the Overseer should make a Ouija Demon check using Table D, rolling 1d10 to determine whether or not ungodly attention is drawn from the nether regions of the incorporeal realm or the Hunters' session goes unnoticed. EVP
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Thereafter the Overseer should make an additional Ouija Demon check for every question the Hunters ask of the board until either the session is closed or a demon arrives. Each Ouija demon has its own personality, behaviour patterns and likely method of communication. Each one also carries different risks for participants around the Ouija board and even those individuals who may be present and observing the session only, including Contacts and other NPCs. Even if the Haunt Possession Risk is valued as one or zero, for every question the demon is asked to which it responds the Possession Risk increases by +1 up to a maximum of 6. For every question asked and answered the Overseer makes a Possession Risk roll and where the result is less than the Possession Risk value the demon attempts possession of the target. Table D ~ Ouija Demons d10 roll
Demon Name (alternate name)
Power Value
1 to 3
Demon specific to the Haunt, or no demon if there is no demon present at the Haunt.
4 to 6
No Demon
See Haunt details NA
Target Overseer determines NA
7
Abacus (Legion)
3
Hunter with highest Leadership
8
Zozo (Pazuzu / Captain Howdy)
4
Hunter with highest Humour
9
Vox (Leviathan)
5
Hunter with highest Positivity
10
Beelzebub (Beezle)
6
Hunter with highest Faith
A B A C U S
Abacus is not this demon's true name but something that repeatedly seems to be recorded only on Ouijas. The entity will likely begin communication by posing as a benign human spirit but will fail to maintain this facade for long, unable to disguise it's hatred for those using the Ouija and its disdain for all human life. It will refer to itself as Legion or Abacus and will proudly state that it is comprised of six individual demons. Abacus is a brutally unfriendly demon and will offer insults, blasphemies and abuse without restraint to those communicating. It will menace the Hunters with death and pain and will issue regular threats which it will entirely fail to carry out in almost every instance. If a reflective surface is anywhere within sight of a participant in the Ouija session, especially a scrying mirror, and EMF levels are measured as 4.0 or higher, the demon will be visible for a few seconds, seen by anyone who succeeds a Fluke dice check. His features are deathly white, with sunken hollow eyes, a wolf-like face and large bulbous cranium furnished with the curled horns of a ram. Abacus is too weak to permanently possess those he menaces but is capable of temporary possession and attachment possession. If he attaches himself to a victim he will behave in much the same way as a poltergeist, albeit one with a particularly vengeful and menacing feel. Where EMF levels achieve 4.0 or higher, items will fly off shelves in the direction of the target or others in the same vicinity. Where EMFs are measured at 7.0 or higher doors will open and slam, shelves will be yanked out and upturned onto the floor and ectoplasmic goo will be found smeared on walls and furniture. Where EMFs reach 9.0 or higher small fires may be lit. Abacus has been known, in the past, to first hurl toilet rolls and newspaper pages around rooms before starting fires in the hope the fire will rapidly spread.
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O V E R S E E R
E D I T I O N
Z O Z O
Also known as Pazuzu or Zuzu. This demon, like most others, will first appear to be a benign human spirit going by the name of Captain Howdy. He will present a suspiciously mean or stubborn streak which will gradually evolve into outright verbal insults, threats and curse words. Before long Zozo will reveal his true self by spelling out blasphemous words, insults and words like Satan, Lucifer and Hell in reverse. Other terms Zozo will present in reverse form may include Bow Before The Master, I Am Coming and Your Soul Will Burn. Zozo is a more daunting foe than Abacus, and more likely to attempt to carry out the various threats he makes. His presence will be confirmed when he sends the planchette arcing from the letter Z across to the letter O or Z to U, repeating the motion over and over until Hunters take active control of the board. It is unknown whether the resulting word Zozo is indeed the name of the demon or whether the arcing motion of the planchette is somehow intrinsic to the method used by the demon to cross through the board and into the body and soul of those touching the planchette. Given the fact that most of the responses Zozo provides are reversed, the name should probably be construed, if anything, as Ozoz. However, it is believed that Zozo/Zuzu is in fact Pazuzu, an Assyrian and Babylonian demon (other names Fazuzu or Pazuza) listed in mythological and theological texts as the King of the demons of the wind and bearer of storms and drought. Where EMF levels are measured at 5.0 or higher, Zozo will briefly be manifest to any Hunter with the Empath Expertise skill, appearing as a dark shadow which expands in one corner of the room and takes on the shape of a hideous malformed dog-like monstrosity crouching on all fours with a long wavering scorpion tail and a shaggy head furnished with jutting horns. Precise features will not be visible, only the silhouette which will soon dissolve into the air leaving a cold draught and the smell of rot and decay in its wake. Empaths who witness this event must make a Stability dice check. The event will not show on cameras but will appear on thermal imaging cameras if any are pointing in the right direction, the shape of Zozo showing as a freezing cold blue spot. Zozo is capable of any type of possession and will be keen to attempt possession if given the chance. He is synonymous with flies and his presence may also be accompanied by the sound of buzzing flies and the smell of excrement though no flies will ever be spotted. V O X
One of the more perilous and terrifying demons known to be drawn to the corporeal realm by the use of Ouija, Vox is better known as Leviathan and is a mighty demon of the sea. Vox never masquerades as a human spirit and will immediately begin to toy with the Ouija and the Hunters participating as soon as he arrives. He will cause the planchette to slide from Yes to No at rapid speed (often so rapid that those touching the planchette will be unable to keep their fingers upon it) and will describe figure eights in the middle of the board. He will answer questions but the words he presents will always be in the wrong order, making translation an ordeal for those attempting to make sense of what they're seeing. He will also issue dire threats, criticize Hunters for their lack of religious faith and therefore their vulnerability to his dark intentions and will inform those listening to him regularly that he is demonic. Vox is capable of all types of possession and is a daunting foe for any exorcist to dispel. He never manifests in his true form (that of a gigantic sea monster) but when he affects permanent possession of a victim the victim's transformation from human to demon-possessed monster will be extreme. Their skin will turn pallid green, their eyes will become snake-like and they will projectile vomit into the faces of anyone within range. They will exhibit extraordinary strength (though Vox cannot use this strength to harm anyone present) and when they speak will sound so terrifying that anyone hearing their voice will be forced to make an immediate Stability dice check.
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B E E L Z E B U B
This demon is the most powerful of the Ouija demons. He will first appear as a male human spirit with a perverse sense of humour and a dark manner. As Hunters ask questions of him he will begin to utter insults and threats and will name himself as Beezle, Belzar or Beal. If EMF levels have been measured as 3.0 or higher the room in which the Ouija session is being held will fill with a foul stench as of excrement and the distant hum of flies. Those touching the planchette will also hear the distant tolling of bells and will feel dizziness, a sense that they are in some kind of vortex and a feeling of overwhelming exhaustion. If EMF levels have been measured as 4.0 or higher Beelzebub will terrorize the Hunters by sending hornets and gigantic tarantulas into their midst. These are manifestly real rather than paranormal, though the method by which they appear is paranormal. Hunters will hear a loud and angry buzzing and will see shadows flitting about in light fixtures. If the lights are checked the Hunters will see hornets inside the bulbs. At the same time, tarantulas will start to appear, crawling out of plug holes, fireplaces and air vents. Hunters will find tarantulas crawling up their backs, on their arms and even in their hair, there being no apparent way these creatures could possibly have climbed into position without being noticed. Other insect swarms that might appear thereafter could include red ants, wasps and flies. Ultimately Beelzebub will attempt to possess one of the Hunters and is capable of any type of possession. D E A T H
F R O M
P O S S E S S I O N
Death from possession or at the hands of someone who is possessed is an extremely rare event in EVP. However, if such an unfortunate incident does befall the team the Overseer should refer to the following. Any Hunter whose Condition is reduced to zero as a result of either attempting to commit suicide because of possession or as a result of being killed by someone possessed by a demon is deemed to be dead. Their spirit subsequently is bound and trapped in the Haunt and the Overseer should add them to the list of spirits present. The player can no longer play or control his Hunter who is deemed, for purposes of gameplay, to no longer exist. The player must roll up a new Hunter if he wishes to continue playing. Contact can and probably will be made with the ghost of the dead Hunter, however, if the team ever return to the same Haunt. Where a Hunter dies as a result of possession the sitting is deemed to be over and the investigation is immediately closed down. All Hunters still in play must make a Stability dice check and if they fail their Stability value is automatically reduced to one. If death occurs early in the sitting or midway through the Overseer may award Kudos then offer players a chance to choose another Haunt instead, the assumption being that much time passes between the fatal sitting and the next investigation. Where the Hunter dies later in a sitting (past the halfway mark being a good benchmark) the Overseer should bring the sitting to an end and award Kudos.
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IMAGE
SOURCE
INDEX
Page 7 “Wall face” is a human-like portrait which is purportedly paranormal but probably made by human hands, of the famous House of the Faces in Spain. Cesar Tort took the photo in February 1992 with the permission of the owner of the house: María Gómez Cámara. Page 16 "Slender Man" is an image by Deviant Art user Code311 (http://code311.deviantart.com/art/SLENDER-MAN-314862249). Page 18 "Miley Tunnel" is a photograph by Flickr user Matt J Newman (https://www.flickr.com/photos/mattjnewman/4375468545/). Changed to greyscale and added a few filters. Page 19 "Shadow Demon Samurai" is an image by Deviant Art user kredwood (http://kredwood.deviantart.com/art/shadowdemon-samurai-338539238). Original has been changed to greyscale. Brightness filter added to reduce grey shades. Page 21 "Dark Abstract Background" a photograph by DeviantArt user CloudyBroccoly (http://cloudybroccoly.deviantart.com/art/Dark-abstract-background-383796877). Original image has been converted to greyscale. Page 22 "Ganzfeld" is a picture created by then posted to Wikipedia and released into the public domain by user Nealparr. Original has been resized and changed to greyscale with filters. Page 24 is "Cameraman" a photograph by Flickr user Les Chatfield (https://www.flickr.com/photos/elsie/657544026/). The original image has been converted to greyscale and a variety of filters applied. Page 31 is "Berlin Ghost Town" an altered derivative from a photograph by Wikipedia user Snowfalcon (http://commons.wikimedia.org/wiki/File:Berlin_Ghost_Town.jpg). Image changed to greyscale, highlighted and grain filter applied. Page 34 is "Scary Doll" released by Flickr user Moyan Brenn (https://www.flickr.com/photos/aigle_dore/5238700570/) Image converted to greyscale and grain filter applied. Page 39 is "Haunted House" is a photograph by Flickr user Walt Stoneburner (https://www.flickr.com/photos/waltstoneburner/8462250273/) Changed to greyscale. Page 97 is "raytraced kinect depthmap 4k render" is a photograph by Flickr user Bill Automata (https://www.flickr.com/photos/billautomata/8278249846/). Sharpened for clarity. Page 103 is "Women's Boxy Cropped T-Shirt" is a photograph by Flickr user Spreadshirt (https://www.flickr.com/photos/spreadshirt/14169660605/). Logo added, changed to greyscale and filters applied. Page 104 is "The Necronomicon" is a photograph by Flickr user Staffan Vilcans (https://www.flickr.com/photos/liftarn/5850741756/) Changed to greyscale and cropped. Page 114 "The Spiritualist" is a public domain painting by Lajos Gulácsy. Changed to greyscale.
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