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Tension

My name is Visions
Roll to enter a vision of the past. Roll +d6 if looking for a
vision matching your attunement. You can passively
observe, but to interact you must roll again. If any of the
I used to be a
dice match, you’re attacked by an astral plane parasite. Roll
A ghost hunting game to resist taking damage and dropping back into the physical
world.
Players I’m attuned to (pick one)
Combat
You had a near death experience which opened your eyes to
Anger / Betrayal / Grief / Lies / Victims / Violence Opponents roll against each other. Highest number of
the spirit world. You lost your job, your relationships and
your friends because people think you’re a flake. Now you successes, followed by highest total, wins. The loser
I hunt ghosts for money because
catch and sell ghosts for a living. It’s a high-stress high-risk subtracts the winner’s total from max heart rate. If max
life, but it’s the only one you’re suited for. Investigate heart rate drops below current heart rate, you’re instantly in
rumours, learn the ghost’s secrets, then grab it. the danger zone. The GM should decide NPC thresholds for
Heart rate backing out of the fight or surrendering before combat
Task resolution begins.
When attempting a task where failure is possible, roll 2d6. My starting rate is 65
If the task is difficult, roll only one die. If your old GM
profession or your attunement are an advantage, roll an My maximum is (160 + 4d10) The presence of psychics will provoke ghosts. One of your
extra die. A result of 5 or 6 is a success on the task. You only players is the first trigger. When they reach a heart rate
need one success, but if there are more the task is My current rate is threshold you pick, haunting activity steps up. Another
accomplished with (pick one) speed, polish, stealth, player is the second trigger. When they reach threshold 2,
Conditions
staying power or effectiveness. the haunting begins to attract poltergeists, possessors and
doppelgangers. On the third trigger, innocents will be
Heart rate
dragged in to repeat the ghost’s tragic death. The characters
Each time you roll, add the dice total to your heart rate. have failed.
Once you pass your maximum heart rate, you’re in danger.
Walking away isn’t an option. Once the characters are
If you make a roll that has any 1s in the result, you have a
involved, opportunistic spirit hangers-on can backtrack
mental break-down, a seizure, or a heart attack and drop
their psychic trail and target them when least expected.
out of the game. I have...
Whenever you take damage, reduce your max heart rate by Questions to answer in play
☐ seen the ghost’s face
the dice total. How do you capture a ghost?
To reduce your heart rate by 1d6 spend a full hour on ☐ heard its name Who are you selling them to?
drinking, smoking, getting high or any other destructive Why do they want ghosts?
method you’ve found to self-medicate. You’ll naturally drop ☐ learned its unfinished business Why is the ghost trade secret?
back to your resting heart rate when the ghost is sold and Who is your competition?
...and now I’m ready to capture it! What happens when a psychic dies?
you have the money. Otherwise, pressure just climbs.

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