CITY OF SHIOKAWA, JAPAN, 198X
Something strange is happening on our town...
Robed figures can be seen gathering in the woods at night. People are going missing.
Disgusting creatures are terrorizing the seaside...
The rapid technological progress of the modern era brings comfort...
but also new unknown threats.
Old gods, malicious eldritch beings who ruled the earth eons ago,
are awakening as reality starts to crumble...
Armed with clues, spells, and their dwindling sanity, a quartet of people will investigate
mysteries across the city... and in the realms beyond.
The four prepare for the unknown nightmares ahead.
The end of the world is at hand, and they've gathered at the house of their leader...
4 Players needed.
World of Horror is a horror game set in 1980s Japan, in a sleepy seaside town of Shiokawa, where strange things begin to happen. The Forums equivalent runs on a simplified combat system.
The
Test game will have the 4 Investigators try and find out the truth of the
Horrible History of the Household Hell, involving an apparently haunted mansion where a family lived once, before mysteriously disappearing.
CHARACTER CREATION:
Name: First Name, Family Name (if applies), and (Username)
Age/Sex: Age no lower than 17 and no higher than 27
Occupation: Teens usually go to a high school and/or college, just saying
Home Location: Location of Home, where this Character must navigate to first to be able to Rest during a Mystery. Only Locations within Shiokawa proper (Downtown, Apartments, School, Hospital, Seaside) are allowed.
Stat Spread: You have 31 Points to distribute amongst 5 Stats: Strength, Dexterity, Perception, Knowledge, Charisma, no less than 4 and no more than 8 points in a Stat. You can modify starting Luck by 1 point in either direction, adjusting your Skill Points available for distribution accordingly.
*Strength: Used in event checks, makes Strength weapons go faster, used for Brace Action.
*Dexterity: Used in event checks, makes Dexterity weapons go faster, used for Dodge Action.
*Perception: Used in event checks, makes Perception weapons go faster, used for Fire Gun and Listen to Whispers Actions.
*Knowledge: Used in event checks, makes Knowledge weapons go faster, used for Burn Money as Offering and Sever Ties Actions.
*Charisma: Used in event checks, used in Schoolyard Gossip hunt, used for Taunt the Enemy Action.
*Luck: Base 6, Used in event checks, used to modify Otherworld Check malus.
Perk Packs:
*First Perk Pack that provides 2 Perks to choose from during Level Ups, mixed in along Common Perks. Also provides Perk Pack Starting Bonus.
*Second Perk Pack that provides 2 Perks to choose from during Level Ups, mixed in along Common Perks.
Appearance:
*Short description of your character looks.
Common Perks:
These Perks are shuffled in during Level Up alongside Pack Perks, for a total of 3 Perks for the Player to choose from.
Quick Thinking: +1 Dexterity
Art Knowledge: +1 Perception
Folklore Studies: +1 Knowledge
Leadership: +1 Charisma
Outdoorsman: +1 Luck
*Final Stretch: Restores 2 Stamina and 2 Reason. This Perk will be added to the Pool only if there's any Perk slots empty at Level Up.
Pack Perks:
If you choose two Perk Packs that share a Perk, you still only get one.
BASEBALL PLAYER
Starting Bonus: Wooden Bat Item.
#1 Perk: Swing And Hit: Prepare Attack action now grants +2 Bonus Damage to subsequent attack.
#2 Perk: Swift Moves: +1 Dexterity, Increases Dodge Action chance by 20%.
BOOKWORM
Starting Bonus: +4 Experience whenever using a Book Item.
#1 Perk: Personal Library: +Random Book Item at end of a Mystery.
#2 Perk: Mythology Studies: +1 Knowledge, +1 Bonus Damage versus Ghosts, Vampires and Undead.
BUTCHER BY TRADE
Starting Bonus: Meat Cleaver Item.
#1 Perk: Choice Cuts: +Random Meat Item at end of a Mystery.
#2 Perk: Sharpening Stone: Sharp Weapons deal +1 Bonus Damage.
COLLECTOR OF THE STRANGE
Starting Bonus: Random Mask Item.
#1 Perk: My Weird Collection: +Random Occult Item at end of a Mystery.
#2 Perk: Personal Library: +Random Book Item at end of a Mystery.
COMBAT PRAGMATIST
Starting Bonus: Empty Bottle Item.
#1 Perk: Improvise: +2 bonus to Throw Damage.
#2 Perk: Fast Hands: Using/Throwing Items costs 1 Action Unit less, Looking for Items gives 2 Items instead of 1.
HORROR WRITER
Starting Bonus: Random Book Item.
#1 Perk: Signed Contract: +1 Funds at end of a Mystery.
#2 Perk: Morbid Inspiration: Losing Reason gives +4 Experience.
INNER STRENGTH
Starting Bonus: +1 Max Stamina and +1 Max Reason.
#1 Perk: Predestined: +2 Max Reason, restores 2 Reason.
#2 Perk: Unrelenting: +2 Max Stamina, restores 2 Stamina.
LONER
Starting Bonus: Cigarettes Item.
#1 Perk: On Your Own: +1 to all Skill Checks if no other Character is present.
#2 Perk: Hard-Knock: +1 Bonus Damage when Character is under effects of Nicotine Rush.
MARTIAL ARTIST
Starting Bonus: Defensive Actions cost 1 Action Unit less.
#1 Perk: Core Strength: +1 Strength, +1 Bonus Damage.
#2 Perk: Unarmed Focus: Kick/Bite +1 Damage and -1 Action Unit Cost.
MAGIC CASTER
Starting Bonus: Random Spell.
#1 Perk: Ghost Connection: +Random Spell at end of a Mystery.
#2 Perk: Arcane Grasp: +2 Spell Memory slots, Casting Spells in Combat costs 2 Action Units less.
MEDICAL STUDENT
Starting Bonus: Scalpel Item.
#1 Perk: First Aid: At end of a Combat Encounter, remove the latest Minor Injury or restore latest Stamina or Reason loss of this Character or an Ally.
#2 Perk: Anatomy Class: +1 Bonus Damage versus Humans.
POLICE DETECTIVE
Starting Bonus: Police Revolver Item and 2 Bullets.
#1 Perk: Deduction: +15 Experience at end of a Mystery.
#2 Perk: CQC Training: Firearms +1 Base Weapon Damage.
PROMISING ATHLETE
Starting Bonus: Defensive Actions cost 1 Action Unit less.
#1 Perk: Swift Moves: +1 Dexterity, Increases Dodge Action chance by 20%.
#2 Perk: Discipline: Passing a Strength/Dexterity/Perception skill check restores 1 Stamina.
REPORTER
Starting Bonus: Camera Item.
#1 Perk: Deduction: +15 Experience at end of a Mystery.
#2 Perk: Reporter's Bag: +1 Inventory Slot.
RICH PARENTS
Starting Bonus: +4 Funds.
#1 Perk: Big Spender: Chance to regain 1 Funds after Buying an Item at Shops, except at Vending Machines.
#2 Perk: Healthcare VIP: Healing Injuries at Hospital costs 1 Funds less, and Operations do not incur Post-Surgery Statuses.
SELF-CARE
Starting Bonus: +1 Max Stamina and +1 Max Reason.
#1 Perk: Self-Therapy: Forgetting Spells restores 2 Reason.
#2 Perk: Hot Bath: Resting at Home during Mysteries restores 1 Stamina and 1 Reason more.
SHOOTING COMPETITION
Starting Bonus: Sports Rifle Item and 1 Bullet.
#1 Perk: Bullseye: +1 Perception, +2 Shoot Damage.
#2 Perk: Deft Handling: Using Firearms for Attack/Strong Attack costs 1 Action Unit less.
SHRINE MAIDEN
Starting Bonus: Spiritual Actions cost 1 Action Unit less.
#1 Perk: Spirit Guide: Passing Knowledge/Charisma/Luck check restores 1 Reason.
#2 Perk: Mythology Studies: +1 Knowledge, +1 Bonus Damage versus Ghosts, Vampires and Undead.
SWIMMER
Starting Bonus: Kick/Bite, Attack and Strong Attack Actions cost 1 Action Unit less.
#1 Perk: Fast Swimmer: Offensive Actions cost 1 Action Unit less.
#2 Perk: Discipline: Passing a Strength/Dexterity/Perception skill check restores 1 Stamina.
WITCH'S CHILD
Starting Bonus: Library Notes Item.
#1 Perk: Occult Signs: Casting Spells grants +4 Experience.
#2 Perk: Second Sight: +1 Bonus Damage versus Ghosts and Eldritch.
YAKUZA MEMBER:
Starting Bonus: Can access Illegal Den location.
#1 Perk: Irezumi: Lowers costs of Items in Shops by 1, except at Vending Machines.
#2 Perk: Yakuza Card: Additional Item Slot in Shops, except at Vending Machines. Allow pawning of 'Illicit' Items.
MYSTERIES AND INVESTIGATIONS
Each Investigation Turn, every Player Character has to decide what they're doing. Possible options are:
-Investigate current Location, to get either an Event (3/6 chance), enter a Combat Encounter (2/6 chance) or find nothing (1/6 chance). You gain +2 Experience per Investigation, no matter the outcome.
*If the Location is the one that will help progress the current Mystery, the chances for Event and Combat are 4/6 and 2/6, respectively. Finishing either will successfully progress the Mystery.
-Make use of Location's Shops and Services.
*In case of Shops, you can buy 1 Item per Investigation Turn; Vending Machines are exception.
*In case of Services, you can make use of the Service as much as you need; when you're done, only then your Investigation Turn ends.
-Return Home to Rest and receive +2 Stamina and +2 Reason.
*You must be in the same Location as your House is to perform this action.
-Travel to another Location.
*When in Shiokawa, you can move between 5 in-town Locations freely; these Locations are Apartments, Downtown, Hospital, School and Seaside.
*To travel to Locations outside Shiokawa - Mansions, Forest, Village - one must first get to Downtown or Seaside.
Once every Player Character spends their Investigation Turn, DOOM increases by 1% and a new Investigation Turn begins.
COMBAT IN WORLD OF HORROR ON FORUMS:
Each Character has 20 Action Units to spend each Combat Turn, and each Action has a specific Action Unit cost.
Various items, perks and statuses can lower or raise the amount of AUs needed; but the absolute minimum is 1 Action Unit per Action.
Hit Chance for Kicks/Bite is always 80%; for Weapons, it is: Base Weapon Hit + Character Level*10 - Enemy Power.
The following Combat actions are available:
Offensive:
Kick: 6 Action Units, 2 Damage.
Attack: (5 Action Units + Base Weapon Speed - Character's Weapon Stat), for Weapon's Base Damage.
Strong Attack (10 Action Units + Base Weapon Speed - Character's Weapon Stat), for Weapon's Base Damage increased by 50%, rounded down.
Fire Gun: (10 Action Units + Base Weapon Speed - Character's Perception Stat), for Weapon's Shoot Damage and -1 Bullet.
Prepare Attack: 4 Action Units, grants +100 Hit Chance to next Kick, Attack, Strong Attack or Fire Gun.
Boost Hit Chance: 1 Action Unit, grants +10 Hit Chance to next Kick, Attack, Strong Attack or Fire Gun.
Bite: 6 Action Units, 3 Damage. Requires 'Grow Teeth' Spell to be cast first.
Defensive:
Brace: (16 Action Units - Character's Strength), halves Damage received in this combat Turn and prevents negative Statuses. Effect not cumulative.
Dodge: (14 Action Units - Character's Dexterity), 50% chance to avoid enemy Attack. Effect not cumulative.
Flee: (15 Action Units), this Character escapes the Combat Encounter; it will end if all Characters escape. Doom will raise for +2% per Fleeing Character. Certain Combat Encounters cannot be Fled from.
Support:
Camera Flash: (12 Action Units), lowers enemy PWR by 10 and puts the Camera User under effects of Dodge action. Requires Camera to be Equipped.
Listen to Whispers: (15 Action Units - Character's Perception), random effect of +5 Experience, +Spell, or -1 Reason. Only certain Enemies can be Listened to.
Assess the Situation: (3 Action Units), explains target enemy Weakness, Special Attacks and Lore.
Look for Improvised Weapon (12 Action Units), random chance to obtain an Item that can be used in combat.
Taunt the Enemy: (15 Action Units - Character's Charisma), Enemy will target the Taunting Character this Turn, ignoring all others.
Desperate Struggle: (3 Action Units), raises Kick, Bite and Weapon's Base Damage by 100% (rounded down) for duration of this Turn. Requires your Stamina or Reason to be 3 or lower. This action can be performed only once per Combat Encounter.
Use Item: (2 Action Units), uses an Item from Character's Inventory.
Throw Item: (2 Action Units), throws an Item the Character has at the Enemy to deal Throwing Damage, and the Item is destroyed.
Cast Spell: (5 Action Units), casts a Combat Spell.
Spiritual:
Meditate: (2 Action Units), lowers Stamina by 2 and raises Reason by 1.
Pray: (2 Action Units), lowers Reason by 2 and raises Stamina by 1.
Burn Money as Offering: (11 Action Units), costs 1 Funds, deals Damage to Ghost Enemy equal to Offering Character's Knowledge.
Sever Ties: (10 Action Units), deals Damage to Ghost Enemy equal to (Weapon's Damage/2, rounded down)+(Character's Knowldege/4, rounded down).
TOWN OF SHIOKAWA
Shiokawa is a small seaside city which has quite a few places, business and other services to provide for its citizens.
Locations:
Shiokawa Proper contains Apartments, Downtown, School, Hospital and Seaside. They are all connected with each other, allowing for speedy travel each Investigation Turn.
Shiokawa Outskirts contains Mansions, Forest and Village; connections between them are established per-Mystery basis, and all can be reached 'through' either Downtown or Seaside.
Valid Home Location defines whether this place can be chosen by Player as their Character's Home location, where they can rest during Mystery.
Services: Lists out Services available at this Location.
Apartments:
Valid Home Location?: Yes
Services: (none)
A district made of large, rectangular apartment blocks where place is at premium but rent sure is cheap. Half of the city population lives in this small area.
Downtown:
Valid Home Location?: Yes
Services: Corner Store, Police Station, Occult Shop, Wet Market, Vending Machines
Main thoroughfare of Shiokawa with numerous businesses and shops located therein.
School:
Valid Home Location?: Yes
Services: Schoolyard, Library, School Nurse
Surrounded by green parks and faculty housing, Shiokawa High School tries its hardest to provide solid education to its pupils.
Hospital:
Valid Home Location?: Yes
Services: Doctor's Office, Pharmacy
Located on a steep hill, this center of local healthcare services has been often called 'too big' for the city's needs.
Seaside:
Valid Home Location?: Yes
Services: Hardware Store, Monument, Illegal Den (Yakuza Members only)
The 'true' heart of the city; the local beach is partitioned by numerous piers. It's here where clusters of single family houses line up the streets while just a stone throw from company warehouses and heavy industry services.
Mansions:
Valid Home Location?: No
Services: (none)
Built away from the noisy city itself, these refer to both rich families' houses as well as decrepit estates about which people are weaving stories and legends for decades now.
Forest:
Valid Home Location?: No
Services: Witch's Tree
Deep and vast forest surrounding Shiokawa from three sides. It's easy to get lost in if one does not follow the main roads or established paths.
Village:
Valid Home Location?: No
Services: Curious Bookstore
One of the several located near Shiokawa, actually. People here seem wary of Shiokawans, for some reason.
Services:
Services are sub-Locations where the Player's Character can spend their Funds (usually Funds) or use special actions to improve their odds are saving their doomed hometown.
Shops are places where the Character can exchange Funds for 1 Item from the Stock once per Investigation Turn. A Shop's Stock is a selection of 4 Items (5 Items at Corner Store) chosen at start of each Mystery.
*Vending Machines are exception to the rule: their Stock is permament, but with the Items' price raised by 1; you can also buy several Items all at once.
Utilities are places where the Character spends their Investigation Turn doing various activities. These activities are listed separately.
Vending Machines
Shop
Stock: Bottle of Water, Cigarettes, Energy Drink, Soft Drink
Common sight in public places around the city.
Corner Store
Shop
Stock: Backpack, Bottle of Water, Camera, Cigarettes, Compass, Energy Drink, Flashlight, Foreign Cigarettes, Map, Salt, Sewing Kit, Steak Knife
Run by a very cute and a very friendly Shiba-Inu shopkeeper! Everyone loves him!
Police Station
Utility
1.Request Police Patrols: Prevents Combat Encounters at chosen Location, except Mystery-related and Special Combat Encounters.
2.Offer Information: Exchange 12 Experience points for 1 Funds.
Central station in the city, but despite their best efforts, the overworked and underpaid officers here are simply unable to solve all the weird cases and strange crimes plagueing the city recently.
Occult Shop
Shop
Stock: Cursed Cartridge, Cursed Doll, Funny Mask, Glass Eye, Gruestome Totem, Holy Candle, Lump of Flesh, Mummified Heart, Ritual Dagger, Ritual Mask, Ritual Robe, Small Candle, Tainted Violin
Dimly-lit and ran by an eccentric old lady who wears a weird mask. They say nobody ever saw her without it.
Wet Market
Shop
Stock: Bottle of Milk, Long Pig Steak, Meat Cleaver, Mystery Yakitori, Salt, Steak Knife, Taiyaki
Lately this place seems a bit weird - it is as if some of the butchers and meat vendors here are staring at you funny...
Schoolyard
Utility
1.Acquire Gossip: Charisma check to gain Gossip related to certain Mysteries.
Schoolyard where the students gather for breaks between classes. You might learn something important here.
Library
Utility
1.Research Occult Tomes: Moderate (1 in 4) chance to learn a random Spell.
2.Check for Clues: +5 Experience, once per Mystery.
Many of the books stored here were donated after the accident at the university building. Could they contain something useful to you?
School Nurse
Utility
1.Treat Minor Injuries: Free of charge, this kind middle-aged woman will heal 1 random Minor Injury your character has per Investigation Turn.
Many of the younger students seem scared of her, but why?
Doctor's Office
Utility
1.Treatment: Heals any Minor Injury for 1 Funds each.
2.Operation: Heals any Major or Debilitating Injury for 2 Funds each; this will grant your Character a Post-Operation Status.
The go-to place for any health problems.
Pharmacy
Shop
Stock: Arm Sling, Bandage, Bone Saw, Experimental Drug, Painkiller, Scalpel, Sewing Kit, Sleeping Pills
Local medical shop with cute receptionist and funky music playing from the speakers.
Hardware Store
Shop
Stock: Can of Acid, Carpenter Hammer, Crowbar, Flare Gun, Flashlight, Fuel, Heavy Duty Flashlight, Pocket Knife, Shovel
Ran by a retired engineer, it provides a variety of gardening and DIY tools, which can be used in various ways.
Monument
Utility
1.Perform a Sacrifice: Randomly drains Stamina, Reason or Funds to lower Doom by 2. Cost raises after each use.
An old site of three stone pillars surrounding an old altar. Those coming there can perform sacrifices to the Outer Being in hopes of gaining its favors...
Illegal Den
Shop
Stock: Army Knife, Can of Acid, Champagne, Cigarettes, Extra Ammo, Foreign Cigarettes, Hunting Rifle, Police Revolver
Located in what is officially an old billard club inside what is officially a warehouse, the local members of the Yakuza keep a tight watch over who is allowed to come in...
Witch's Tree
Utility
1.Ask for good health: +3 Stamina, +random Curse
2.Ask for arcane knowledge: +random Spell, +random Curse
3.Ask for material wealth: +2 Funds, +random Curse
An old tree under which a lynched witch was buried. Superstitious villagers nailed straw dolls to the dead bark in hopes of fulfilling their wishes. There's three remaining spots to nail the dolls at...
Curious Bookstore
Utility
1.Acquire a scroll of magic: Once a mystery, a random Spell is taught. -2 Funds.
2.Acquire an arcane book: Once a mystery, a random Book is given. -3 Funds.
Run by a ratty-looking man, it contains mostly antiques and children's books, but what's this between the shelves? The shop owner only smiles mysteriously at your find...
FUNDS:
Each Player Character starts with 4 Funds.
INVENTORY AND EQUIPMENT:
Each Player Character has an Inventory of 4 Items maximum. They can Equip 3 Items total; a Weapon and 2 Equipments.
Once Equipped, these items are removed from Inventory, allowing the Player to store something else there.
SPELLS:
Combat: Can be used in Combat only.
Support: Can be used during Investigations or in Combat.
Investigation: Can be used during Investigations.
Ritual: Can be used during Investigations. Effects of Rituals last until another Ritual is cast.
Seal: Can be used during Investigations. Effects of Seals are permament and only 1 Seal can be cast per Character per Playthrough.
Each Character can memorize maximum of 4 Spells.
They can Forget a Spell to make space for another; this restores 1 Reason of the Character. If the Spell is forgotten after Casting via Spell's effect, no Reason is restored.
If a Character tries to learn, or is forcibly taught a spell whilst at their maximum, the learning process fail and the Character loses either 1 Stamina or 1 Reason.
INJURIES:
Injuries are bodily afflictions, which can be mended through medical items or healthcare services across Shiokawa.
These ailments range from minor annoyances to life-threatening. Try to get them healed as fast as possible!
Minor: Can be healed by First Aid Kit, First Aid Perk, School Nurse Visit, Unearthly Suture, or Treated at Hospital. Some of these can be Removed by the affected Character themselves.
Major: Can be healed by Surgery Kit, Unearthly Suture, or Operated at Hospital.
Deblitating: Can be healed by Unearthly Suture or Operated at Hospital.
CURSES:
Curses are terrible afflictions without a scientific explanation that befall the unfortunate Investigators as they try to save their doomed town.
Some Curses can be removed, but most are pretty much permament...
Eldritch: Of arcane or otherwise magical kind.
Mental: Of mental or otherwise psychological kind.
Mutation: Of physical or otherwise biological kind.
OTHERWORLD:
Penalty of 5 points to all Skill Checks, modified by every 3 points of Character's Luck.
CHARACTER'S DEATH:
During Events: Death is instantenous after resolution of the Event.
During Combat: Stamina and Reason can go to 0 or lower for 1 Combat Turn; if that Combat Turn passes and the Stamina/Reason value is not above 0, the Character dies.
WITNESSES OF DEATH:
All Player Characters that witness the demise of a Player Character receive -2 Reason.
Character Sheets:
1.
Ryuuji Kurenai, adzi2.
Tatsuya Sekizawa, SeriousConcetrate3.
Joji Soma, SirAston4.
Hanaka Yoshida, VermilionSkies