Betrayal Legacy Gauntlet
Version - 1.0
By StriderHaryu
Prologue - 1666
Well, this is a bit odd. You don’t remember entering, and yet, you find yourself in the entrance hall of a building that could best be described as a Manor- no, a House. A House on a Hill, now that you look out the front windows. Something feels wrong- the shrill howl on the night air, your body and powers reduced to your Body Mod, none of your companions anywhere to be seen- until a shambling corpse shuffles up, carrying three books, which it dumps at your feet and then fades away.
That’s not great. Nothing to do except pick up each of the books in turn, labeled ‘Secrets of Survival, Traitor’s Tome, and Bleak Journal respectively’.
Oh, and I’m afraid the zombie didn’t drop any of those points you’re used to. Free Will Points? Judgment Points? XP Points? Decision Points. Sorry about that.
+0 DP
Your Age and Sex are largely irrelevant here. Choose these however you wish. Keep in mind that many Haunts target specific Traits, as well as Ages, though good luck trying to metagame a haunted house that way. Horror discriminates based on Sex even less than I do.
What does matter, in this world, is your Calling. These are your typical Origins, (look up later how many Callings there are in the game) were you in a normal jump, though you (and any of your colleagues) are randomly assigned one at the beginning of each chapter (of which there are 13. A prologue and 12 proper chapters). If you wish, you may pay 50 DP to be able to decide for yourself and the other unlucky sods who are here with you. Tell you what, if you pay, I’ll let you choose Callings before the chapters in which they would exist (Like an Experimentist before Chapter <whatever>). Use your best judgment for how their in-game effects translate to real-life actions.
Secrets of Survival - Perks
Last Gasp (You must take one, and only one, of the following) So, obviously, you’ve been stripped of any immortality, longevity, forever young...esque perks you might have enjoyed up to this point. And I hate to be the bearer of bad news, but this jump takes place from 1666 to 2004, and that’s almost three times as long as the longest human who’s ever lived up to this point. You’re going to die, probably multiple times. So, because I’m a giver, I’m going to generously offer you three options to choose from that will dictate how you deal with death, and even if it ends this gauntlet or not.
It Evolves (-50 for one stat, -150 for all stats, starting values variable but free) When I said you were reduced to your Body Mod, I may have… lied. Just a bit. See, in this world, you have four stats: Might, Speed, Sanity, and Knowledge, and those Stats are measured on a scale, from 1-8. (outline what the starting choices are here, once you buy the actual game, you fool)
I see you think these are a little low. I can’t blame you- if I could pick up mountains and throw them across oceans, I’d think a 3 in Strength was a little low myself. So, tell you what, if you give me 50 of those Points you’ve bravely gathered, I’ll let you move one of your stat markers up one on your track. This might not raise your value, or it might raise it by two- it all depends on what card you chose! I recognize that that’s a bit of a raw deal, so I’ll cut you a slightly better deal. Pay me 150 points, instead, and you can move EACH of your stat markers up their track by one. At least one of them is bound to be good, right?
Angels and Demons (-100) Isn’t it so frustrating, every time a stupid omen roll triggers the haunt, that you have to be terrified of being arbitrarily chosen to be a traitor (Or afraid you might be passed over yet again while Nate gets to be the traitor for the third time in a row)? Well, no longer will you need to worry about that! Now, in each chapter of the game, you will get to choose, with just a thought, whether you and you alone will be the hero or the traitor!
After this gauntlet, you’ll find it easier to tilt any odds in your favor, if the odds in question were truly and completely equal prior to you weighing them. If you or any other related party took actions, other than this perk, to cheat those odds, this perk will have no effect.
Give it it’s True Name (-200) Anyone who’s ever played any role playing game, from Dungeons & Dragons to, yes, Betrayal, knows that items that have names are far more powerful than their mundane counterparts. Who wants to carry a basic +1 Sword when you could wield Excalibur? Why bother holding a shield with a face on it, when you could heft Aegis? Well, by buying this, you’ll never have to use just a boring Adamantine Mace again.
To any physical item that you and only you own, you may now bestow upon that item it’s True Name (which, since you’re buying this with points, you may freely decide- don’t make me regret that), in turn granting that item some sort of inherent, immutable powers related to that name. The Brooch of Rage, for example, may empower it’s wearer with the rage and strength of a Berserker. The Radio of Mutation might cause those who hear the sound emanating from it’s crackly speakers to begin spontaneously mutating (for good or ill). The paired blades Rhythm and Crescendo might turn combat into a performance, the combatants clashing in time to the beat… for example.
These powers become inherent to the item in question for so long as it has it’s True Name, and for so long as you and you alone own it. Should you ever renounce or transfer ownership of the item you have given a True Name, the Name will be lost until you come into ownership of it again.
Lastly, a warning. While there are no such abilities in this setting (for now, I guess???) that can manipulate those things which have True Names, there are those forces in other settings, and for those purposes, the True Names on offer here and the True Names that powers from those other settings care about are one and the same. Take care to guard these True Names.
A Monster Can Only Attack Once During It's Turn (-200) In this world, it’s pretty easy to get overwhelmed by horrifying monstrosities that attack with otherworldly force. However, it’s important to remember the golden rule: if you get hit, hit it back! Or, you know, run away or something. If you buy this perk, I’ll ensure that no matter how hard you get hit, you won’t get combo’d into oblivion, but rather, you’ll always have just enough time to come up with a short plan, no matter how rudimentary, and execute on that plan. Or, to put it another way, you’ll be able to think of combat less like a fighting game and more like a turn-based rpg. Don’t worry, your turn will come- but it’s up to you to live long enough to see it. Also, you can toggle this, if you do prefer the frenetic pace of a fighter.
Most Dangerous Game (-200) It’s a fact of the house that those inside tend to find themselves in bodies that are not their own. Dolls, E̖̘̺̣̍̈́̀̂͆͘L̗ͯ͝D̃̎̐̆̈́ͨ͛E̺̻̖͉͔͙͑ͭ͗̍̈Ŕ͔̬̱̓ͭ̑̑́ ̤͖ͣ͟T͔̫̲͢H̵͛̊̂ͪ̌̆ͬǏ͚̗̯͒ͭ̀N̞̳ͥ̔͂ͣͭG̸͇͉̮̥̥͚̔S̞̹͉͕̯̹͙̎ ̸̟̰͊̒̎͗ͅF̤̱͈̝͍̠̃̏ͭͨ͌͘ͅR͖͚̒́͋̎̓Ŏ͈̙͓̗͍̂M͇̳͎̦͆̅̾ ̮̣̣̞̺̭̉̿̒̀̃̓Ö̤͎̯́̀U͂͛̒̄͏͚̟̱̼̟T̳͙͊ͦ̽͑̌͛͛͞S͈̤͉̪̙̰̹ͥͣ̈ͧI̛̩̮̙͕̘̙D̴̠̞̹̫̮̑̓̀́͆́E̘̯̼͂ͭ ͉̼͓T̳̉̌ͨH̖̲̯̿Ĩ̺͔̲͕̦̇̔̄̆ͧ̌̕S̘̣̹̖̹ͬ̒͐ ̧͙͔̀̏̃ͨP̶̈̓ͮL̶̳͉̭͉͍̙̗͐̐ͯͤͬ͊Äͤ̊̔̾̚N̠̻̯̟̲͙͗̈́͆̐̀͌ͅE͍̮͇͚̣͂ͪ̇͆̿̾ ̢̘̗̝̒͛̂̌̉Õ͉̤̠̯̗̏ͤ̈̏̓͘ͅF̠͙̞͉͎̿̅̂ͬ͌̅ͅ ̫̣̱̈̓ͭͦ̋̈́E̳̼̱̝̖̦̒ͣ̄ͨ̆̆X̢̮ͧ͌͊̐̆͗Ȉ̟͇̓͊́̚Sͩ̋ͫͬ̈̒ͮT̐ͦ͗́͞E̾̈ͩͧ҉̖N҉̦̰͉̮͚̤ͅC͎̣̄̈́ͧ͆̈́̄͢E̺̯̗̬̮̓͊̒̀, Furries… all manner of horrifying things are fair game. So it would sure suck if you didn’t know how to pilot a new body you got your spirit shunted into, wouldn’t it? Well, fear no more, as with this perk, you’ll gain an innate awareness of how to best use any body you find yourself in, any biological functions you might need to either trigger (if you can) or respond to (if they’re automatic), and any built-in weaknesses or capabilities. Wouldn’t it be cool to KNOW that your bloodline gives you access to the sacred special Mary Sue magic style?
Post-Gauntlet, this perk will continue to function the same with any forms you’re forcibly transformed into (because that can happen, all you cocky jumpers out there), as well as any alt-forms you have or pick up.
The Haunts Use Colored Boxes To Explain Your Goals (-400) When one of your friends starts screaming in an eldritch tongue, and another looks at the full moon for just a LITTLE too long, and the housekeeper mentions that you might find a few fingers in the pie, well, wouldn’t it help to be able to know how to FIX those problems? Now you do! No matter how esoteric an issue, how completely weird and unsolvable the situation seems, you now intuitively know at least one step you could take toward furthering that goal. And once you take that step, you will see the next. So you’ll never really be able to see more than one step ahead, but you’ll know, at the very least, how to keep moving forward. Don’t give up.
So You’re Evil Now (-400) Being the traitor is harrowing. Looking at those you called your friends, companions, even lovers, and knowing you must kill them would be pretty hard, if not impossible, for most people. But it must be done! After all, to you, THEY’RE THE EVIL ONES. So you can now detach, if you deem it necessary, and see your colleagues who are standing in your way as nothing but obstacles (or perhaps saps, resources, competitors, etc…) to be overcome to get what you want.
I hope it’s worth it.
Secrets of Survival - Items
Treachery at the Manor on the Mountain (-100) Well, this should make Board Game Night a little more fun - this is a self-updating, self-resetting board game based on YOUR adventures as a Jumper! The genre of the board game depends on the jump you decide to play, and changes, if you desire, each time you open the box. For example, if you base it on the YouTube jump, it may be a resource-gathering competitive game revolving around getting the most Subscribers. If you based it on Betrayal at the House on the Hill, it would be… Betrayal at the House on the Hill. (what did you expect?)
Since you’re spending points on this, I’ll even include a special game mode: much like Betrayal Legacy is a Legacy game, you can decide to make the board game a Legacy game as well, including any number of your Jumps for you to go through in sequence, with each affecting the next Board!Jumps down the line like a true Legacy game. As if Jumpchain itself couldn’t get more meta!
Place Your Family Crest on the Deed To The House (-200) Well, this will surely come in handy. The deed to this House is a curious thing. Once per chapter, if you are the individual who holds the deed, you may declare that, retroactively, there is a passage between any two rooms in the House that only you may use, and inexplicably disappears after you, and only you, use it one time. Post-Jump, this item works similarly- if you are in any property that either you or nobody owns, you may cause a passage to appear that directly links any two rooms in the property, causing no damage to the property and leaving no trace of its existence once you pass through it. You may only do this up to 14 times per jump. Also, since you’re buying this with Points, you’ll be deemed the holder of the Deed to the House in every chapter, even once there’s no Deed to the House anymore. Don’t say I never did nothin’ for ya.
If you do not purchase this item, you may still come into possession of the deed by winning the previous chapter, or otherwise being deemed the new (or continuing) owner of the house, but in that case, you may not take it with you when you’re done here.
The Folium Infernum (-200) Every time that damned Folium gets opened, nothing makes sense. Okay, maybe that’s a bit of a misnomer, but whatever comes out tends to cause a pretty big paradigm shift. From opening a chasm to other dimensions under the house to the Helm, you never know what you’re getting yourself into when instructed to open the next door. So, go ahead!
Buy this, and I’ll give you a nice box with several compartments. Open one at a pivotal moment- when all hope seems lost, when two warring nations sign a peace treaty, when a giant House with several influential people inside just collapses- and you’ll be given SOMETHING- some item, some status or position or job or SOMETHING, that will represent you changing with the times. Since you’re buying this with points, it will always be beneficial, even if you can’t tell how at first. If you open it randomly, nothing will be inside. It has 13 compartments, appropriately, and once completely empty, will refill at the start of your next jump, or once 338 years have passed, whichever is shorter.
The Chalice of ________ (-200) The first omen, such as it is. Somehow, there’s always something to drink in it, but only when you’re thirsty… that’s probably fine! The more ghosts there are in your general vicinity (Or, post-jump, equivalent energy sources like overloaded, spooky graveyards or something), the stronger drinking from the chalice will make you. Be warned, no matter how much energy you get from the chalice, it will always cost you a bit of Sanity to do so… after all, to drink from a weird chalice that likes ghosts being nearby, wouldn’t you have to be just a little off?
It’s also a holy item, for what it’s worth, if you ever have to care about that in the future.
Secrets of Survival - Rooms
Each of these rooms, should you buy them, can be added to your Warehouse or any other appropriate property you own, post-jump, and you can choose any appropriate aesthetics for them if you buy them.
Drink: Make a Speed Roll (-100 each, or -300 for the lot) The four rooms that everyone wants to find in their games, the Larder, Gymnasium, Chapel, and Library… Oh, I’m sorry, I read the wrong paper. These are the Kitchen, the Creek, the Crypt, and the… Library, actually.
Cutting through all the riffraff, these weakened rooms play the same role as their counterparts in Base Game Betrayal, though you have to roll to gain the stats, and this is interesting, you have to roll poorly. In more general terms, the worse you already are at the stats each room specializes in, that being Might for the Kitchen, Speed for the Creek, Sanity for the Crypt, and Knowledge for the Library, the better they are at getting you, and anyone else who enters the rooms, up to snuff. Purchasing any or all of these rooms ensures you will find them very early on in each chapter, and that they will be slightly more likely to give you the stat boost you’re looking for while in the House.
Furthermore, you may instead pay 150 CP per room (or 400, for all four) to get their Base Game versions, which just raise your stats by one, once per chapter, if you end your turn there (or spend enough time there, say around five or ten minutes, if you want hard numbers).
Post-jump, these rooms will both function as typical versions of themselves, just in case you needed a Crypt (because who doesn’t), as well as providing a training booster to any individuals who do training in those rooms’ specific traits. The Legacy versions, if you buy those, will eventually show diminishing returns the more one trains, though the Base Game versions will show no such diminishing returns.
If you do not purchase any of these rooms, you may still find them in the house, though you may not take them with you, and of course they will be their Legacy versions, and not the Base Game versions.
Find The Four Starting Tiles (-200) The entrance to the house is a bit… weird. For one thing, it’s pretty immutable, just as much as it is mundane. For another, it acts pretty well as a multi-leveled hub world, albeit a pretty small one, all things considered. So, buy this and that’s what you’ll get- an incredibly useful hub world consisting of a normal manor stairway, the stairs and pathways leading to each various property you own. You can have the doors link extradimensionally to the front door, the back door, the janitor’s office, the security office… any door you want, but just one per property. Pretty convenient, yeah?
Secret Passage (-200, plus another -100 every time extra) Isn’t it so nifty, when you want to disappear, to be able to just pull a book on a shelf and walk into a totally different room? Well, congratulations! Now you can! By buying this, you’ll be able to link any two rooms in the house (and post-jump, any two rooms in one building or property that you own), even if they are nowhere near each other (but still in the same building), and they will be considered connected by that secret passage, which could be flavored any way you choose. Magical book on a shelf, moving an antique chest and creeping through a hole on a wall, hitting a button and falling into a tube… Whatever tickles your fancy! You can buy this as many times as you like, and it will only cost 100 points after the first.
Traitor’s Tome - Drawbacks
Unfortunate Souls (+0) Really? You want to drag your Companions into this? Sure, I guess, I’m not gonna tell you how to live your lives.
I do have a few conditions.
About halfway through your stay here, you will die. I’m sorry for that, but it’s inevitable- that’s how one of your chapters will end (even if you take Consult the… Knife? below). However, that doesn’t mean it’s the end for you in this gauntlet. Perhaps you’ve already decided how death will or won’t affect you? Unfortunately, it means it will be the end for your Companions. They will, in that chapter in specific, die, and be replaced by a DIFFERENT four Companions, or four NPC’s as usual. Otherwise, they will follow the rules for death you chose for yourself. They can benefit from the rooms you chose to buy, and they can share in the usage of the Items you bought, but they get no CP for perks, items for themselves, or rooms for themselves. This is a Toggle, after all.
Also, you may want to apologize in advance. This House does things to even the closest of friends.
Here There Be More Dragons (+50, can be bought up to 10 times) Typically, Betrayal Legacy takes place from 1666 to 2004, over the course of a prologue and 13 chapters. By accepting this drawback, you’ll be adding two chapters that you can either place after 2004 or before 1666.
You can buy up to 10 instances of this, only two of which you can put after 2004 and the remaining eight you can put before 1666. This will extend your stay here, obviously, but not further than a time frame of 1000 AD (when the manor was constructed) to 2050 AD.
Destroy it. It is Not Part of Your Story. (+100) Well, you’re a bit of a completionist, aren’t you? Or, if you’re taking this, I hope you are. The house has a great many possibilities- different True Names for the many useful items and omens, wild and interesting rooms… and if you miss any of them, well, wouldn’t that just be a shame? That’s what you’re signing up for with this one: missing anything that’s not explicitly mutually exclusive (like missing two haunts because you rolled the third) will create a feeling of emptiness and missed opportunity inside you. Miss one or two things, and the feeling will go away early in the next chapter, but if you let those feelings compound, well, you might find the compulsions harder to ignore.
The Talisman of Hoopastank (+100) So, you know how all those Items and Omens end up with True Names appropriate to their situation? The Chalice of Insanity, the Radio of Mutation, and so on?
Not anymore. Now they have names that are… well, they’re pretty dumb. And worse than that, they’re not at all descriptive. You’ll randomly find yourself tripped up on what the items do, what their command phrases are, if they have them, and how to more effectively use them, because their names are just… so dumb.
Stacked like Cordwood 4: Crimson Jack’s Final Attack (+100) One thing you can always count on with a horror franchise is… it being run directly into the ground. Sequels, prequels, spin-offs… why are they in SPACE now? Well, that’s gonna be your experience here, I’m afraid. Everything will look tacky, the costumes used one-too-many times, the dialogue forced and lazy, and worst of all, everything will just be… boring and nonsensical. Anything to get butts in seats!
Don’t Scream (+200) This house is pretty damn good at cursing people. Take this, for instance: No matter how loudly you, any of your Companions/Colleagues, or any monster talks, yells, or screams, all anyone or anything else will hear is a whisper, ranging from ‘I’ve got a secret’ to ‘stage whisper’ in terms of volume.
Take it from me, this is miserable.
Consult the… Knife? (+200) So, you’ve played Betrayal Legacy before. Or maybe you play Betrayal at the House on the Hill on game nights with your friends? Or maybe, just maybe, you found the books uploaded somewhere online, and decided to peruse the reasonably creative horror game tributes because you didn’t have anything else to do? Who would ever do that?
Regardless, any of that information is completely useless to you now. You could stride into 1666 with autographed copies of every edition of every Betrayal rule book ever printed (if this weren’t a gauntlet), and it would be utterly useless. The game has changed. All the Items, all the Omens, all the Haunts, all the rules and Callings and monsters… they’re all different. You MIGHT still recognize them, sure, because a lot of Haunts are tributes to classic horror, but good luck with specific knowledge from the Betrayal books, because it’s all completely useless now.
Never Shuffle The Legacy Deck (+200 or +300) Oh, fuck, you’ve done it now. Now everything’s all out of order, so instead of getting the sacred knife that can seal the dollmaker, you got a bucket of water! Instead of the meteorite falling, a bumbling inspector comes to the door! Instead of the little girl in the painting, you got a Rocket Launcher! ...Okay, maybe that last one’s not so bad.
The long and short of this is: everything’s out of order and completely anachronistic. If an item is the key to a puzzle or haunt, you better hope you got it already, because it might not show up in the house for another 100 years if you didn’t.
This is worth another +100 if you take it with Consult the… Knife?
On The Dangers of Summoning a Demon (+200) Characters in horror settings, at least, ON-SCREEN horror settings, tend to be a little dumb. Hear some scratching from the basement? Let’s go investigate! Need to get some things done? Let’s split up, gang! Well, I’m sorry, but that’s your colleagues now. Even if they’re famed for being incredibly intelligent, it won’t show here- they’ll mostly just go on quiet, grumbling rants about how they definitely know what’s going on while they go along with whatever the group consensus is. Good luck corralling these walnut brains, by the way, since they’re similarly convinced that you’ve got a two-watt bulb upstairs and only some real feats of intelligence and deduction will even TEMPORARILY convince them otherwise.
Do No Harm (+300) Why would you ever even CONSIDER harming anyone else in this house? You’re all in this together, aren’t you? No, you’d never even raise a hand to one of your compatriots… unless you had no other option, that is! It would be hard for you to even suffer the sight of your colleagues harming each other.
You’d have to be completely convinced that, not only is one of your companions the traitor, but that they are actively malicious and desire your death (or equivalent, like eternal servitude) before you would consider physical action to intervene.
If this would make a haunt impossible (For example, a haunt where the traitor hasn’t done anything explicitly wrong, but must be killed for their own good or something similar), instead you will be able to find a different way to complete the haunt, though you shouldn’t expect it to be even remotely easy.
i’m sorry i didn’t help. i was too scared. (+400) I get it. Horror is scary. I don’t like it either, but… this is a lot. You’re a coward, there’s no way around it. Anything frightening just gets to you. Knocks you off your aim, affects your judgment, and usually sends you screaming from the room.
Good thing you’re in such a stable, warm, comforting place.
HIS POWER IS OVERWHELMING. (+600) - Oh, you REALLY want some points, don’t you? Oh, you’ll regret this, I assure you. Weren’t you curious as to why you were reduced to your body mod when you appeared here? You thought this was just… any other gauntlet?
Oh, child, no.
He is breaking free. He is strengthening. He is coming. He… has captured your benefactor. Should you fail, in chapter 13, to strike Him down by any means necessary, you will not just fail this gauntlet and be booted out… no, He will escape Jumpchain and establish His rule, several centuries in the making, with the power of your benefactor fueling His immortal, all-encompassing reign. Already, He is stronger, feeding on your benefactor’s immense strength, in the way that you yourself gained perks from your benefactor in the past.
However, all is not lost. Your way will be much more difficult, the chapters more terrifying, the Traitor stronger when you are a Hero, and the Heroes stronger when you are a Traitor. Events around the house will be much more intense, Items less useful, Haunts more likely to begin early, Inhabitants less helpful, and the House overall less inviting… not that it was already, anyway. However, should you persevere, forge strong bonds with your cohorts, whether Companion or Colleague, and stay strong in the overwhelming darkness, your chance will come.
Best not waste it.
Bleak Journal - Scenarios
As many of these scenarios as you wish can be active at once. You only get the rewards if you succeed.
Hellbound - This is, perhaps, a little embarrassing. You know the person you’ve been talking to the whole time? Me, this disembodied voice? I… kind of got trapped in this house.
What? Don’t look at me like that. I don’t like horror very much.
Anyway, I don’t really know where or when I am- just that I’m here, in this house, at some blip in time, and I can’t get out without your help. I know our paths will cross sooner or later, so just… don’t leave me here, okay? I’ll make it worth your while, I promise. You see, I’m a post-spark Jumper, so if you get me out of here, I’ll owe you one. I’ll buy you one perk, item, or room that you didn’t buy, 200 points or below. Just think of it like a sidequest, yeah? And… hurry up, I don’t like it here.
The Cat Is On The Table. Again. Isn’t Betrayal, you know, a BOARD GAME, first and foremost? Well, in this scenario, that’s exactly what it is! Instead of running around in a full size house confronting spooky spectres and punching the chests out of zombies, you’ll be sitting in an ethereal space, playing a board game like a civilized person. Not that that will make the jump easier, you’ll still feel the effort required to perform the actions you perform in game, and if you die in the game… well, you know.
If you win, you get to keep your game pieces, and bonus, they’ll be beautifully rendered facsimiles of yourself and the colleagues who loyally followed you into this… cardboard monstrosity. In any art style you want, if photorealistic scale models of yourself is one of those things that might wig you out. Because, like… I get it.
If you take this with Hellbound, you’ll also get a figurine of me! Plus, if you want, I’ll stop by and play games with you and your friends sometimes. I like games.
Rewards
The game is over, for good or ill. Assuming you’re still capable of reading this, you’ve defeated Him. If you did, you get the reward below!
After the Campaign: Free Play You get the House! If nothing else, it’s an old style gigantic manor. It is a bit of a fixer upper, especially if, say, one or more of you burnt the place down, fired off a rocket launcher, summoned horrifying eldritch creatures, etc… but none of the damage is irreparable (even if, you know, it logically should be). On top of that, it maintains changes, especially if you wanted to, perhaps, perform an exorcism or two, or close that chasm in the basement. Or don’t! Do you.
Also, you get a perfectly ‘pristine’ version of the house, circa… whatever date you finished your last chapter of the game. This house does not retain changes, but for good reason- when you and {2/3/4} of your friends enter the house, you can start a {3/4/5} version of Betrayal Legacy: Free Play Mode! This acts like a normal game of Betrayal at the House on the Hill, but with the house, leftover items, ghosts, altered tiles… and everything else that you and your colleagues left behind, and that’s how the free play works. See what kind of existence you’ve left behind, and what kind of haunts that can lead to. I guarantee you’ll never have the same experience twice. =)
Notes
The five stat lines you can choose from, for It Evolves, are here. You’ll choose one of these five cards, then you can pay however much DP you want to move any markers up on their tracks.
And here are the first five callings.
I swear, I’m gonna add more when I actually play the game. But, uh… haven’t done that yet, so.
THE GAUNTLET IS JUMPABLE. :)
You only get Free Play Mode if you get the Good Ending (All is Light, the ending where you kill Fenris)
Changelog
V 0.1 - Created document, created headers for each specific section, added Prologue, Deed to the House, Unfortunate Souls, and HIS POWER IS OVERWHELMING. Don’t own a physical copy of the game yet.
V 0.5 - Added The Big Four Rooms, clarification on Origins (Callings), Don’t Scream, The Talisman of Hoopastank, and Consult the… Knife? STILL don’t own a physical copy of the game yet.
V 0.6 - Added Give it it’s True Name and It Evolves, shrunk the font size a bit because I can’t help rambling. Believe it or not I still don’t own the game yet.
V. 0.7 - Added Treachery at the Manor on the Mountain and Hellbound. I’m gonna order the game soon, I promise.
V. 0.8 Added Last Gasp, The Reanimator, Gaze at the Abyss, Short Fuse, and Here There Be More Dragons. So, fun fact, I ordered the game today, October 6th, 2021, and the earliest Amazon told me it’s gonna get here is *fucking October 26th*. I’m still holding myself to the halloween deadline to get this jumpable, because I chose to do this, and I have good ideas for it, but I just want you all to know my pain.
V. 0.8.5 I finally consulted a copy of the *base game* that a friend owns. So now I added A Monster Can Only Attack Once During It's Turn, Most Dangerous Game, Angels and Demons, Destroy it. It is Not Part of Your Story., and Do No Harm, since I’m gonna milk this whole ‘use the bold words in the rulebooks to make perk names’ thing for all it’s worth. Expect a HUGE uptick in this doc by the time I get back from my vacation, since it seems Amazon is sending the package WAY ahead of schedule and it will probably be delivered by the time I return home. Thanks for reading this far!
V 0.9 I finally got the game! I can’t look at ALL the pieces yet, but I got enough to add a bunch of new stuff. I’m still holding myself to that Halloween deadline. So I added a bunch of stuff. Please give me feedback.
V 1.0 The gauntlet is jumpable, and I’m tired. I’m uploading this and then I’m going to bed. Thanks for coming on this journey with me!