Bated Breath
Bated Breath
Bated Breath
                                                    A Story Game for 3-6 Players
                 Contents
                 You used to hold your breath...
Stocking Up
Finding Answers
The Endgame
Credits
Tread carefully.
• A computer, laptop, or tablet with access to the internet. You can try a phone, but
• A fair amount of 6-sided die. You may choose to use two colors to differentiate
Supply (at least 11-12) and Ghost (highly variable) Dice, but this is not necessary.
                       •        The INVENTORY player will search the environment for supplies to create a magical
                                ward against the ghosts. Inventory players should be attentive to detail and
                                resourceful.
                                If you choose this role, write Inventory on your sheet and leave space for a list of
                                your supplies.
                       •        The MORALE player will be responsible for the psychological well-being of the
                                team. Morale players should be good at reading others and managing a group.
                                If you choose this role, write Morale on your sheet and leave space for a running
                                tally of the team's Fear Points (as will be described).
                       •        The INVESTIGATOR will search the environment for clues to figure out why
                                humanity is coming to an end. The Investigator should be a creative person with
                                an interest in discovering stories.
                                If you choose this role, write Investigator on your sheet and leave space for a list
                                of questions and answers which will be described in the next section.
                 Each player should also write the word Fear on their sheet and leave room to keep track
                 of their own Fear Points.
                       •        OPTION 1: Choose a location familiar to at least one member of your group. This
                                location may be a school, theater, monument, or other place. Search this location
                                on Google Maps. This is good for a simpler and/or quicker game.
                       •        OPTION 2: Choose a random location. There are a number of Google Street View
                                randomizers available on the internet. If the setting is barren (Antarctica, Siberia,
                                the Australian Outback), you may wish to reroll. You may wish to set the
                                randomizer to Urban Only, if possible. This is good for a more difficult game.
                 Once you have selected your setting, take a moment to decide what brought you there.
                 Is this home? Were you on a trip? On business? Just passing through? You should also
                 establish whether you were all together, or whether this is an agreed upon meeting
                 space.
                                EXAMPLE: The group has selected the dormitory at their college. They are
                                playing as themselves. They live here, and have just awoken in their rooms
                                to find that they were the only ones on campus left alive. They decide to
                                search the rest of the city to see the extent of the calamity.
                                EXAMPLE: The group has randomly selected the city center of Lyon, France.
                                They are playing characters they have created. Each person has a different
                                reason for being there—one tourist, one businesswoman, one resident. They
                                have just met for the first time after emerging onto the street, confused and
                                frightened. They decide to band together.
                 Understand that any persons you see within the Google Street View now represent
                 ghosts. During this beginning stage, they do not yet seem to notice you.
                       Everyone starts out with a certain number of Fear Points, which you should track
                 on your sheet. Believers start out with 1 Fear Point, Neutral with 2, and Skeptics with 3
                 (because they are the most taken aback and out of their element at this time). The
                 Morale Player should also make note of the Fear Levels of all players. You will learn how
                 to heal these points in the Dealing With Fear section. If any player reaches 5 Fear Points,
                 they die; learn more in the Coping With Death section.
                  COLOR                ENERGY
                                                                              The Inventory Player should pick a
                  Red                  Passion, Aggression
                                                                      color from the chart and write it down along
                  Orange               Opportunity, Addiction         with the two energies associated with it. You
                  Yellow/Gold Happiness, Cowardice                    will discover what these energies mean to
                  Green                Healing, Greed                 you as you play. For reasons you don't yet
                  Blue                 Peace, Uncertainty             understand, you know the ghosts to have a
                                                                      weakness to this color and one or both of its
                  Purple               Wisdom, Arrogance
                                                                      energies. Perhaps you saw the spirits react
                  Brown                Grounding, Loss
                                                                      to it, or perhaps one of your Believers has a
                  White                Cleansing, Plague              shred of knowledge. You will learn more
                  Grey/Silver Dreams, Depression                      about your supplies in the Stocking Up
                  Black                Balance, Sacrifice             section.
                        The Investigator should choose a different color and write it down. It is not
                 necessary to note the associated energies, but you can if you wish. You will keep your
                 eye out for glimpses of this color in the environment to cue you to look for clues to piece
                 together the mystery of this mass death. You will need those clues to answer the
                 following 5 questions, which you should write down on your sheet:
                 You will learn more about how to find clues and answer these questions in the Finding
                 Answers section.
                                EXAMPLE: It is a chill but sunny day in Salem as you step out of the
                                dormitory. The people at your side are the only living souls you could find...
                                though you have found no shortage of souls.
                                         Alex breathes slowly and steadily into their hands, trying to stave off a
                                panic attack. They look to the others for a sign of what to do. They require
                                guidance, as they are in too much shock to manage without the help of the
                                others.
                                         Red holds herself to still the shaking. She surveys the school grounds
                                and reasons that help cannot be found here. “We may just have to help
                                ourselves,” she says, and beckons the others to follow her in search of a safe
                                place.
                                      It has been so long since any of you thought even remotely seriously
                                about ghosts.
                 After establishing the scene, advance ten single clicks in any direction. From here, you
                 may advance either one click at a time (slower but more cautious) or as far as you like
                 (quicker but more reckless). You cannot backtrack more than three clicks on the same
                 street, as the spirits tend to amass in your wake, and you don't think it would be safe to
                 double back.
                                         In its eyes, Alex (a Believer) sees the map of linear time and sees that
                                it is finite. They see their own death closing in around them. It is suffocating.
                                They can't breathe. They grip their throat and fold to their knees, unable to
                                even choke out a scream.
                                      (Their player rolls to save against sheer panic and fails with a 1,
                                taking 2 Fear Points.)
                                       Red (Neutral) can feel and hear the rattles and groans of death itself
                                within her head. She kneels beside Alex and tries to shake some sense into
                                them, but more for her sake than for theirs.
                                      (Their player takes damage from fear no matter what, but will not
                                break down.)
                                       Britt (a Skeptic) steels herself against what she is seeing. She knows,
                                of course she knows. But in her heart of hearts she tells herself that it can't
                                touch her, no matter what grim visages of mortality it presents. She plants
                                herself between her friends and the spirit, and remains as a shield until the
                                threat passes.
                                       (Their player rolls to save against fear and succeeds with a 5. They do
                                not take any Fear Points this turn.)
                 In a standard game, you only need play one Haunting per individual view. If multiple
                 spirits have their sights on you, you can count it as one attack. However, in a game with
                 low foot traffic, you may wish to count the Hauntings individually to increase the
                 difficulty.
                        Second, they must consult the color chart to figure out the primary spiritual
                 energy associated with that sight or object. If the object is multicolored, pick one that
                 really stands out. Now, connecting the sight with the energy, justify how you would use
                 that sight to reassure or distract yourself or a frightened comrade.
                                EXAMPLE: Alex is shaken, but respects and admires how Britt has stood up
                                for the group in the face of these horrors. In return, Alex wants to lighten
                                Britt's spirits. They know she is suffering from the mental strain far more
                                than she shows on the surface.
                                       In this dread landscape, amidst the passing shadows of the dead, Alex
                                spies a dog mannequin in a pet supply store window, wearing a bright yellow
                                collar. Alex knows Britt loves dogs – but more than that, Alex knows that
                                yellow brings happiness.
                                       Alex calls out the collar to Britt, who is walking in the lead. They point
                                out that while humans seem to have passed, pets seem to have gotten
                                through just fine. When all this is over, Britt can be back with her dog, who
                                will be so happy to see her. In fact, as they are the sole survivors, Britt can
                                probably have as many dogs as she wants and no one can stop her.
(Britt's player may now erase a Fear Point from her sheet).
                 There are two steps to determining if a fear healing check is successful. First, the group
                 must confer and decide if the line of reasoning is complete and makes sense. It is not
                        Second, if you are healing someone other than yourself, that person must agree
                 that they or their character would be sufficiently reassured by that sight and idea. If the
                 Morale player points out a poster of a cat, and the player being healed hates cats, that
                 probably would not work to calm them.
                       Note that only one Fear Point can be healed at a time and that only one person can
                 be healed per view. You may not do any healing on the same view as a Haunting, even if
                 you successfully deflected the attack by sacrificing a Supply.
                       If this happens to you, describe how you are scared to death. If that player was
                 the only player assuming a particular role, the duties of that role must now be taken on
                 by the other players on top of their own task. It is technically possible to complete the
                 game with one player performing all three roles.
                       Of course, this is a ghost apocalypse. The spirits of the dead linger. Dead players
                 may still assist the party in small ways. Dead players get their own Ghost Die. If the
                 party has a confrontation with an enemy ghost and choose to expend a Supply to defend,
                 the dead player can choose to roll their Ghost Die. On a 5 or 6, remove a die from the
                 Ghost Dice pool as well.
                       If the party decides not to expend a supply, the dead player may roll a die to
                 defend their friends from the Haunting. On a 6, the party does not take any Fear Points.
If there is more than one dead player, they each get a chance to make these rolls.
                        During the Endgame, the friendly ghosts will depart before they have a chance to
                 either be harmed by the ritual or lose themselves and harm their friends as the other
                 ghosts have done. They cannot help their friends here.
                         If all players die, the game is lost, and you will join the hordes of wandering
                 spirits, forever adrift.
                        Supplies are represented in Google Street View by physical objects that you could
                 conceivably pick up and walk away with. Thus, things like cars or designs inlaid into a
                 building do not count. Items like buckets, garden decorations, and some signs are just
                 fine. You also cannot claim an item a ghost is holding; assume these are immaterial.
                        Each time you find a new Supply, write down what you found, and add a Die to
                 your Supply Dice pool. These dice represent your defense strength in the Endgame. It is
                 important to keep track of what each item is, as it will help you to get descriptive and
                 creative on their use in the Endgame.
                                EXAMPLE: Red has a keen eye for color, and the unshakable sense that
                                green things will help protect them. She wasn't sure why at first, but after
                                scaring off a couple ghosts, the hypothesis seems to hold.
                                       They lost their first couple finds in self-defense. Red does her best not
                                to worry about their chances. Out of the corner of her eye she spots a rolling
                                green recycle bin on the street corner. She claims it for her own; this will be
                                useful for storage along the way.
                        Every time you spy the color you associated with clues on the screen, you can
                 search the immediate area for clues. Unlike with supplies, this can include vehicles,
                 buildings, billboards, etc. Consistent elements of the background, such as streets,
                 sidewalks, grass, trees, and the sky do not count. You may count duplicate items.
                        The clue-colored item itself need not necessarily be your clue; it is only an
                 indicator that you should search the View for inspiration about one of your questions.
                 Therefore, you don't necessarily need to find a clue every time you see the clue color.
                 The answers also don't need to be tied to the clue color's associated energies, but they
                 can be.
                      Use as few or as many clues as you need to to answer your questions, but you
                 may only tackle one question per clue.
                                EXAMPLE: Britt has always been very good at stories: not just making them,
                                but finding them. While she may not fully believe what is happening to her
                                and her friends, she has to accept the reality that everyone else is dead. But
                                why?
                        Of particular note is the fifth and final question, “What makes the safe house
                 safe?”. The answer to this question will determine an additional trait about the house
                 where you will make your final stand (see the Endgame section). This should be a fairly
                 basic trait so your team does not have to die trying to find something overly specific.
                 Examples might include,
                 The trait could be anything, as long as you think you can find a house by that
                 description.
                        When your Supply player has collected at least 10 supplies, and your Intelligence
                 player has answered all 5 of their questions, it is time to start looking for the safe house.
                 The safe house is where you will make your last stand and determine whether you retain
                 your status as survivors – or join the lost souls.
                       •        It will have a third trait determined by the Intelligence player, as discussed in the
                                Finding Answers section
                 If the safe house is a sacred place like a church, temple, mosque, or other such site, you
                 may add an additional Supply Die. The spiritual energy of the building will lend itself to
                 your defense.
                       If the building is a hospital, prison, or police station, add an additional die to the
                 Ghost Dice pool. These are places of great duress and the ghosts will be stronger here.
                       On your way to locating the safe house, you may continue to to accrue and lose
                 both Supply and Ghost Dice as normal until you find the safe house and arrive at its front
                 door.
                        When you find a safe house that satisfies the party, it is time to set up your ritual.
                 Starting with the Supply player and going around the table, name each of the objects
                 you collected and how it contributes, mechanically or magically, to the ritual you are
                 building to ward against the ghosts.
                       If the Supply pool turns up more 6s your ritual holds… for now. Remove one of the
                 Ghost Dice from the pool. Describe what you see as the ghosts struggle and fail to get to
                 you.
                       If the Ghost pool turns up more 6s, an element of your ritual has failed. Remove
                 one of the Supply Dice from the pool and describe which supply has failed and how.
If there are no 6s or there is a tie, there is a tense standoff and no dice are lost.
                                EXAMPLE: They stand side by side at the front entrance of this abandoned
                                home. It is their refuge. Before them is a barrier of green objects, meant to
                                heal the ghosts of the evil that possesses them and will allow them to move
                                on. It is haphazard and improvised, but it still radiates with a healing warmth
                                as the whole group focuses on its energy.
                                      (The dice pools are rolled. The Supply Pool turns up more 6's, and a
                                Ghost Die is removed.)
                                        One ghost, frantic to disrupt the ritual, thrashes itself against the
                                barrier. Speared on the stake of a garden fence post, it dissipates in a
                                brilliant flash of light.
                                      (The dice pools are rolled. The Ghost Pool turns up more 6's, and a
                                Supply Die is removed.)
                                      Unfortunately, the rest of the horde is not deterred. Two more come
                                at the barrier from the side and a vase shatters. The survivors duck away
                                from the flying glass, and Red scrambles to keep the whole ritual barrier
                                from toppling with its force.
                        If the Ghost Pool is defeated, your ward will hold as long as you need it to, and all
                 ghosts present vanish. You have time to regroup, and decide how best to move on.
                 Discuss your plans for the future, such as whether you will hole up here or search for
                 other survivors. The world is yours.
                       If the Supply Pool is defeated, your ward fails. The entire party dies of fright, and
                 your souls will wander the Earth with all the others until you forget everything of what
                 you once were.
                                Colorblind Rules
                                For those who cannot see some or all colors, the
                                energies of color magic may prove inscrutable or
                                useless. For colorblind players, search for either very
                                very light or very very dark objects in the environment,
                                and refer to this alternate chart in place of the color
                                chart:
                 Thank you to all my generous and wonderful commentators and beta testers on Twitter.
                 This could not happen without you.
                 Thank you to my cats, Ezra and Alistair, who only hindered this process but I love you
                 anyway.
                 Photo Credits
                       •        "Creepy House" by J.B. Hill, used under CC BY 2.0 / Modified from original,
                                <https://www.flickr.com/photos/jbhill/2511674385/>
                       •        "Old Meeting House" by Paul VanDerWerf, used under CC BY 2.0 / Modified from original,
                                <https://www.flickr.com/photos/pavdw/15954272542/>
                       •        "Nightmare in Elmdale" by craig Cloutier, used under CC BY-SA 2.0 / Modified from original,
                                <https://www.flickr.com/photos/craigcloutier/5617932734/>
                       •        "Spooky Anchor Close" by mrpbps, used under CC BY 2.0 / Modified from original,
                                <https://www.flickr.com/photos/mrpbps/3677210613/>
                       •        "Abandoned Hospital" by reivax, used under CC BY-SA 2.0 / Modified from original,
                                <https://www.flickr.com/photos/reivax/206287209/>
                       •        "graveyard" by Tom Hodgkinson, used under CC BY-SA 2.0 / Modified from original,
                                <https://www.flickr.com/photos/hodgers/413780568/>
                       •        "spooky" by Eugene Peretz, used under CC BY-SA 2.0 / Modified from original,
                                <https://www.flickr.com/photos/peretzpup/2071180727/>
                       •        "Piazza Transtevere by night" by Franck Michel, used under CC BY 2.0 / Modified from
                                original, <https://www.flickr.com/photos/franckmichel/4015960691/>
                       •        "Haunted house" by Anton Novoselov, used under CC BY 2.0 / Modified from original,
                                <https://www.flickr.com/photos/antonnovoselov/5066380153/>
                       •        "The light in the Tunnel" by Susanne Nilsson, used under CC BY-SA 2.0 / Modified from
                                original, <https://www.flickr.com/photos/infomastern/13083065895/>