TEXT: AFTER SCHOOL
  CURSE CLUB
  A Roll and Write RPG of Japanese Horror 
  for 1-4 Players 
  Designed by Noah C. Patterson 
  (Print and Play Version) 
  As an avid member of Ito High School’s After 
  School Curse Club, a group of girls who enjoy 
  getting together to tell ghost stories, you’ve 
  always dreamed of encountering a real Yūrei (A 
  vengeful Japanese spirit). Unfortunately, after 
  participating in a childish game meant to 
  summon spirits, you get your wish.  
  Now, trapped in the high school after dark, it’s 
  up to you and your fellow club members to 
  search the school and find six Talismans to stop 
  the blood thirsty Yūrei you summoned from 
  killing you all.   
  WHAT YOU’LL NEED: 
  •
  “Student ID” Sheets (Provided here)
  •
  “Ito High School” Sheets (Provided
  here)
  •
  Multi-colored “Student” markers
  (Provided here)
  •
  1 Blood Red “Yūrei” Marker (Provided
  here)
  •
  2 White “Investigation” Dice,
  •
  1 Red “Yūrei” Die (or any different color
  die)
  •
  Pencils and Erasers
  •
  These Game instructions.
  SET UP: 
  1.
  Each player is given a “Student” sheet.
  They should fill in a name. (This has no
  effect on the game and is only for
  flavor, as is the Student #, Class, and
  Gender.)
  2.
  Each player will now choose one skill
  they are talented in (Spirit, Will, or
  Investigation). Add +2 in the
  parentheses next to your chosen skill.
  3.
  Set one of the “Ito High School” map
  sheets in the middle of the table. Mark
  off the three greyed out boxes on the
  Yūrei Power Counter. (The counter
  starts at 3).
  4.
  Each player will take one of the Student
  markers and roll a die. The number
  each player rolls determines which
  numbered room their student begins in.
  5.
  Place the dice and the red marker next
  to the map in easy reach of all the
  players.
  6.
  Roll a die to see who will go first.
  PLAYING the GAME: 
  GOAL: Players need to work together to stop 
  the Yūrei. They must find all 6 Talismans hidden 
  within the school.  
  THE GAME TURN: On your turn, you will do the 
  following steps in order.  
  1.
  HORROR STEP: Check off the next box
  on the Horror Counter and fulfill its
  listed requirements.
  2.
  MOVEMENT STEP: You may move your
  student to one adjacent room or
  hallway.
  3.
  SPIRIT STEP: You may make a spirit roll
  in order to fight back the Yūrei’s power.
  4.
  INVESTIGATION STEP: Investigate your
  current room to search for a Talisman.
  OPTIONAL REST STEP: If you did not investigate 
  this turn, you may choose to rest.  
  HORROR STEP: The longer you are trapped in 
  the school with the ghost, the more horrible 
  things happen. During this step, follow the 
  listed instructions: 
  
  HORROR COUNTER: Mark off the next available 
  box on the Horror Counter. Start by marking the 
  top box in the far-left column and moving 
  down. When you’ve reached the bottom, the 
  round has ended. Begin marking on the next 
  column over. 
  Next, check the box you marked to see what 
  letter is listed there.  
  •
  “P”: Each time you mark off a box with
  a P the Yūrei Power Counter
  Increases—signifying the increase in the
  spirit’s power. Roll the red die and
  halve the result (rounding down to a
  minimum of 1). Starting at the top of
  the Yūrei Power Counter, and mark off
  boxes equal to your final modified die
  result. If you ever check off the box with
  the “Y” in it, the Yūrei will materialize
  and appear on the school map.
  •
  “W”: For every space marked with a
  “W” on it, you must make a Willpower
  Roll to keep from going insane.
  1.
  The target number you’re trying
  to roll is whatever numbered
  space the Mythos Track is on
  (1-10) plus the round modifier
  (+1 for round 2, +2 for round 3),
  plus the Yūrei Power Counter
  modifier (the number on the
  left of the checked boxes). You
  must meet or beat that
  number.
  2.
  Take the 2 investigation dice
  and roll them and add the
  results together. Apply any
  necessary modifiers to the roll.
  If Willpower is your “talented”
  area, add +2. Add the bonus
  marked on the talisman track if
  the group has found any.
  Finally, subtract any negative
  modifiers if your Willpower has
  taken any hits this game
  3.
  If you succeed at the roll,
  nothing happens. If you fail, you
  lose 1 Willpower. Mark off one
  of the boxes on your student
  sheet, starting from the right
  and moving left.
  •
  “Y”: When you mark off the square
  marked with a Y, then the Yūrei spirit
  will materialize somewhere in the
  school. Mark off the Yūrei
  Materialization Box. Roll the red Yūrei
  die and place the Yūrei marker in the
  room with that matching number. If any
  students are in that room, she will
  attack them. (Each following turn,
  during the Horror Step, roll a die to
  move the Yūrei to a new room.)
  YŪREI ATTACK: When the Yūrei counter comes 
  into the room with one or more students, she 
  will attack them.  
  •
  The Yūrei rolls the red die and adds the
  following modifiers: The Round
  Modifier, the Yūrei Power Counter
  Modifier, and the Yūrei Materialization
  Modifier (+2). Whatever the total result
  is, is what the students must roll to
  escape her.
  •
  The student(s) will make Willpower rolls
  to not be too scared. If they fail, they
  will take two hits to their willpower.
  •
  The student(s) will then make a Spirit
  roll to try and drive her off. If they
  succeed, the Yūrei is removed from the
  map until the Horror Step of the next
  turn. If they fail, they will each take 2
  hits to their spirit and are forced to
  leave the room and move to any
  adjacent room.
  MOVEMENT STEP: The player may move to any 
  adjacent room through marked (grey) doors. 
  The Hallway counts as a space as well.  
  
  SPIRIT STEP: The active player may now choose 
  to make a spirit roll to drive back the Yūrei 
  power.  
  • 
  Roll the red die and add the Round 
  Modifier, the Yūrei Power Counter 
  Modifier, and the Yūrei materialization 
  modifier if the Yūrei has materialized. 
  This is the number you’re trying to 
  meet or beat.  
  • 
  Roll the 2 investigation dice and add the 
  results together. Apply any necessary 
  modifiers to the roll. If Spirit is your 
  “talented” area, add +2. Add the bonus 
  marked on the talisman track if the 
  group has found any. Finally, subtract 
  any negative modifiers if your Spirit has 
  taken any hits this game.  
  • 
  If you succeed at the roll, erase the 
  lowest marked box on the Yūrei Power 
  Counter.  
  • 
  If you fail, take one hit to your Spirit. 
  • 
  Finally, you may make a second attempt 
  (no matter the outcome of the first 
  roll), but using only 1 investigation die 
  instead of 2. The red die is also re-
  reolled if you choose to do this.  
  INVESTIGATION STEP: 
  You may now attempt to search for Talismans 
  by investigating the room you are currently in 
  by making an Investigation Roll.  
  • 
  Look at the room’s Investigation 
  Difficulty (the second number in 
  parentheses) Add the Round Modifier, 
  the Yūrei Power Counter Modifier, and 
  the Yūrei materialization modifier if the 
  Yūrei has materialized. This is the 
  number you’re trying to meet or beat to 
  investigate the room.  
  • 
  Roll the 2 investigation dice and add the 
  results together. Apply any necessary 
  modifiers to the roll. If Investigation is 
  your “talented” area, add +2. Add the 
  bonus marked on the talisman track if 
  the group has found any. Finally, 
  subtract any negative modifiers if your 
  Spirit has taken any hits this game.  
  • 
  If you succeed at the roll, check off one 
  of the boxes in the room. If you check 
  off the last box, you have found one of 
  the six talismans. Mark the next 
  available box on the Talismans 
  Collected tracker.  
  • 
  If you fail, take one hit to your 
  Investigation as you grow more 
  flustered. 
  • 
  Finally, you may make a second attempt 
  (no matter the outcome of the first roll) 
  but using only 1 investigation die 
  instead of 2.  
  OPTIONAL REST STEP: If you did not investigate 
  this turn and the Yūrei is not in your room, you 
  may rest to recover 1 Spirit, 1 Willpower, or 1 
  Investigation. If you did not Move AND did not 
  Investigate you may recover 2 Spirit, 2 
  Willpower, 2 Investigation, or one out of two 
  categories.  
  WINNING the GAME: If at any point in the game 
  you’ve checked off every box in every room in 
  the school, and have therefore found all six 
  talismans, you win the game and banish the 
  Yūrei back to where she came from.  
  LOSING the GAME: If any player ever checks off 
  a box with a skull icon in it, either on the school 
  sheet or the student ID sheet, everyone loses 
  the game. 
   
  Copyright © 2018 Noah Patterson 
   
   
  
  QUICK REFERENCE: 
  TURN STEPS: 
  1. Horror 
  2. Movement 
  3. Spirit 
  4. Investigation (or rest) 
  HORROR COUNTER: 
  # at the Right = Turn # 
  # at Bottom = Round Modifier 
  P = Yūrei Power Counter Increases 1d6/2 
  W = Willpower Roll 
  Y = Yūrei Materializes 
  Skull = Game Over 
  YŪREI POWER COUNTER: 
  Left column = Difficulty Modifier 
  Right column = Current power level 
  Y = Yūrei Materializes 
  Skull = Game Over 
  WILLPOWER ROLL: 
  Target #: TURN # + ROUND MODIFIER + 
  YŪREI POWER COUNTER MODIFER 
  Roll: 2 INVESTIGATION DICE + TALENT 
  BONUS + TALISMAN BONUS - WILLPOWER 
  MODIFIER 
  SPIRIT ROLL: 
  Target #: RED YŪREI DIE + ROUND 
  MODIFIER + YŪREI POWER COUNTER 
  MODIFER + YŪREI MATERIALIZATION 
  MODIFIER 
  Roll: 2 INVESTIGATION DICE + TALENT 
  BONUS + TALISMAN BONUS - WILLPOWER 
  MODIFIER 
  INVESTIGATION ROLL: 
  Target #: ROOM DIFFICULTY # + ROUND 
  MODIFIER + YŪREI POWER COUNTER 
  MODIFER + YŪREI MATERIALIZATION 
  MODIFIER 
  Roll: 2 INVESTIGATION DICE + TALENT 
  BONUS + TALISMAN BONUS – 
  INVESTIGATION MODIFIER 
  FIGHTING YŪREI:   
  • Roll Red Yūrei die + ROUND 
  MODIFIER + YŪREI POWER 
  COUNTER MODIFER + YŪREI 
  MATERIALIZATION MODIFIER 
  • Make Will Roll. 
  o Succeed: Nothing 
  o Fail: Lose 2 Willpower 
  • Make Spirit Roll.  
  o Succeed: Yūrei temporarily 
  removed from board. 
  o Fail: Lose 2 Spirit. Move out 
  of the room.  
   
   
  
  Student Marker Y 
  
SOURCE: textdata/thevault/Deduped  Shit/High School/After School Curse Club [2018].pdf