TEXT:  
   
   
   
   
  Tricky Treats! 
   
        Created by Mulligans 
   
      Cover art Creative Commons 
             Scarecrow, credited to RadoJavor 
   
   
               
   
  
  About the game. 
   
  Tricky Treats! is a Role Playing game for 4-6 people, 
  one of which will run the game. They are known as the 
  Haunt Master (HM), and are responsible for everything 
  except playing the parts of the characters. That’s what 
  the rest of the group will do. Each player chooses a 
  character and will play them as if they are a real 
  person. See Character Selection for more info. 
   
  You’ll need some pen and paper, as well as at least 
  four six sided dice. Borrow them from another game if 
  you have to. 
   
   
  The Setting. 
   
  It’s finally here, Halloween! Trick or Treating! Candy! 
  You and your friends have been waiting all year for 
  this glorious evening and now it has arrived! And, this 
  year it’s going to be special. This year you’re heading 
  to Golden Oaks, the ritzy neighborhood where the real 
  treats await! No more rock hard Mary Janes or stale 
  candy corn for you! Those bronze door knockers in 
  Golden Oaks will bring you a real haul. King sized 
  candy bars, giant battery operated lollipops, silver 
  dollars, and more! All that remains now is to don your 
  costume and meet your friends on the road to the 
  sugary paradise of Golden Oaks. 
   
  Only, there’s a couple small snags. All the big kids are 
  out tonight too, and they’d rather steal candy than get 
  it on their own. Then there’s getting to Golden Oaks. 
  
  Sure, you could follow Drewry Lane out past the high 
  school and enter Golden Oaks from the east side, but 
  that would take hours of walking and you don’t have 
  hours to waste with so many houses to hit, so many 
  treats to claim. That means taking a shortcut. That 
  means going through Old Man Fedwicks Farm. People, 
  kids mostly, say the old man is off his rocker. There’s 
  all kinds of stories about what he’s done to kids who 
  got caught on his property. That isn’t going to stop you 
  though. You’ve got your friends and there’s safety in 
  numbers. Right? 
   
   
  Playing the Game 
   
  The characters meet just before dusk at one of their 
  houses. The players can choose whose house to start 
  at. The houses are shown on the map as A-E, see 
  character selection for who lives in which house. 
   
  The players simply state what their character is doing, 
  and the Haunt Master (HM) responds by telling them 
  what happens. The goal for the players is to make it to 
  Golden Oaks without running home in fear. When a 
  character encounters something scary, they make a 
  Fear check. All characters who encounter the same 
  scare must make separate checks. 
   
  To make a Fear check, the player rolls 2 six sided 
  dice(2d6) and adds their Boldness to the result. If the 
  total is greater than the Fear level of the encounter, 
  the character faces it bravely and is not scared off. 
   
  
  If the total is equal to, or less than, the Fear level, the 
  player is so scared that their Boldness is reduced by 1 
  for the remainder of the game! If your Boldness ever 
  reaches zero, you run home without looking back and 
  skip out on the trick or treating!  
   
  Also, they might run off in a random direction! The 
  only thing that can keep them from doing so is an 
  Act of Bravery committed by a character that 
  passed the same Fear check. Only one character can 
  attempt this AoB during any single scare. 
   
  To perform an Act of Bravery, a player rolls 2d6 and 
  must get a pair to be successful. But fear not, you can 
  earn extra dice for this roll in two ways! 
   
  Firstly, if you have any qualities that apply, you may 
  choose one and gain an extra die. Describe how you’re 
  using the quality in your act. 
   
  Secondly, any other character that succeeded at their 
  own Fear check may aid the player attempting the Act 
  of Bravery, as long as they have a quality that they can 
  apply to the situation. This also grants the player 
  attempting the AoB an extra die. You can never roll 
  more than four dice to attempt an Act of Bravery. 
  Again, all you need is a single pair out of all dice 
  rolled. Only one player can give aid to a player 
  attempting an AoB, and each player is limited to 
  two occasions where they can use aid during the 
  game, regardless of other circumstances. 
   
  
  If the Act of Bravery succeeds, the character who was 
  scared originally sees that they needn’t have been so 
  frightened, and remains with the group. 
   
  If the AoB fails, the scared character is going to run for 
  it! That characters player now rolls another 2d6 and 
  runs in a direction determined by the result. On a total 
  of 2-3, they run east. 4-6, they run north. 7-9, they 
  run south, and 10-12, they run west. Now the other 
  characters will have to chase them down and convince 
  them to continue on to Golden Oaks!  
   
  In the event that more than one character is scared by 
  an event, they can all be saved by a single Act of 
  Bravery! 
   
  If a character does run off, they will travel in the 
  designated direction until they reach a road, creek, 
  building, or new area in general. For instance, a 
  character who gets scared at the Farmhouse and runs 
  east will stop when they reach Drewry Lane. 
   
  Note: Any character scared in the Woods will never run 
  east! If they roll 10-12, they choose to go one of the 
  other three directions. 
   
   
  Character Selection. 
   
  Each player should choose one of the following 
  characters. Each of them has some special quality that 
  makes their presence beneficial, but if there isn’t 
  enough players to use all the characters, that won’t be 
  a problem. 
  
   
  Character Qualities are bolded. 
   
  Toby 
  Toby is big for his age.  
  He is strong.  
  Boldness=4 
  Lives in house A 
   
  Betty 
  Betty wears glasses.  
  She is smart.  
  Boldness=4 
  Lives in house B 
   
  Albert 
  Albert is small and skinny. 
  He is an ace with his slingshot. 
  He is agile. 
  Boldness=2 
  Lives in house C 
   
  Ricky 
  Ricky is athletic. 
  He is fast and sneaky. 
  Boldness=2 
  Lives in house D 
   
  Helena 
  Helena is tall for her age. 
  She sees things as they truly are. 
  Boldness=3 
  Lives in house E 
   
  
   
   
   
  After choosing a character, each player should decide 
  a few things.  
   
  What costume is your character wearing to trick or 
  treat this year? 
   
  What container is your character carrying to place the 
  treats they get in? 
   
  What is your character most afraid of? 
   
  These things will help the HM and the players to 
  develop a better narrative. 
   
   
   
  Things to remember. 
   
  -If your Boldness reaches zero, you run home and are 
  out of the game. 
   
  -You may only aid a player who is attempting an Act of 
  Bravery, and may only do so twice in a game. 
   
  -If you fail a Fear check, you always lose 1 Boldness 
  and it cannot be regained. 
   
   
  Players should stop reading at this point. The 
  following information is for the Haunt Master 
  only! 
  
   
   
  Obstacles, Encounters and… 
   Things that go Bump! 
   
  You’re the Haunt Master and these are your haunts! 
   
  It may be helpful to lower the Fear levels when less 
  than four characters are in play. 
   
  If you want to create your own haunts, go for it! You 
  can use these as a guideline for difficulty. 
   
   
   
  Big Kids in Town.  
   
  They’re probably harassing the characters.  
  Fear level 5 
   
   
  Big Kids having a party. 
   
  The older kids are having a party at the empty house 
  at the corner of Snyders Lane and Drewry Lane.  
  Fear level 6 
   
   
  Looking in the Barn. 
   
  What’s in there? You’re the Haunt Master, you decide! 
  Fear level 8 
   
  
  Seeing, or getting chased by, Old Man Fedwick. 
   
  He’s after us! 
  Fear level 10 
   
   
  Alien Abduction 
   
  It’s just a big kid in a mask, but it’s a scary mask! 
  Fear level 9 
   
  Scarecrow in cornfield comes to life 
   
  That ain’t no mask! 
  Fear level 11 
   
  Lost in the Woods 
   
  It’s getting dark, and the woods are big! 
  Fear level 7 
   
  Owl Hooting in the Woods 
   
  What was that? 
  Fear level 6 
   
  Wiccans in the Woods 
   
  What are all those adults doing here? 
  Fear level 9 
   
  Play around with these, HM. Make them your own. 
  Maybe the scarecrow shows up in the woods again. 
  He’s pretty scary. And, he’s real. 
  
   
   
   
   
   
  Locations of Interest. The characters have an 
  opportunity to go shopping before they head out. 
   
  Sally’s Crafts 
   
  If the characters stop here before trick or treating, 
  Sally might try to sell one of them a protection ward. If 
  one of them buys it, they gain +1 Boldness for the rest 
  of the game. 
   
  
  Stevensons Sporting Goods 
   
  All kinds of things here might be useful. Flashlights. 
  Batteries. Anything they can think of. 
   
  Quik Mart 
   
  A convenience store. Drinks, snacks, whatever. 
   
  Toy Store 
   
  Maybe Albert would like some marbles for his 
  slingshot. Maybe one of the characters needs 
  something for their costume. 
   
  Junkyard 
   
  Who knows why they might want to go in there. But, 
  they’ll have to climb the fence first. And outrun the 
  dog that lives here. Brutus, I think his name is. 
   
  Empty House 
   
  The big kids are having a party here. If they see the 
  characters walking by, they’re sure to do something 
  mean and try to scare the younger kids. 
   
   
  Final Thoughts 
   
  As Haunt Master, it’s up to you to provide a 
  challenging and scary game for the players. Describe 
  things in detail when need be, and don’t stress the 
  small stuff when it’s not key to the narrative. Have fun! 
  
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Kid Friendly/3. Rules Lite Collection/Tricky Treats!.pdf