



Tricks & Treats
Halloween, the greatest time of the year for many. Year after year people of all ages dress up in the likeliness of various terrifying and charming creatures. Some as grinning devils, others as spooky skeletons, and others as enchanting princes/princesses. All in the pursuit of one thing: Candy!
Using a combination of cutesy charm and impish pranks, trick or treaters try their darndest to acquire sweet treats from the various locales in their town!
Trick or Treat
This system utilizes the two skills/traits known as Trick and Treat. Whenever you attempt to do something you roll for either Trick or Treat depending on what it is you are trying to accomplish. Players cannot steal candy from one another.
The dice this system uses is the d10. Whenever you attempt to roll for anything you roll the d10
Trick
Whenever you would attempt to do anything such as threatening to egg/tp a house, jump a fence, run from an adult, scare someone, or anything that would reasonably be considered mischief or trickery you roll for Trick. Trick also plays a role on combat should it arise.
Treat
Whenever you would attempt to do anything such as being extra cutesy/charming, being entertaining, receiving candy, or anything that would be considered kindness or diplomatic you roll for Treat. Should anything miraculous happen on All Hallow's Eve then Treat would be the thing to roll.
Costumes
Costumes are a huge part of Trick Or Treating and as such in this system they determine what you get to Trick or Treat and each have a special trait or feature attached to them.
Devil
You dress in a red cape, a grinning devil mask, and carry a bright red plastic pitchfork with you.
You gain a +2 to Trick and a -2 to Treat.
Pitchfork. This pitchfork while not very sturdy can make an excellent tool of mischief. You gain a +1 to any Trick rolls that revolve around the use of your pitchfork.
Princess/Prince
You dress in a regal fashion much like royalty often seen in animated movies.
You gain +2 to Treat and a -2 to Trick.
Royal. Your costume is a classic and one that people love to see. Whenever you roll to receive candy you gain an additional piece of candy.
Superhero
You dress in the bright colored outfit of your favorite superhero of choice.
You gain +1 to both Trick and Treat.
Heroic. Other Trick Or Treaters see you in your heroic costume and when in trouble may seek your aid. You gain a +1 to rolls made to do anything that would be considered heroic.
Ghost
You dress in the most classic costume of them all! A simple bed sheet with eye holes poked out!
You gain +1 to both Trick and Treat.
Ghostly. Whenever you make a Treat roll and you say "oooOOOOooo" in between sentences while describing what you do, you may roll twice and take the higher result.
Witch
You dress in purple dressings with a pointy hat.
You gain a +2 to Treat and +1 to Trick.
Witchcraft. You can perform what you think is "witchcraft". Whenever you roll for Trick or Treat you may choose to gain a +3 to the roll, however the next time you roll you gain a -3 to that roll.
The Goal
The goal of Trick & Treats is to have the most candy at the end of the night. It does not matter how you acquired it only that you have the most!
Character Sheet
Name:
Costume:_____________________
Trick:_________________________
Treat:_________________________
Candy Amount:_________________________



Tricks & Treats: Year 2
Flow of the Game
Whenever a game first starts you must determine the number of houses present within the neighborhood. Usually anywhere between 10 to 14 houses in a neighborhood.Each time your players enter an encounter\event, the number of houses left reduces by 1. When all houses have been visited, the players are able to visit one last house. This house is the grand finale of the night and should usually give more candy than any other houses.
Miracles
Each player is allowed one miracle per game. Miracles are special in that they are induced by the magical and very special nature of the holiday. A player can use their miracle to produce a course of events that they choose most often to succeed in what it is that they are doing. A player must state before they attempt to use their miracle that they are using their miracle.
New Costumes
Here is the selection of new costumes for year 2 of Tricks & Treats!
Skeleton
You dress in a black costume with what is to be seen as an anatomically incorrect skeleton detailed in the front and back of it.
You gain +1 to both Trick and Treat
Spooky, Scary. Whenever you attempt to do something that follows the spirit of Halloween you may roll twice and take the higher of the two rolls.
Cowboy
You dress in cartoonish cowhide vest, a brown hat, boots with the spurs, and a plastic revolver on your hip.
You gain +2 to Trick
Big Iron. Whenever a player makes a Treat roll, you may use your revolver and cause them to take a -1 to the roll, however you take a -1 to your next Trick roll.
Werewolf
You dress in a torn flannel shirt and jeans with a wolf mask and furry gloves.
You gain +3 to Trick and -1 to Treat
Fearsome Wolf. Whenever you succeed on a Trick roll, you can cause all children that can see you to take a -1 to their next Trick roll against you.
Vampire
You dress in pale white make-up, fake fangs, and a small shoulder cape.
You gain +1 to both Trick and Treat
Bloodsucker. Once per house when you succeed on a roll, you can attempt to steal one piece of candy from a fellow player. You both roll, your Trick against their Treat. Whoever rolls higher succeeds.
Mummy
You dress in layers, upon layers, upon layers of toilet paper.
You gain +2 to Trick rolls and +1 to Treat rolls.
Paper Streams. Whenever you attempt to use your streams of toilet paper on any Trick rolls you may roll twice and take the higher of the two rolls.
House Events
The table below can assist in planting the seed for what happens at a house.
| d8 | House Events |
|---|---|
| 1 | A gang of older kids run up to the door pushing the players out of the way. When the door opens and candy is offered they steal it and run away. |
| 2 | A kind elderly couple answers the door handing out celery sticks and baby carrots, they think that candy is evil. |
| 3 | A teenager answers the door. They seem unenthused by the holiday and can't be bothered to give out candy. |
| 4 | An older lady answers the door with her kid clinging to her leg. The kid is dressed as a skeleton and asks to follow the players. |
| 5 | A whimsical old man answers the door dressed as a stereotypical wizard and declares that only the spookiest kid among the players shall receive any candy from him! |
| 6 | As the door of the house swings open, the players are greeted with another group of kids nearly identical to them wearing the same costumes as them. |
| 7 | As the players are walking up to the porch of the house they are invited to enter a tournament of tricks by another child dressed as a king. Only one player may enter and the prize is more candy! |
| 8 | This house is old, decrepit and abandoned. Or so it would seem! A ghost answers the door, it rolls a trick roll. The players roll as well, if a player rolls lower than the ghost they must flee in fear. A player that succeeds finds that the ghost is kind and gives candy to those who did not succumb to fear. |


Tricks & Treats: Year 3
New Costumes
Here is the selection of new costumes for year 3 of Tricks & Treats
Movie Monster
You dress as a cheesy, mutated dinosaur with spikes on its back that you saw in an old black and white monster movie.
You gain +2 to Trick
Skreeonk! You may on your turn let loose a fearsome roar! You gain +1 to your next Trick roll against those who hear it!
Clown
You dress as a stereotypical clown with a red wig and a big red nose.
You gain +1 to both Trick and Treat
Slapstick. Whenever someone attempts a Trick roll that you have to contest, you gain +2 to the roll.
Morphsuit
You dress in a full body, featureless costume of a color of your choosing.
You gain no bonus
Neutral. Rolls made against you don't get Trick or Treat added to them.
Ninja
You dress in an all black outfit for improved stealth and a sword on your back.
You gain no bonus
Sneaky. You gain +2 to all rolls made to be sneaky and stay hidden.
Swordplay. You gain +1 to rolls made utilizing your sword.
Big Piece o' Candy
You dress as an oversized piece of candy.
You gain +2 to Treat and -1 to Trick
Candy, Candy, Candy! You gain an additional piece of candy when receiving candy.
Pirate
You dress as a classical pirate. Complete with eyepatch, hookhand, and fake parrot.
You gain +1 to both Trick and Treat
Sea Shanty. You can break into song when performing an action as a group. You gain a +1 to the roll for each person in your group that joins in on the song.
Supervillian
You dress in the dark and sinister outfit of your favorite supervillain of choice.
You gain +1 to both Trick and Treat
Monologue. You can launch into a longwinded explanation of your plans. While you do so, Trick rolls made against you gain a -3.
Criminal
You dress in a striped black and white jumpsuit with a black cap, eye mask, and crowbar.
You gain no bonus
Cops and Robbers. You gain +1 to rolls made to escape grown ups.
Crowbar. You gain +1 to rolls made using your crowbar.
Historical Figure
You dress in the garb of a historical figure of your choosing, even adopting their speech patterns or accent.
You gain +1 to Trick and Treat.
Research Paper. You did your research on the historical figure your dressed as and gain +1 to rolls made doing anything they would do.