- Players
-
1
- Genre
-
modern horror
- Tone
-
serious/silly mix
- Time
-
short, less than 1 hour
Sarah and the Skippies
GM Info Controls
Conceal GM info?
Introduction#
This is a quick one-shot adventure to help GMs and players get familiar with some of the Optional Rules, the following are in effect for this adventure:
This one-shot takes place in a small rural town around the year 1990. Even though this is a horror adventure, it’s more silly and lighthearted than grisly.
Note that while PC genders are specified, they can be changed if desired by the player.
Local Rumors#
All small towns have their secrets. Some are well known and whispered often by residents. Others are more elusive and thought best to be left buried by time. When rumors of one such secret started making the rounds through school, a group of friends decided they couldn’t leave it be.
On this sunny autumn day, a car drives down a seldom used dirt road, dust and leaves billow behind. The friends inside discuss what they think they’ll find.
"Megan said a bunch of kids went missing there back in the 70s, she overheard her mom talking about it", says the driver. "I’ve heard people talk about Hell’s Hollow but it always sounded made up. Like no one had actually been there," responds a passenger. "Guess we’ll find out if it’s real or not", another passenger exclaims from the backseat.
Characters#
Sarah and the Skippies#
PC, group, Digital Character Sheet A group of close friends. Sarah grew up with the older Skipowski brother and often the younger twin brothers would tag along. Collectively, the three brothers are known as "the Skippies", a fitting nickname due to their energetic and bubbly personalities.
Possessions:
-
Lighter
-
Firecrackers
-
Slingshot
-
Car keys
Vigor — Intelligence — Technique — Agility ♥♥ — Luck ♥ — Spirit
Reference#
This section provides quick reference material that can be used during gameplay.
Acronyms#
The following are commonly used acronyms:
-
d6 - Six-Sided Dice
-
TN - Target Number
-
GM - Game Master
-
PC - Player Character
-
NPC - Non-Player Character
-
VC - Vital Characteristic
-
VP - Vital Point ♥
Mini-Reference#
The following is an excerpt from the Mini-Reference:
-
Vital Characteristics (VITALS):
-
Vigor - Physical strength/toughness
-
Intelligence - Mental speed/precision
-
Technique - Trained specialization
-
Agility - Physical speed/precision
-
Luck - Chance and good fortune
-
Spirit - Mental strength/toughness
-
-
VC Dice - One d6 in each VC plus additional d6 for each VP ♥ assigned to that VC. Use highest single die result for rolls. If a die lands on 6, roll it again and add to current total for that die.
-
Actions - Roll requested VC dice against Target Number (TN), ≥ passes. If target is willing character or not a character, GM picks TN. If target is unwilling character, acting character rolls to set TN, then target character rolls against TN to negate action.
-
Damage - TN is target’s current VPs+1. If weapon/ability has multiple damage dice, treat each separately. Lose VP ♥ if hit.
-
Initiative - Single d6 decides turn order each round, 6 is first. PCs go before NPCs on ties. Each character gets movement and one full action on their turn. GM may allow free actions. Characters may wait on their turn and act later in the round.
-
Chase/Race - Initiative where each character rolls to determine changes in distance at start of round. Turn order is based on distance to target, 6 (far) to 1 (near). Waiting is not allowed.
Roll Type#
The following table summarizes roll types:
Roll Type |
To Establish TN |
Roll Against TN |
Meet or Exceed TN? |
Less Than TN? |
GM establishes based on appeal details. |
Acting character rolls Luck VC dice. |
Appeal succeeds. |
Appeal fails. |
|
GM establishes based on difficulty. |
Acting character rolls requested VC dice. |
Action succeeds. |
Action fails. |
|
Acting character rolls requested VC dice. |
Target character rolls requested VC dice. |
Effect on target character fails. |
Effect on target character succeeds. |
|
Attacking character rolls attack dice. |
Target character rolls defense dice. |
Attack misses. |
Attack hits, roll Damage. |
|
Target’s current VPs plus one. |
Attacker rolls damage dice, treat each die separately. |
Damage taken, each die causes target to lose one VP ♥. |
No damage taken. |
TN Roll Probability#
The following table summarizes the percentage chance of a roll succeeding with a given TN and number of d6:
1d6 |
2d6 |
3d6 |
4d6 |
5d6 |
|
TN2 |
83 |
97 |
99 |
99 |
99 |
TN3 |
66 |
88 |
96 |
98 |
99 |
TN4 |
50 |
75 |
87 |
93 |
96 |
TN5 |
33 |
55 |
70 |
80 |
86 |
TN6|7 |
16 |
30 |
42 |
51 |
59 |
TN8 |
13 |
25 |
36 |
45 |
52 |
TN9 |
11 |
20 |
29 |
37 |
44 |
TN10 |
8 |
15 |
22 |
29 |
35 |
TN16 |
1 |
2 |
4 |
5 |
6 |
TN22 |
<1 |
<1 |
<1 |
<1 |
1 |
Opposed Roll Probability#
The following table summarizes the percentage chance of an acting character succeeding with a given number of dice during an opposed roll against a target with a given number of dice:
Acting→ |
1d6 |
2d6 |
3d6 |
4d6 |
5d6 |
1d6 |
42 |
60 |
69 |
74 |
78 |
2d6 |
27 |
42 |
52 |
60 |
65 |
3d6 |
20 |
33 |
42 |
50 |
55 |
4d6 |
15 |
27 |
36 |
43 |
48 |
5d6 |
13 |
23 |
31 |
38 |
43 |