- Players
-
1
- Genre
-
modern horror
- Tone
-
serious/silly mix
- Time
-
short, less than 1 hour
Toothy Pumpkin Chase
GM Info Controls
Conceal GM info?
Introduction#
This is a quick one-shot adventure to help new GMs and players get familiar with gameplay and the Core Rules, specifically the chase rules.
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.
Halloween Night#
The moon is full and bright on this particular Halloween night. Skippy finishes up his late shift at work and is eager to get home. After taking a shortcut through the woods, he soon finds himself hunted by a ghastly horror.
Characters#
Skippy#
PC, human male, Digital Character Sheet Generally easy-going and carefree, tonight he is fleeing for his life.
Possessions:
-
Flashlight
-
Halloween candy
Vigor — Intelligence — Technique — Agility ♥ — Luck ♥ — Spirit ♥
Skippy starts unarmed. This limits the damage he can deal to 1d6-3 damage. However, he can find a weapon of some sort during the chase. Weapon damage will typically be 1d6 unless he is exceptionally lucky and finds something more powerful.
Toothy Pumpkin Face#
enemy NPC, creature Thought to be just a story to scare kids, this creature mysteriously appears on Halloween to hunt those that wander too far into the woods. Roughly the size of a small bear, its skin is sickly orange, its eyes sunken yet piercing, its teeth and claws are razor sharp.
Possessions: None
Vigor 2d6 — Intelligence 1d6 — Technique 1d6 — Agility 2d6 — Luck 1d6 — Spirit 1d6
Attack 2d6 — Damage 1d6 (melee) — Defense 2d6 — Health ♥♥♥
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 |