Toothy Pumpkin Chase

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Players

1

Genre

modern horror

Tone

serious/silly mix

Time

short, less than 1 hour

Text blocks like this are used to provide example gameplay options.

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 ♥♥♥

Scenes#

Chase Through the Woods#

Skippy darts around trees and brush as Toothy Pumpkin Face snarls and howls close behind.

Start a chase with Skippy as the target. If this is the very first chase round, start with a distance of 3. At the start of each round, Skippy rolls Agility to set the chase TN which Toothy Pumpkin Face then rolls Agility against. If Toothy Pumpkin Face reaches distance 1, melee attacks can be made. Continue the chase for three rounds.

After three chase rounds, transition to a random location. Keep track of the current chase distance as it may continue after leaving the location. Either roll 1d6 on the following list or pick an unvisited location:

  1. The Old Quarry - Large rocks and gravel litter the landscape.

  2. The Abandoned House - Its roof and walls are falling in, the windows are broken.

  3. The Decrepit Graveyard - Worn and crooked headstones jut from uneven ground.

  4. The Neglected Junkyard - Stacks of rusted and broken cars form a makeshift maze.

  5. The Derelict Factory - A massive crumbling brick structure.

  6. The Murky Swamp - Stumps and logs dot along muddy water.

At each location, consider throwing an obstacle in Skippy’s path, use Unopposed rolls as necessary:

  • The door to the house or factory might need to be kicked in.

  • Rocks in the quarry or swamp might be slippery.

Allow the player to be creative and use the environment to their advantage, use Appeal and Opposed rolls as necessary:

  • They might find a weapon such as a shovel, knife, or something else.

  • They might try to damage Toothy Pumpkin Face with a thrown rock or brick.

  • They might be able to hide, throwing Toothy Pumpkin Face off their trail.

When the PC leaves their current location, adjust the chase distance as necessary. Continue with another three chase rounds.

Transition

If Skippy manages to escape or defeat Toothy Pumpkin Face, transition to Conclusion.

Conclusion#

Skippy can barely believe his luck at surviving the night. He will think twice before venturing too far into the woods at night again.

Reference#

This section provides quick reference material that can be used during gameplay.

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?

Appeal

GM establishes based on appeal details.

Acting character rolls Luck VC dice.

Appeal succeeds.

Appeal fails.

Unopposed

GM establishes based on difficulty.

Acting character rolls requested VC dice.

Action succeeds.

Action fails.

Opposed

Acting character rolls requested VC dice.

Target character rolls requested VC dice.

Effect on target character fails.

Effect on target character succeeds.

Attack

Attacking character rolls attack dice.

Target character rolls defense dice.

Attack misses.

Attack hits, roll Damage.

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→
Target↓

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

VitalRPGCreditsLicense