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Quick horror one-shot rules (based on Old School Hack)
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<blockquote data-quote="RangerWickett" data-source="post: 5706327" data-attributes="member: 63"><p>I'm running a one-shot tomorrow night for Halloween. I wanted quick and easy rules. What do you think?</p><p></p><p><strong>Stats</strong></p><p>You have 5 stats, which go from 1 to 5.</p><p></p><p>Awareness</p><p>Brawn</p><p>Cunning</p><p>Daring</p><p>Education</p><p></p><p><strong>Checks</strong></p><p>Whenever you need to accomplish something aside from hitting an enemy, the GM determines the stat required, and the difficulty, from 1 to 10. For instance, grabbing a rabid dog and holding it so it can’t chase your friends might be a Brawn 4. Doing the same with a hulking troll might be a Brawn 6. Leading your party as you sneak past a drowsy sentry might be Cunning 2, but sneaking past a patrol of serpent warriors might be Cunning 5.</p><p></p><p>If your stat is at least as high as the difficulty, you automatically succeed. If your stat is one less, you roll d20 and need to get an unmodified 5 or higher. Two less, and you need a 15 or higher. Three less, and you need a natural 20.</p><p></p><p>Situations, tools, and aid can lower the difficulty by one or two steps. Be creative.</p><p></p><p><strong>Combat</strong></p><p>Most characters have 10 hit points.</p><p></p><p>Each round in combat you can take one action, like moving to a different area, attacking a creature, or trying some sort of trick or maneuver.</p><p></p><p>There are no attack rolls. When you attack, just roll damage based on your weapon.</p><p></p><p>Unarmed – 1</p><p>Light – 1d4</p><p>Medium – 1d6</p><p>Heavy – 1d8</p><p>Huge – 1d12</p><p></p><p>For ranged attacks, thrown weapons lose 1 point of damage for every 10 ft. of distance. Projectiles lose 1 point of damage for every 50 ft. of distance. This can reduce the damage to 0.</p><p></p><p>Creatures with armor or really tough hide have an Armor score, from 1 (thick hide, leather armor) to 5 (supernatural toughness, plate armor). Reduce the damage each attack does to it by the Armor score.</p><p></p><p>When you're at 0 HP or below, you're dying, but conscious. You die at -10. If you're dying and try to take an action on your turn, roll 1d10. If your die result is higher than your negative HP, you can take the action. Otherwise you take 1 point of damage and are too agonized to act. </p><p></p><p><strong>Talents</strong></p><p>Each character has a few things they’re really good at. See your character sheet for details, but some examples include:</p><p></p><p>* Archer. Distance can't reduce your ranged attack damage below 1. (Armor still can, and at the GM's discretion, some enemies might just be out of range.)</p><p></p><p>* Defender. Once per round you can let yourself get hit instead of someone else in the same area.</p><p></p><p>* Healer. If you get a minute to treat a dying person, you can bind their wounds. Their hit points don't increase, but they no longer have to roll 1d10 to take actions. If they take any damage, their wounds reopen.</p><p></p><p>* Kidnapper. You're really good at grabbing people and using them as human shields.</p><p></p><p>* Leader. Once per round you can encourage one of your allies on a particular action. That ally rolls twice and takes the better result.</p><p></p><p>* Stand the Heat. Your work at the forge has inured you to high temperatures. You take 1 less damage from fire.</p><p></p><p>* Witch. If you have 10 minutes, you can cast a magic spell to charm and lure someone, steal their appearance, put them to sleep, or turn them into a newt.</p><p></p><p>* Wrangler. You're really good with directing animals.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5706327, member: 63"] I'm running a one-shot tomorrow night for Halloween. I wanted quick and easy rules. What do you think? [b]Stats[/b] You have 5 stats, which go from 1 to 5. Awareness Brawn Cunning Daring Education [b]Checks[/b] Whenever you need to accomplish something aside from hitting an enemy, the GM determines the stat required, and the difficulty, from 1 to 10. For instance, grabbing a rabid dog and holding it so it can’t chase your friends might be a Brawn 4. Doing the same with a hulking troll might be a Brawn 6. Leading your party as you sneak past a drowsy sentry might be Cunning 2, but sneaking past a patrol of serpent warriors might be Cunning 5. If your stat is at least as high as the difficulty, you automatically succeed. If your stat is one less, you roll d20 and need to get an unmodified 5 or higher. Two less, and you need a 15 or higher. Three less, and you need a natural 20. Situations, tools, and aid can lower the difficulty by one or two steps. Be creative. [b]Combat[/b] Most characters have 10 hit points. Each round in combat you can take one action, like moving to a different area, attacking a creature, or trying some sort of trick or maneuver. There are no attack rolls. When you attack, just roll damage based on your weapon. Unarmed – 1 Light – 1d4 Medium – 1d6 Heavy – 1d8 Huge – 1d12 For ranged attacks, thrown weapons lose 1 point of damage for every 10 ft. of distance. Projectiles lose 1 point of damage for every 50 ft. of distance. This can reduce the damage to 0. Creatures with armor or really tough hide have an Armor score, from 1 (thick hide, leather armor) to 5 (supernatural toughness, plate armor). Reduce the damage each attack does to it by the Armor score. When you're at 0 HP or below, you're dying, but conscious. You die at -10. If you're dying and try to take an action on your turn, roll 1d10. If your die result is higher than your negative HP, you can take the action. Otherwise you take 1 point of damage and are too agonized to act. [b]Talents[/b] Each character has a few things they’re really good at. See your character sheet for details, but some examples include: * Archer. Distance can't reduce your ranged attack damage below 1. (Armor still can, and at the GM's discretion, some enemies might just be out of range.) * Defender. Once per round you can let yourself get hit instead of someone else in the same area. * Healer. If you get a minute to treat a dying person, you can bind their wounds. Their hit points don't increase, but they no longer have to roll 1d10 to take actions. If they take any damage, their wounds reopen. * Kidnapper. You're really good at grabbing people and using them as human shields. * Leader. Once per round you can encourage one of your allies on a particular action. That ally rolls twice and takes the better result. * Stand the Heat. Your work at the forge has inured you to high temperatures. You take 1 less damage from fire. * Witch. If you have 10 minutes, you can cast a magic spell to charm and lure someone, steal their appearance, put them to sleep, or turn them into a newt. * Wrangler. You're really good with directing animals. [/QUOTE]
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