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The document provides game statistics and attributes for roleplaying encounters with the Pope Lick Monster, including hit points, skills, weapons, and psionic abilities. It describes the monster's physical appearance and attributes as well as rules for determining damage from encounters.

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Ron PzVIE
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0% found this document useful (0 votes)
108 views8 pages

GM Screen Inserts (Portrait)

The document provides game statistics and attributes for roleplaying encounters with the Pope Lick Monster, including hit points, skills, weapons, and psionic abilities. It describes the monster's physical appearance and attributes as well as rules for determining damage from encounters.

Uploaded by

Ron PzVIE
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Pope Lick Monster

The Basics
ATTRIBUTES: 3d6
Out of Action
ABILITY SCORE - MODIFIER
1 – KO’d Just knocked out.
3 - -3
2 – Concussed Disadvantage on all tests
4-5 - -2
for the next hour.
6-8 - -1
3 – Cracked Bones STR, DEX and CON
9-12 - 0
are temporary -2 for the next day.
13-15 - +1
4 – Crippled STR or DEX is permanently
16-17 - +2
reduced by 2.
18 - +3
5 – Disfigured CHA reduced to 4,
permanently.
SURVIVAL POINTS: Can re-roll a 6 - Dead Not alive anymore.
failed roll once. Can spend as many
Survival Points as are available. SKILLS: 4 Skills at Level 1 +2
Only regains 1 Survival Point per Skills for INT MOD. Only gets 1
session. Fighting Skill.
SKILL Corresponding
HIT POINTS: 2d6+CON MOD Attribute
(Minimum of 5). 1d6 each level up. Art & Music INT
Basic Athletics STR or DEX
Brawling STR or DEX
AGE: 13+1d4 Computer Skill INT
Cooking WIS
SAVING THROWS: 4d4+CON MOD. Dancing DEX
Gain 2 points at Level Up. Driving DEX
First Aid WIS
1d6 Failed Courage/Terror Electronics INT
Effect Hunting & DEX
1 You run away at full speed and Fishing
are terrified for 30 seconds. Intimidation STR
2 You are partially stunned. You Investigation WIS
take 2 steps back and lose your Knowledge INT
action. (General)
3 You urinate in your pants. Lose Language INT
your action, you are at -1 to all Martial Arts STR or DEX
Mathematics INT
rolls & AC for the encounter.
Mechanics INT
4 You faint for 1 minute. Paranormal INT
5 You attempt to find a place to Persuasion CHA
hide and cower for the next 30 Ranged Weapons DEX
seconds. Science INT
6 You loudly scream like a little Video Games DEX
kid for the next 30 seconds. Wrestling STR
Lose all actions.
AC: 10+DEX MOD + AC Bonus from Armor
Armor AC BONUS WEIGHT AVAILABILITY
Leather Jacket +1 10 LBS Common
Leather Pants +1 15 LBS Common
Football Pads +2 12 LBS Semi-Common
Combat Boots +1 8 LBS Common
Bulletproof Vest +3 20 LBS Rare
Tactical Survival Gear +4 35 LBS Rare
Garbage Can Lid +1 4 LBS Common
Motorcycle Helmet +1 2 LBS Common

Equipment VALUE USAGE NOTES


Backpack 5 Carry +2
Lantern 10
Gas Can (Full) 2 D6
Fresh Rations (Trail Mix) 5 D4
50’ Rope 1
Small Sack 1
Large Sack 2
Lighter 3
Torches (6) 1 D6
Canteen 1 D6
Long Stick 1
Quiver of Arrow/Bolts 10 D8
Flashlight 5 D6

Simple WEAPONS DAMAGE ROF RANGE AMMO WEIGHT COST


Bow 1D6 2 60 20 10 250
Axe 1D6+1 1 4 -- 6 50
Brass Knuckles 1D6 1 -- -- 1 10
Baseball Bat 1d6 1 -- -- 3 10
Crossbow 1d6+1 1 or 2 80 20 15 400
Knife 1d6-1 1 4 -- 1 50
Nightstick 1d6 1 -- -- 3 25
Pepper Spray Stun 1 -- 3 1 20
Spear 1d6 1 10 -- 5 75
Staff 1d6 1 -- -- 5 30
Sword/ 1d6+1 1 -- -- 3 150
LG Knife
Whip 1d6-1 1 4 -- 2 15
Screwdriver 1d6-1 1 -- -- 1 4
Shuriken 1d6-2 2 30 1 7

USAGE DIE: All items unless otherwise noted below starts with a d10 Usage Dice. If the
roll is 1-3 then the usage die is downgraded to the next lower die in the following chain:
d20 > d12 > d10 > d8 > d6 > d4
When you roll a 1-2 on a d4 the item is expended and the character has no more of it left.
FIREARMS DAMAGE ROF RANGE AMMO WEIGHT COST
Revolver 2d6+1 1 50 6 2 500
Semi-Auto Pistol 2d6 2 75 10 3 600
Submachine Gun* 2d6+1 2 60 20 4 900
Semi-Auto Rifle 3d6+2 2 150 10 5 800
Shotgun 4d6+3 1 30 5 6 500
Automatic Rifle* 3d6+2 2 150 30 7 2000
Sniper Rifle 4d6 1 500 15 10 3000
Flamethrower** 2d6/turn 1 30 10 13 400

EXPLOSIVES DAMAGE ROF RANGE AMMO WEIGHT COST


Fragmentation*** 6d6 1 25 -- 1 50
Flash-Bang** Stun+1d6 1 25 -- 1 25
Smoke Smoke 1 25 -- 1 25
Incendiary** 6d6 1 25 -- 1 40
Plastic Explosives*** 3d6/charge 1 -- 10 1 200

XP AND LEVELING UP:


Maximum XP per session: Level xp level HOURS
Session Survival: 1 XP per player 1 0 1 0
Encounter: 3 XP per player 2 5 2 4
Exceptional Roleplaying: 1 XP per player 3 14 3 10
Discretionary: 2 XP per player 4 26 4 20
Hero: 1 XP for 1 player 5 41 5 35
DIFFICULTY CHECKS: d20
EASY 10
MEDIUM 15
DIFFICULT 20
NEAR IMPOSSIBLE 25

Psionic Activation Chart


1 Fizzle. Lose 1 HP.
2 Success. Lose 1 HP.
3 Success. Add +4 to your psionic attack.
4 Fizzle. You are stunned for 1d4 rounds. You cannot attack and are at -2 to Armor Class and all rolls
for that duration.
5 Success. No negative effect.
6 Fizzle. Everyone else within 60’ loses 1 HP.
7 Success. However, the effect of the ability is halved (rounded up).
8 Success. Lose 1 HP. Attack cannot miss if possible.
9 Success. Fries all electrical circuits within 60'.
10 Success. Double the effect of the ability. Lose 1 HP.
11 Fizzle. No negative effects.
12 Fizzle. -1 to all saves for 1d6 minutes.
13 Success. Double the effect of the ability but after you pass out for 1d4 rounds.
14 Success. In addition to the success, everyone else within 60’ takes 1 HP of damage.
15 Fizzle. Your ability is successful but targets a different target than intended, anyone within 60’.
16 Fizzle. You are knocked back 20’ taking 1 HP of damage.
17 Success. Your target is knocked back 20’ taking another 1 HP of damage.
18 Fizzle. Lose 1 HP. You phase to the “other side” for 1d4 rounds.
19 Success. The effects of the ability effects everyone else within 60’.
20 Success. Lose 1 HP. Double the effect of the ability. Your next Psionic Power Activation roll does not require a
roll and is at +4
Random Monster Generation Tables
1d12 Body 1d12 Head 1d6 Sex
1 Humanoid 1 Headless 1 Male
2 Equine 2 Humanoid 2 Female
3 Aquatic 3 Canine 3 No Sex
4 Serpent 4 Cephlopod 4 Female
5 Avian 5 Bird (Raptor) 5 Male
6 Rodent 6 Bird (Farm) 6 Both
7 Feline 7 Feline
8 Canine 8 Reptile
9 Reptile 9 Insect/Arachnid
10 Arachnid 10 Fish/Shark
11 Insectoid 11 Matches Body Type
12 Hybrid (Roll twice ignoring 12 Multiple Heads (Roll 2 or more times
this result). ignoring this result).

1d6 Arms 1d6 Legs/Hind Limbs


1 Matches Body 1 Matches Body
2 Tentacle 2 Tentacle
3 Insectoid 3 Insectoid
4 Clawed (Crab) 4 Clawed (Feline)
5 Hook 5 None (Serpent Lower Half)
6 Hybrid (Roll twice ignoring this result). 6 Hybrid (Roll twice ignoring this result).

1d12 Skin 1d12 Tail (Optional) 1d6 Wings (Optional)


1 Matches Body 1 Matches Body 1 Bat
2 Reptile 2 Feline 2 Insectoid
3 Insectoid 3 Canine 3 Bird
4 Crustacean 4 Reptile 4 Bio-mechanical
5 Feathered 5 Scorpion 5 Butterfly
6 Furry 6 Rodent 6 Hybrid
7 Bio-mechanical 7 Spiked
8 Slime coated 8 Bladed
9 Translucent 9 Constricting
10 Plant Like 10 Scorpion
11 Rock Like 11 Rattler
12 Hybrid 12 Hybrid

1d20 Special Abilities


1 Turn To Mist 11 Shape Shift
2 Multiplying 12 Regenerate 1d6 HP per Round
3 None 13 None
4 Supernatural STR 14 Fly
5 Shriek of a Banshee 15 Fear Aura
6 Calcifying Bite 16 Hurl Heavy Item (1d6+4 Damage)
7 Thunderous Roar 17 Charge (1d6+4 Damage)
8 Mimic 18 Portal
9 Fireball 19 Pyro Powers
10 Experiment X Powers 20 Telekinetic Powers

Bonuses, HD and AC: Roll 1d6 once to determine each bonus and HD/AC.
1d6 Hit Toughness Damage Initiative HD AC Terror
1 +0 +0 +0 +0 2 11 12
2 +1 +0 +1 +0 3 12 13
3 +2 +0 +2 +1 4 13 14
4 +3 +1 +2 +1 5 14 15
5 +4 +2 +3 +2 6 15 16
6 +5 +3 +4 +3 7 16 17

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