GM Screen Inserts (Portrait)
GM Screen Inserts (Portrait)
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
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
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