# Stupid one-page horror RPG
## Resolution mechanic
**Check**: 2d6 + Stat + Skill
**Save**: 2d6 + Stat
**Unopposed task**: Rolling an 8 or better succeeds at an Average task, rolling a
10 or better succeeds at a Difficult task.
**Opposed task**: Both roll and add modifiers, highest wins.
**Advantage**: Roll 3d6, take two highest
**Disadvantage**: Roll 3d6, take two lowest
**Critical**: Doubles on a success (so two fours on an average task, two fives and
two sixes on all tasks)
## Stats
* Might
* Speed
* Wits
Your starting ability spread is 2, 1, -1. Put one in each stat.
Hit Points: 8 + Might
Defense: 8 + Speed
## Stress/Panic
Your starting Stress is 3. Every time you fail a Stress Test, it goes up by 1. It
can also go up by 1 in other situations (monster abilities, etc.)
**Stress Test**: Roll 2d6 against your Stress.
If your Stress is 8 or higher, you are Panicked. A Panicked character can only
perform one action, not two, in combat.
You can reduce Stress after an entire day of calm (no Stress Tests or Combat) by
rolling a 2d6 check (not a Stress Test) against your Stress. On a success, reduce
Stress by 1.
## Pushing
You can Push a Save or Check to get an extra d6 (keep highest 2) on a roll, or
offset Disadvantage on a roll by dropping the lowest die roll. You may do this
after you see the results of the inital roll. Pushing a Save or Check causes a
Stress Test.
## Skills
Everybody starts with skill points to invest.
### Might Skills
**Brawl**: Punching and using melee weapons
**Brawn**: Lifting, throwing, climbing, breaking down doors
**Brace**: Fortify yourself from injury
### Speed Skills
**Shoot**: Use a firearm
**Stunt**: Roll to break a fall without getting hurt, trip someone, etc.
**Sneak**: Hide, do something without being notices
### Wits Skills
**Chat**: Lie, charm, pressure
**Clever**: Remember something important, notice something
**Cure**: Help someone who's injured
## Combat
### Initiative/Rounds
Everybody rolls speed, initiative goes highest to lowest, ties go to highest d6
roll. Everybody takes a turn in order of intiative in each round.
### Turns
During your turn, you can take move and take two actions in combat, only one of
which may be a weapon attack.
### Reactions
Some situations allow you to make a Reaction to someone else's Action. You may take
one Reaction per Round.
### Movement
You may move 30 ft. (6 squares) per round. Moving out of a square next to an enemy
to a square not adjacent to that same enemy provokes a reaction attack.
### Actions
#### Shove
Roll Brawn against target's Might. On a success, the target moves 5 ft. in the
direction you choose. On a critical succes, the target moves 5 ft. in the direction
you choose and becomes Prone. Being prone gives enemies Advantage on attacks
against you. Standing up from prone take 10 ft. of movement and allows adjacent
enemies to make a reaction attack against you.
#### Taunt
Roll Chat against target's Wits. On a success, the target has Disadvantage on
actions against any combatant other than you on its next turn.
#### Trip
Roll Stunt against target's speed. On a success, target is Prone. Being prone gives
enemies Advantage on attacks against you. Standing up from prone take 10 ft. of
movement and allows adjacent enemies to make a reaction attack against you.
#### Grit
Roll Brace for a Difficult task. On a success, heal 2 HP. On a crit, heal 3 HP.
#### Rally
Roll Charm for a Difficult task. On a success, target ally gets advantage on their
next weapon attack.
#### Feint
Roll Steath vs Wits. On a success, you have advantage on a weapon attack on the
target this turn.
#### First Aid
Roll Cure for an Average task. On a success, heal 1 HP on an adjacent ally. On a
crit, heal 2 HP.
#### Attack
Roll Brawl for a melee weapon or unarmed attack, Shoot for a Firearm, against the
enemy's Defense. On a success, do damage equal to your weapon's damage dice. On a
critical success, take the max roll possible.
## Weapons
These weapons are available to starting characters. Iconic weapons come later
### Melee
| Name | Dmg | Effect |
|----------------|-----|-----------|
| Unarmed | d4 | N/A |
| Baseball bat | d6 | N/A |
| Spiked bat | d6 | Bleed |
### Firearm
| Name | Dmg | Effect |
|----------------|-----|-----------|
| Pistol | d6 | N/A |
| Shotgun | d4 | Knockback |
| Assault Rifle | d6 | Auto |
### Effects
#### Bleed
If you are Bleeding, take 1 damage at the start of your turn. You can end Bleeding
by using Grit successfully.
#### Auto
Fire two shots at Disadvantage.
#### Knockback
Target must succeed on a Difficult Strength save or be moved 5 ft away from the
source of the knockback.