TEXT: SLASH IN A FLASH
  FAST AND FURIOUS VERSION OF THE RULES
  
  SLASH IN A FLASH
  Want a one-shot horror game that can be learned in just a few minutes and 
  will provide you and your group with some serious chills? If so, you’re in 
  the right place! This is a lean and mean version of the full Slasher Flick 
  rules found in Slasher Flick: the Director’s Cut. Some of the rules have been 
  changed for the sake of brevity. This version doesn’t have all the bells and 
  whistles of the full rules, but it provides everything you’ll need to sit down 
  and collaboratively create an unforgettable horror movie experience.
  ABOUT CHARACTERS
  There are four types of characters. Primary characters and secondary 
  characters are controlled by the players. The former are the ones most likely 
  to survive, while the latter are the ones that practically have “victim” stenciled 
  on their foreheads. Tertiary characters and the killer are controlled by the 
  Director (the player who runs the game). The former represent the supporting 
  cast (the crazy old man who warns the would-be victims, the local sheriff, 
  etc.), while the latter is the person or entity responsible for all the carnage.
  Each player takes on the role of one primary character and one 
  secondary character.
  Primary, secondary and tertiary characters all have the full game stats. 
  Here’s what a character consists of:
  Stats
  Every character (except the killer) has four stats: Brawn (physical strength, 
  resilience and toughness), Finesse (agility, coordination, balance and 
  reflexes) Brains (intelligence, perception and knowledge) and Spirit 
  (willpower, charisma, leadership and luck)
  These stats are rated according to how adept the character is in those areas. 
  Each stat will have one of three ratings: Poor, Normal and Good. 
  Qualities
  Characters possess specific aspects that he or she is particularly good or bad 
  at within a given area. Each quality is directly related to one of the stats.
  • The good things are called positive qualities and can represent special 
  skills, spheres of knowledge, knacks or interests. Examples include: 
  “scrappy fighter” (Brawn), “sneaking around” (Finesse), “wilderness 
  survival” (Brains) and “cool under pressure” (Spirit).
  • The bad things are called negative qualities and can represent specific 
  ineptitudes, weaknesses, or flaws. Examples include: “runs out of breath 
  easily” (Brawn), “trips a lot” (Finesse), “unperceptive” (Brains) and “acts 
  like a bitch” (Spirit).
    
  STAT CHECKS
  When the Director needs to find out if a character can succeed at a particular 
  task, he or she may call for a stat check from the character’s controller.
  Using logic, the Director decides which of the four stats is being tested. 
  The player then rolls four dice. The type of dice rolled depends on the stat’s 
  rating: d10s for Poor, d8s for Normal and d6s for Good. If at least two of 
  the dice roll identical numbers (called “matching results”), the character 
  is successful.
  Sometimes, the dice will produce two or more sets of matching results. When 
  this happens, they all count toward your total matching results. For example, 
  if the roll was 4, 4, 6 and 6, it would count as four matching results.
  Adding or Subtracting Dice
  Certain situations can modify the number of dice rolled for a check.
  • If one of the character’s positive qualities would logically help out, the 
  player may roll an extra die of the same type he or she is already rolling. 
  Only one positive quality may be used per check.
  • If one of the character’s negative qualities would logically be a hindrance, 
  the player must roll one less die for the check. Only one negative quality may 
  be used per check.
  • If the Director deems the task to be very easy, he or she may allow the player 
  to roll an extra die of the same type he or she is already rolling.
  • If the Director deems the task to be very difficult, he or she may force the 
  player to roll one less die for the check.
  Toppers
  The term “topper” refers to the highest possible number on a die—a 6 on a d6, 
  an 8 on a d8 or a 10 on a d10. Likewise, the term “matching toppers’ refers 
  to rolling multiple toppers. In most cases, rolling toppers is irrelevant and has 
  no further game effects However, there are instances where it does make a 
  difference (especially during kill scenes, which are described later).
  Freak-Out Checks
  When a character faces something particularly frightening or shocking, the 
  Director will instruct the player to make a freak-out check. A freak-out check 
  is a Spirit check. If the character succeeds, he or she keeps their composure 
  and suffers no ill effects. If the character fails, the character becomes freaked 
  out and the Director gets to determine their next course of action; this likely 
  won’t bode well for the character. 
  KILL SCENES
  Whenever the killer appears and tries to attack a character (or vice versa), a 
  kill scene begins. A kill scene is a stream of narration, sprinkled with a series 
  of stat checks. The character’s goal during the sequence is to gain eight 
  survival points before dropping below zero survival points. The character 
  starts the game with a set number of survival points: one for primary characters 
  and zero for secondary characters. Tertiary characters have zero survival 
  points, but can simply be killed off at the Director’s discretion instead.
  Survival points are acquired (or lost) by making checks during kill scenes. 
  Whenever the player makes a successful check, he or she gains 1 survival 
  point for each matching result rolled (e.g., a 3, 3, 3, 5 would mean three 
  matching results. If at least two of those matching results are toppers, the 
  character gains an additional d3 survival points. A check that generates no 
  matching results will cause the character to lose a d3 survival points (a d6 for 
  secondary and tertiary characters) plus an additional point for each 1 rolled; 1s 
  never count as matching results during kill scenes. For secondary and tertiary 
  characters, each 1 also cancels out a die that rolled a matching result (e.g., a 
  roll of 1, 3, 3 and 3 would garner only two matching results).
  If the character’s survival point total reaches 8, the kill scene ends favorably 
  for them (the killer goes down, the character escapes, etc.). If, however, 
  the character’s survival point total drops to below zero, the kill scene ends 
  unfavorably for them (the character dies or is captured… usually the former).
  Important Notes About Kill Scenes
  • During kill scenes, the player and Director take turns deciding their 
  characters’ actions are. Dice are never rolled for the killer, as killers are more 
  of a force of nature than actual characters. The player always rolls to react to 
  whatever the killer does to his or her character (e.g., if the killer slices at the 
  character with a machete, the player rolls to get out of the way of the blade). 
  This carries on until the survival points reach 8 or a negative number, though 
  the Director may end the kill scene early (always in favor of the primary or 
  secondary character), depending on circumstances.
  • Primary characters automatically ignore their first loss of survival points per 
  game, regardless of the amount that would have been lost.
  • Freak-out checks made during kill scenes do not affect survival points.
  • Characters surviving a kill scene keep 1d3 survival points.
  • Determining whether the killer goes first or the player goes first is entirely 
  up to the Director.
  
  • Kill scenes involving multiple primary, secondary and (or) tertiary 
  characters are possible. Survival points are tracked separately for each 
  character. If a character reaches the required total to end the kill scene in his 
  favor, the Director determines whether the kill scene is over for everyone or 
  just for that character. If a character’s survival point total drops below zero, 
  the kill scene may continue for everyone else, at the Director’s discretion.
  GENRE POINTS
  Characters in slasher films tend to behave differently than people in the real 
  world do. Oftentimes, this behavior includes taking a course of action that 
  could be construed as stupid. Traditionally speaking, this kind of behavior is 
  inadvisable in roleplaying games, where a character’s survival is of utmost 
  importance. In Slasher Flick, however, it’s not only advisable, it’s downright 
  encouraged by the game system… especially for secondary characters.
  Whenever a character does something that is particularly appropriate to the 
  genre, entertaining or clever, the Director may award the player a genre 
  point on the spot. Players accumulate these points and can spend them to 
  help out their characters later on in the game. Below, we discuss the ways 
  that genre points can be spent.
  Try It Again (3 Genre Points): When you roll no matching results on a stat 
  check, you may spend three genre points to re-roll the same amount and 
  type of dice for another attempt. You may not re-roll this new result. 
  Temporary Reprieve (3 Genre Points:) When you lose one or more survival 
  points during a kill scene, you can spend three genre points to reduce the loss 
  by one. This option can only be used once per character in any given kill 
  scene. You should also come up with some reason for the temporary reprieve.
  Just What I Needed (3 Genre Points): By spending three genre points 
  during a scene, you can make some minor alteration. The Director may 
  deny you an alteration and you keep your genre points.
  What Are You Doing Here? (4 Genre Points): If your character is involved 
  in a kill scene, you can pull any other primary, secondary or tertiary 
  character into the scene by spending four genre points and coming up with 
  a plausible explanation for how they become involved.
  Wrong Character! (4 Genre Points): If your primary character suffers a 
  loss of survival points while in the same kill scene as a secondary or tertiary 
  character, you may force one of them to lose the survival points instead. 
  You must concoct a plausible explanation for how this happens in the game.
  THE KILLER
  Killers follow these rules:
  • As mentioned in the “Kill Scenes” section, killers are more like forces 
  of nature than true characters. Therefore, the Director never rolls dice for 
  them. The other characters simply roll dice to avoid whatever the killer is 
  doing to them; it’s assumed that the killer succeeds unless they prevent it.
  • Damaging a killer is very difficult. Throughout most of the game, the 
  killer is said to be invigorated. If, during a kill scene, a character rolls at 
  least three matching toppers, the killer gains a damage token. Once only 
  two characters remain alive (only primary and secondary characters count 
  for this), the killer becomes exerted for the rest of the game. An exerted 
  killer is more prone to damage, but is still a very tough cookie. If, during 
  a kill scene, a character rolls matching toppers, the killer gains a damage 
  token for each matching topper rolled. Once the killer acquires 3 damage 
  tokens, he or she is dead… at least for the rest of this game. But there’s 
  always a sequel.
  • If, during a kill scene, a character makes a check that involves the killer’s 
  brute strength (trying to rip the character’s face off, bust through a door to 
  grab the character, etc.) or attempts to inflict physical harm on the killer, one 
  die with a matching result is disregarded.
  • Once per kill scene, the player may gain a genre point for having his or her 
  character run away from the killer as their action.
  CHARACTER CREATION
  This system is used to create primary, secondary and tertiary characters, the 
  Director may forego the process for tertiary characters and just give them 
  what he or she thinks is suitable.
  Step 1: Name and Stereotype
  Come up with a name and a short phrase that describes your character – 
  “The Good Girl”, “Mustachioed Miner”, “Rich Bitch”, “Arrogant Jock”, 
  “Party Animal”, “Nerdy Kid”, etc.
  Step 2: Stats
  All four stats start at a rating of Poor. You can increase a rating to Normal by 
  spending one stat booster or to Good by spending 2 stat boosters. Primary 
  characters receive 4 stat boosters, while secondary and tertiary characters 
  receive only 3 stat boosters.
  Step 3: Positive Qualities
  Come up with qualities for your character and determine which stat each 
  one is linked to. There is no authoritative list of positive qualities to choose 
  from. Rather, you are free to make them up yourself. Examples include: 
  “Studious (Brains)”, “Beautiful (Spirit)”, “Athletic (Finesse)”, “Power 
  Lifter (Brawn)”, etc. Primary characters receive 4 positive qualities, while 
  secondary and tertiary characters receive only 3 positive qualities.
  Step 4: Negative Quality
  Come up with one negative quality and determine which stat it is linked to. 
  As with positive qualities there is no authoritative list of negative qualities 
  to choose from. You are free to make them up yourself. Examples include: 
  “Airhead (Brains)”, “Nasty Personality (Spirit)”, “Two Left Feet (Finesse)”, 
  “Scrawny (Brawn)”, etc.
  Step 5: Items
  Jot down a few items that the character would be carrying on his or her person.
  Step 6: Alterations
  Each character receives 2 alterations, taken from this list:
  • Increase a Poor stat rating to Normal.
  • Increase a Normal stat rating to Good.
  • Gain an additional positive quality.
  • The character’s player begins the game with two genre points.
  WHAT’S NEXT?
  As mentioned previously, the “Slash in a Flash” version of Slasher Flick 
  certainly gives you everything you’ll need in order to play. It’s all here; 
  a complete game. However, there’s a whole lot more in Slasher Flick: 
  the Director’s Cut. It provides additional and expanded rules (such as 
  components that allow you to customize the killer, special rules for primary 
  characters to take, 100 pre-made character archetypes, a full-length “flick”, 
  loads of examples and more advice than you can shake a machete at). 
  Spectrum Games also publishes numerous flicks for you to play. They can 
  be used in conjunction with this PDF, though a few minor modifications 
  may be in order. One flick, however, was created specifically with the 
  “Slash in a Flash” rules in mind. It’s called Slaughterween and, like this 
  PDF, can be printed out on a single page, front and back.
  www.spectrum-games.com
  Copyright 2015 by Spectrum Games. All Rights Reserved. This material (art, 
  logos, illustrations, character concepts, text and game mechanics) is protected 
  by the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited 
  without the express written consent of Spectrum Games, except for the pur-
  poses of reviews and for the blank sheets, which may be reproduced for per-
  sonal use only. 
  Written by Cynthia Celeste Miller, illustrated by Patrick Sullivan and 
  edited by Norbert Franz.
  
  SLASH IN A FLASH
  Want a one-shot horror game that can be learned in just a few minutes and 
  will provide you and your group with some serious chills? If so, you’re in 
  the right place! This is a lean and mean version of the full Slasher Flick 
  rules found in Slasher Flick: the Director’s Cut. Some of the rules have been 
  changed for the sake of brevity. This version doesn’t have all the bells and 
  whistles of the full rules, but it provides everything you’ll need to sit down 
  and collaboratively create an unforgettable horror movie experience.
  ABOUT CHARACTERS
  There are four types of characters. Primary characters and secondary 
  characters are controlled by the players. The former are the ones most likely 
  to survive, while the latter are the ones that practically have “victim” stenciled 
  on their foreheads. Tertiary characters and the killer are controlled by the 
  Director (the player who runs the game). The former represent the supporting 
  cast (the crazy old man who warns the would-be victims, the local sheriff, 
  etc.), while the latter is the person or entity responsible for all the carnage.
  Each player takes on the role of one primary character and one 
  secondary character.
  Primary, secondary and tertiary characters all have the full game stats. 
  Here’s what a character consists of:
  Stats
  Every character (except the killer) has four stats: Brawn (physical strength, 
  resilience and toughness), Finesse (agility, coordination, balance and 
  reflexes) Brains (intelligence, perception and knowledge) and Spirit 
  (willpower, charisma, leadership and luck)
  These stats are rated according to how adept the character is in those areas. 
  Each stat will have one of three ratings: Poor, Normal and Good. 
  Qualities
  Characters possess specific aspects that he or she is particularly good or bad 
  at within a given area. Each quality is directly related to one of the stats.
  • The good things are called positive qualities and can represent special 
  skills, spheres of knowledge, knacks or interests. Examples include: 
  “scrappy fighter” (Brawn), “sneaking around” (Finesse), “wilderness 
  survival” (Brains) and “cool under pressure” (Spirit).
  • The bad things are called negative qualities and can represent specific 
  ineptitudes, weaknesses, or flaws. Examples include: “runs out of breath 
  easily” (Brawn), “trips a lot” (Finesse), “unperceptive” (Brains) and “acts 
  like a bitch” (Spirit).
    
  STAT CHECKS
  When the Director needs to find out if a character can succeed at a particular 
  task, he or she may call for a stat check from the character’s controller.
  Using logic, the Director decides which of the four stats is being tested. 
  The player then rolls four dice. The type of dice rolled depends on the stat’s 
  rating: d10s for Poor, d8s for Normal and d6s for Good. If at least two of 
  the dice roll identical numbers (called “matching results”), the character 
  is successful.
  Sometimes, the dice will produce two or more sets of matching results. When 
  this happens, they all count toward your total matching results. For example, 
  if the roll was 4, 4, 6 and 6, it would count as four matching results.
  Adding or Subtracting Dice
  Certain situations can modify the number of dice rolled for a check.
  • If one of the character’s positive qualities would logically help out, the 
  player may roll an extra die of the same type he or she is already rolling. 
  Only one positive quality may be used per check.
  • If one of the character’s negative qualities would logically be a hindrance, 
  the player must roll one less die for the check. Only one negative quality may 
  be used per check.
  • If the Director deems the task to be very easy, he or she may allow the player 
  to roll an extra die of the same type he or she is already rolling.
  • If the Director deems the task to be very difficult, he or she may force the 
  player to roll one less die for the check.
  Toppers
  The term “topper” refers to the highest possible number on a die—a 6 on a d6, 
  an 8 on a d8 or a 10 on a d10. Likewise, the term “matching toppers’ refers 
  to rolling multiple toppers. In most cases, rolling toppers is irrelevant and has 
  no further game effects However, there are instances where it does make a 
  difference (especially during kill scenes, which are described later).
  Freak-Out Checks
  When a character faces something particularly frightening or shocking, the 
  Director will instruct the player to make a freak-out check. A freak-out check 
  is a Spirit check. If the character succeeds, he or she keeps their composure 
  and suffers no ill effects. If the character fails, the character becomes freaked 
  out and the Director gets to determine their next course of action; this likely 
  won’t bode well for the character. 
  KILL SCENES
  Whenever the killer appears and tries to attack a character (or vice versa), a 
  kill scene begins. A kill scene is a stream of narration, sprinkled with a series 
  of stat checks. The character’s goal during the sequence is to gain eight 
  survival points before dropping below zero survival points. The character 
  starts the game with a set number of survival points: one for primary characters 
  and zero for secondary characters. Tertiary characters have zero survival 
  points, but can simply be killed off at the Director’s discretion instead.
  Survival points are acquired (or lost) by making checks during kill scenes. 
  Whenever the player makes a successful check, he or she gains 1 survival 
  point for each matching result rolled (e.g., a 3, 3, 3, 5 would mean three 
  matching results. If at least two of those matching results are toppers, the 
  character gains an additional d3 survival points. A check that generates no 
  matching results will cause the character to lose a d3 survival points (a d6 for 
  secondary and tertiary characters) plus an additional point for each 1 rolled; 1s 
  never count as matching results during kill scenes. For secondary and tertiary 
  characters, each 1 also cancels out a die that rolled a matching result (e.g., a 
  roll of 1, 3, 3 and 3 would garner only two matching results).
  If the character’s survival point total reaches 8, the kill scene ends favorably 
  for them (the killer goes down, the character escapes, etc.). If, however, 
  the character’s survival point total drops to below zero, the kill scene ends 
  unfavorably for them (the character dies or is captured… usually the former).
  Important Notes About Kill Scenes
  • During kill scenes, the player and Director take turns deciding their 
  characters’ actions are. Dice are never rolled for the killer, as killers are more 
  of a force of nature than actual characters. The player always rolls to react to 
  whatever the killer does to his or her character (e.g., if the killer slices at the 
  character with a machete, the player rolls to get out of the way of the blade). 
  This carries on until the survival points reach 8 or a negative number, though 
  the Director may end the kill scene early (always in favor of the primary or 
  secondary character), depending on circumstances.
  • Primary characters automatically ignore their first loss of survival points per 
  game, regardless of the amount that would have been lost.
  • Freak-out checks made during kill scenes do not affect survival points.
  • Characters surviving a kill scene keep 1d3 survival points.
  • Determining whether the killer goes first or the player goes first is entirely 
  up to the Director.
  
  • Kill scenes involving multiple primary, secondary and (or) tertiary 
  characters are possible. Survival points are tracked separately for each 
  character. If a character reaches the required total to end the kill scene in his 
  favor, the Director determines whether the kill scene is over for everyone or 
  just for that character. If a character’s survival point total drops below zero, 
  the kill scene may continue for everyone else, at the Director’s discretion.
  GENRE POINTS
  Characters in slasher films tend to behave differently than people in the real 
  world do. Oftentimes, this behavior includes taking a course of action that 
  could be construed as stupid. Traditionally speaking, this kind of behavior is 
  inadvisable in roleplaying games, where a character’s survival is of utmost 
  importance. In Slasher Flick, however, it’s not only advisable, it’s downright 
  encouraged by the game system… especially for secondary characters.
  Whenever a character does something that is particularly appropriate to the 
  genre, entertaining or clever, the Director may award the player a genre 
  point on the spot. Players accumulate these points and can spend them to 
  help out their characters later on in the game. Below, we discuss the ways 
  that genre points can be spent.
  Try It Again (3 Genre Points): When you roll no matching results on a stat 
  check, you may spend three genre points to re-roll the same amount and 
  type of dice for another attempt. You may not re-roll this new result. 
  Temporary Reprieve (3 Genre Points:) When you lose one or more survival 
  points during a kill scene, you can spend three genre points to reduce the loss 
  by one. This option can only be used once per character in any given kill 
  scene. You should also come up with some reason for the temporary reprieve.
  Just What I Needed (3 Genre Points): By spending three genre points 
  during a scene, you can make some minor alteration. The Director may 
  deny you an alteration and you keep your genre points.
  What Are You Doing Here? (4 Genre Points): If your character is involved 
  in a kill scene, you can pull any other primary, secondary or tertiary 
  character into the scene by spending four genre points and coming up with 
  a plausible explanation for how they become involved.
  Wrong Character! (4 Genre Points): If your primary character suffers a 
  loss of survival points while in the same kill scene as a secondary or tertiary 
  character, you may force one of them to lose the survival points instead. 
  You must concoct a plausible explanation for how this happens in the game.
  THE KILLER
  Killers follow these rules:
  • As mentioned in the “Kill Scenes” section, killers are more like forces 
  of nature than true characters. Therefore, the Director never rolls dice for 
  them. The other characters simply roll dice to avoid whatever the killer is 
  doing to them; it’s assumed that the killer succeeds unless they prevent it.
  • Damaging a killer is very difficult. Throughout most of the game, the 
  killer is said to be invigorated. If, during a kill scene, a character rolls at 
  least three matching toppers, the killer gains a damage token. Once only 
  two characters remain alive (only primary and secondary characters count 
  for this), the killer becomes exerted for the rest of the game. An exerted 
  killer is more prone to damage, but is still a very tough cookie. If, during 
  a kill scene, a character rolls matching toppers, the killer gains a damage 
  token for each matching topper rolled. Once the killer acquires 3 damage 
  tokens, he or she is dead… at least for the rest of this game. But there’s 
  always a sequel.
  • If, during a kill scene, a character makes a check that involves the killer’s 
  brute strength (trying to rip the character’s face off, bust through a door to 
  grab the character, etc.) or attempts to inflict physical harm on the killer, one 
  die with a matching result is disregarded.
  • Once per kill scene, the player may gain a genre point for having his or her 
  character run away from the killer as their action.
  CHARACTER CREATION
  This system is used to create primary, secondary and tertiary characters, the 
  Director may forego the process for tertiary characters and just give them 
  what he or she thinks is suitable.
  Step 1: Name and Stereotype
  Come up with a name and a short phrase that describes your character – 
  “The Good Girl”, “Mustachioed Miner”, “Rich Bitch”, “Arrogant Jock”, 
  “Party Animal”, “Nerdy Kid”, etc.
  Step 2: Stats
  All four stats start at a rating of Poor. You can increase a rating to Normal by 
  spending one stat booster or to Good by spending 2 stat boosters. Primary 
  characters receive 4 stat boosters, while secondary and tertiary characters 
  receive only 3 stat boosters.
  Step 3: Positive Qualities
  Come up with qualities for your character and determine which stat each 
  one is linked to. There is no authoritative list of positive qualities to choose 
  from. Rather, you are free to make them up yourself. Examples include: 
  “Studious (Brains)”, “Beautiful (Spirit)”, “Athletic (Finesse)”, “Power 
  Lifter (Brawn)”, etc. Primary characters receive 4 positive qualities, while 
  secondary and tertiary characters receive only 3 positive qualities.
  Step 4: Negative Quality
  Come up with one negative quality and determine which stat it is linked to. 
  As with positive qualities there is no authoritative list of negative qualities 
  to choose from. You are free to make them up yourself. Examples include: 
  “Airhead (Brains)”, “Nasty Personality (Spirit)”, “Two Left Feet (Finesse)”, 
  “Scrawny (Brawn)”, etc.
  Step 5: Items
  Jot down a few items that the character would be carrying on his or her person.
  Step 6: Alterations
  Each character receives 2 alterations, taken from this list:
  • Increase a Poor stat rating to Normal.
  • Increase a Normal stat rating to Good.
  • Gain an additional positive quality.
  • The character’s player begins the game with two genre points.
  WHAT’S NEXT?
  As mentioned previously, the “Slash in a Flash” version of Slasher Flick 
  certainly gives you everything you’ll need in order to play. It’s all here; 
  a complete game. However, there’s a whole lot more in Slasher Flick: 
  the Director’s Cut. It provides additional and expanded rules (such as 
  components that allow you to customize the killer, special rules for primary 
  characters to take, 100 pre-made character archetypes, a full-length “flick”, 
  loads of examples and more advice than you can shake a machete at). 
  Spectrum Games also publishes numerous flicks for you to play. They can 
  be used in conjunction with this PDF, though a few minor modifications 
  may be in order. One flick, however, was created specifically with the 
  “Slash in a Flash” rules in mind. It’s called Slaughterween and, like this 
  PDF, can be printed out on a single page, front and back.
  www.spectrum-games.com
  Copyright 2015 by Spectrum Games. All Rights Reserved. This material (art, 
  logos, illustrations, character concepts, text and game mechanics) is protected 
  by the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited 
  without the express written consent of Spectrum Games, except for the pur-
  poses of reviews and for the blank sheets, which may be reproduced for per-
  sonal use only. 
  Written by Cynthia Celeste Miller, illustrated by Patrick Sullivan and 
  edited by Norbert Franz.
  
SOURCE: textdata/thevault/Slasher Flick/Slasher Flick - Slash in a Flash [quick start].pdf