• NOTES ON A SOUTHERN GOTHIC

    A (humorous?) tabletop roleplaying game centered around miserable people doing miserable things in miserable places.

    Revisions:

    • Point Five Edition - April, 2022
    • Zero Edition - July, 2021

    TABLE OF CONTENTS

    NOTES ON A SOUTHERN GOTHICTABLE OF CONTENTSFOREWORD AND FOREWARNEDBUT, LIKE, WHAT THE HELL IS IT?SHIT YOU'LL NEEDBEFORE THE WHERE - THE WHENTHE BIBLE BELT (AND THE PANTS THAT MATCH)THE SHITHOLE STATE TABLETHE SHITHOLE PROBLEM TABLETHE SHITHOLE NAME TABLETHE WAY THE CROW FLIESTHE TIES THAT BIND (AND SOMETIMES GAG)THE BOND TABLEJOHN THE (SOUTHERN) BAPTISTTHE GRACE TABLEBLUE COLLAR, RED NECKTHE ATTRIBUTE TABLEIT GETS BETTER WITH TIMETECHNICAL DIFFICULTIESTHE DIFFICULTY RATING TABLEMISSIONARY OPPOSITIONMORE SLIPPERY THAN AN INSURANCE SALESMANHE AIN'T HEAVY, HE'S YOUR UNCLETHE CHECK'S IN THE MAILTHE ECONOMIC CLASS TABLEA WEALTH OF BULLSHITFUCK YOU, PAY MEA LOAN, AT LASTNOTHING LASTS FOREVERLIMIT DIE TIERSDOWN TO THE GENERAL STORETHE ITEM TABLEI WAS BORN A GAMBLIN' MANSTRANGE VIBRATIONSBESMIRCHING A GOOD NAMETHE CHARACTER NAME TABLE ATHE CHARACTER NAME TABLE BTHE NAME SUFFIX TABLEBIG DREAMS AND PETTY SCHEMESCHARACTER CREATION SUMMARYA CIRCLE OF JERKSTHE DEFAULT NPC TABLELIKE A RED-HEADED STEP-CHILDINITIATIVEATTACKING / DEFENDINGTHE WEAPON DAMAGE TABLEPROTECTION (WHEN A GUN JUST AIN'T ENOUGH)THE PROTECTION TIER TABLETIME AND TURNSWE AIN'T GETTIN' ANY YOUNGERLONG-TERM SIDE EFFECTSIF AT FIRST YOU FAIL, TRIAL AGAINSHOCK AND Y'ALLTHE SHOCK REACTION TABLETHE SWEET HEREAFTER (OR THE LACK THEREOF)THEM NEW FOLK ARE KINDA FUNNYARE YOU THERE, GOD? IT'S ME, BILLY-JOETHE PLAGUE TABLE(SATANIC) PANIC AT THE HONKY TONKTHE CULT NAME TABLETHE CULT REQUIREMENT TABLETHE CULT HANGOUT TABLEEASY-BAKED COVENHARPER VALLEY DMVTHE VEHICLE TABLEYE OLDE SUPERNATURAL RULES GRIMOIRETHIRTEEN ALABAMA GHOSTS (AND JIMMY SWAGGART)THE LAST TEMPTATION OF THE ANTI-CHRISTTHE HORSEMAN'S BLESSING TABLEA HANKERIN' FOR BLOODA HANKERIN' FOR BRAINSA WOMAN OF ILL REPUTEAN ALL-AMERICAN WEREWOLF IN LOUISIANAODE TO A SEVENTIES SOUTHERN SLASHERTHE KILLER TABLESIMPLY THE BESTIARYSHEET HAPPENSMISCELLANEOUS TABLES AND CHAIRSHOW'S THE WEATHER?THE END?

    FOREWORD AND FOREWARNED

    Summer.

    The year of Our Lord, 1987.

    Fireflies dot the sides of the roads in a single-stoplight town, nestled deep within a state where the American Dream never died - where the church pew is never empty and the electric chair ain't too far behind it.

    A place where the sounds of cicadas and frogs echo off of rusted pickup trucks and stagnant swamp waters, where pitchers of lemonade sweat on back porches and fanatical preachers shake their fists through blurry television screens at the weary masses.

    Tiffany is on the radio. Satanic Panic is in full swing. Black Monday is right around the corner.

    And a god-damn movie cowboy is the President of the United States.

    Welcome to the Southern Gothic.

    Notes on a Southern Gothic (NoaSG) is a deep-fried tabletop role-playing sandbox / bad melodrama screenplay generator for 3+ people, with 1 of those players as God (the Game Master). NoaSG is designed to be played over multiple sessions (each called a Gothic, collectively called a Saga) that run about 1 hour per player involved.

    NoaSG aims to provide an easy-to-understand framework for emulating many styles of Southern-based fiction - with optional rules covering everything from As I Lay Dying to The Walking Dead.

    The rules were made to be broken. If something doesn't feel right, then throw it out the window and make up your own rule. Argue with each other. Yell. Scream. Threaten to pull the god-damn car over. I don't care if we was on our way to the Piggly-Wiggly, I'll whip your ass right here on the side of the road in front of God and everybody.

    This is some dark and darkly funny stuff. The language and humor throughout will probably be fairly rough. It's not for the faint of heart or the easily offended. If the idea of humorously role-playing Flowers in the Attic by way of The Devil All the Time (with a dash of True Blood) makes you turn up your nose or shake your head in disgust, then you might want to look elsewhere for your tabletop jollies.

    This is a living document and thus subject to change as additional playtesting occurs.

    This text is designed to be read through as you start your first Gothic. It is laid out as a roadmap to work through as a group to create the world and relationships therein. No matter if you're aiming for Two Moon Junction or Texas Chainsaw Massacre, you should be all set.

    BUT, LIKE, WHAT THE HELL IS IT?

    If you've never played a tabletop roleplaying game before, think of it like this:

    A tabletop RPG is like a piece of software that runs on the human brain. Participants input actions and circumstances, check them against the rules of the software, and the results play out in the theatre of the mind. Oftentimes, the interpretation of the rules is overseen by one person - the GM, or game master (God in NoaSG).

    Alternatively, it's like a dramatic conversation between people (the GM and the players), with rules to govern any piece of the conversation where there is a degree of uncertainty.

    In particular, NoaSG is designed as a sandbox RPG. This means that it's less concerned with telling a singular, concise tale, and more aimed at setting players loose in an ever-changing game-world and having them do as they please, with a cast of characters that ebbs and flows with the nuances of the ongoing narrative.

    Players will take on the roles of deeply flawed and complicated characters, driven by lust and greed and faith to do wretched deeds to one another.

    Your family dynasties will grow and crumble, your spirits will seek retribution, your friends will stab you in the back.

    When times get hard, you'll pray for a break. For a change. For anything to steer the ship in your favor. Sometimes you'll be rewarded. Other times, you'll be punished.

    You will grow old. You will go to prison. You will die and you will be reborn.

    You will get bitten by a werewolf and sacrificed to the Devil.

    You will never know what to expect.

    Above everything, though...

    You will be absolutely miserable.

    SHIT YOU'LL NEED

    Here's a list of things required to play NoaSG:

    NOTE : Sometimes a rule will say to determine something through Whatever Means (WM). Flip a coin, highest roller, rock-paper-scissors, staring contest, whatever you want. Make it your own.

    BEFORE THE WHERE - THE WHEN

    Summer of 1987 is the default starting point of NoaSG.

    NOTE : Most of, if not all of the rules are written with this time period in mind (but there's really nothing stopping you from setting the game in 1887, it will just be a lot of legwork on your end).

    THE BIBLE BELT (AND THE PANTS THAT MATCH)

    The spine of every Gothic is the rusted-out old Shithole of a town that everyone and their mama calls home.

    That small, remote place where everybody knows everybody, and the slightest perceived difference makes you an outcast.

    Oh, yeah, and almost everyone is a devout Protestant.

    THE SHITHOLE STATE TABLE

    RESULTSHITHOLE STATE
    1Alabama
    2Arkansas
    3Florida
    4Georgia
    5Illinois
    6Indiana
    7Iowa *
    8Kansas
    9Kentucky
    10Louisiana
    11Mississippi
    12Missouri
    13New Mexico
    14North / South Carolina - WM
    15Ohio
    16Oklahoma
    17Tennessee
    18Texas
    19Virginia
    20West Virginia *

    Asterisk = no death penalty in 1987

    Now we must determine the problem that plagues the Shithole.

    God (or a player determined through WM) rolls 1d20 against the table below to generate a Shithole Problem.

    THE SHITHOLE PROBLEM TABLE

    RESULTSHITHOLE PROBLEM
    1crooked law enforcement runs everything
    2a string of unsolved murders ruined our lives
    3a train accident killed a bunch of children
    4a factory fire killed most of the men in town
    5new transportation route ruined the economy
    6the town was recently ravaged by natural disaster
    7drug manufacturing and addiction at an all time high
    8someone was recently and wrongfully hanged in the town square
    9the church just burned down and everyone is a suspect
    10there's an increasing presence of cultists in town
    11the government doesn't think y'all should be a town anymore
    12a real-estate tycoon is buying up everyone's land
    13pollution from nearby plants has increased the amount of birth defects
    14crops have dried up and food supplies have become scarce
    15a disease is killing all of the livestock and can't be stopped
    16the town suspects that a witch is in their midst
    17the richest man in town died and left his money buried somewhere
    18a roaming circus kidnapped several children from town
    19the county has recently gone dry, illegal stills on the rise
    20roll two problems, reroll repeats and 20s

    To determine the Shithole Name:

    For clarity:

    A pair of dice played as 2,1 could be used to secure either "Foggy" as a first name or "Creek" as a second name, but not both (they could also be played as 1,2 for even more variety). Those dice are then removed from the Pool. Repeat for the other part of the name.

    Try and aim for a thematically and geographically appropriate name, if you can. If not, say fuck it, and pick the stupidest option you have available.

    THE SHITHOLE NAME TABLE

    DIE 1DIE 2FIRST PARTSECOND PART
    11BeaverAcres
    12BigBanks
    13BowlingBog
    14CozyBoulders
    15CrystalButte
    16DistantCorners
    21FoggyCreek
    22GlisteningFalls
    23HappyFields
    24HarvestForest
    25HazelFork
    26HazyGreens
    31LazyHill
    32LittleHollow
    33LonelyLake
    34LongingLanding
    35MistyMarsh
    36NorthMeadows
    41PlacidMoors
    42PleasantMountain
    43QuietPalms
    44RainyPark
    45RoaringPeaks
    46RockyPines
    51RollingPlains
    52ShadyPoint
    53ShimmeringRange
    54SilentRidge
    55SleepyRiver
    56StarryRock
    61SunnySands
    62TallSprings
    63TumblingTrails
    64TwinTrees
    65WanderingValley
    66WhisperingWoods

    THE WAY THE CROW FLIES

    Repeat the Shithole Name process two more times :

    NOTE : Generate new locations as needed (even in another Shithole State, if the story requires - because, who doesn't love a road trip?).

    THE TIES THAT BIND (AND SOMETIMES GAG)

    The heart of every Gothic is a fucked-up personal dynamic. Everyone in NoaSG is related to each other in some way, whether it's by blood or shotgun wedding or sinful, tawdry lust in the sweat of the Bayou. Before characters are even created, the Bonds are laid bare.

    Keep in mind that some Bonds (professions, etc.) can further be fleshed out depending on the town/year you are playing in.

    In the case of contradicting Bond choices being your only options left, you can reroll the remaining dice until a suitable set is presented. Keep in mind that contradicting Bonds, if not logically flawed, can provide a rich darkness to the Gothic.

    THE BOND TABLE

    DIE 1DIE 2BONDECONOMIC TIER
    11Secret parent and child that are hiding it from everyone2
    12Unknown parent and child that have been searching for each other2
    13Parent and child with a strained relationship over finances1
    14Step-parent and step-child with a rocky past1
    15Parent and adopted child that both regret the decision2
    16Estranged parent and child with mounting tensions2
    21Aunt/uncle and niece/nephew that blame each other for the death of a family member3
    22Grandparent and grandchild with opposing world views2
    23In-laws of some sort that are sleeping with each other2
    24Siblings in love and willing to die over it1
    25Siblings in a bitter rivalry and willing to kill over it1
    26Half-siblings who never accepted each other2
    31Pastor and congregant with a dark past2
    32Sunday-school teachers with a love-hate relationship, mainly hate2
    33Deacons for the church embattled over fund appropriation3
    34Competing church musicians vying for the big gig2
    35Choir leader and member who wants to take over2
    36Pastor and youth pastor with conflicting views on scripture3
    41Newlyweds on the rocks after a questionable incident1
    42Unrequited love that borders obsession2
    43Having a passionate affair behind everyone's back3
    44Dating and facing disapproval from both families2
    45Divorced and embroiled in life-ruining legal battles2
    46Engaged but don't know they're actually related2
    51Work colleagues working on a scheme to rob the place1
    52Boss and employee plotting to murder each other's spouse3
    53Competing business owners seeking to close each other for good4
    54Former boss and fired employee seeking revenge2
    55Employees fighting for a promotion to middle management3
    56Business owner and investor trying to broker a massive deal5
    61Criminal colleagues on the search for a new score1
    62Law enforcement colleagues dodging Internal Affairs3
    63Cop and criminal with a long and sordid history of interaction2
    64Crime boss and underling willing to do anything to rise in the ranks3
    65Former convicts that both think the other one snitched1
    66Retired law enforcement and new blood that don't see eye to eye2

    JOHN THE (SOUTHERN) BAPTIST

    Sometimes we don't choose the faith. It chooses us.

    Determine your character's personal relationship with religion :

    Moments of extreme shock may alter your character's stance on religion. See SHOCK AND Y'ALL chapter for more info.

    THE GRACE TABLE

    RESULTLEVEL OF GRACE
    No sixesYou are a devout Protestant.
    One sixYou are a Protestant, but don't attend church regularly.
    Two sixesYou are a Liberal (for some crazy reason).
    Three sixesYou are the literal Anti-Christ.

    Note that only one character can be the Anti-Christ. In the rare instance where multiple people roll 666, determine who has to reroll through WM.

    Having someone be the Anti-Christ is not required and will rarely happen naturally in the course of play. It's more of a fun bonus. See YE OLDE SUPERNATURAL RULES GRIMOIRE chapter for more information.

    BLUE COLLAR, RED NECK

    Each player has six main Attributes. The Scores in each define how adept you are at related tasks.

    THE ATTRIBUTE TABLE

    ATTRIBUTEDESCRIPTION
    BibleHow much Bible knowledge you have. How hard you can pray.
    BrainsHow smart you are. Or think you are.
    BrawnHow much ass you can beat. How sexy you look on a tractor.
    BoastHow much of a braggart you are. How strong your personality is.
    BeingHow tough you are. How much pain you can withstand.
    BounceHow much bounce is in your step. How good you are with a gun.

    To randomly generate Attribute Scores :

    Alternate Point Buy method for more balanced custom characters :

    IT GETS BETTER WITH TIME

    When you are playing a Saga, you may wish to occasionally increase your character's Attributes to impart a sense of progression.

    The following rules only take effect from the second Gothic on :

    TECHNICAL DIFFICULTIES

    Y'all know where I can find a good core mechanic 'round here?

    Anytime that failure would actually be interesting, perform an Attribute Test :

    There are two exceptions :

    THE DIFFICULTY RATING TABLE

    DIFFICULTY RATINGTARGET
    You could do this in your sleep.6+
    This is easy-peasy, lemon squeezy.8+
    Just about normal.10+
    Alright, this shit's pretty hard.12+
    You'll tell this story in a bar for the next 20 years.14+
    Only by the Grace of Jesus (or Burt Reynolds).16+
    Don't even try, asshole.18+

    MISSIONARY OPPOSITION

    Sometimes characters will be in disagreement about something, or engaged in a physical / mental / spiritual competition where damage or injury is not necessarily the goal (a lil' drunken mud wrastlin', anyone?).

    Each participating player performs an Attribute Test with the relevant Attribute.

    MORE SLIPPERY THAN AN INSURANCE SALESMAN

    Determine your maximum Health Points (HP) with the following formula (rounded down) :

    This will result in a number between 5 and 10 (this is the hardest math in the game, I promise).

    When you are injured (less than max HP, but not at zero) :

    HE AIN'T HEAVY, HE'S YOUR UNCLE

    What do I look like, a god-damn pack mule?

    You can carry an amount of normal sized items equal to your max HP.

    THE CHECK'S IN THE MAIL

    Each character has an Economic Class (EC) that factors into gameplay. Your EC determines what items you can easily purchase and the sort of lifestyle that you can live. It governs everything from your housing situation to the clothes that you wear.

    To determine your EC :

    THE ECONOMIC CLASS TABLE

    ECONOMIC CLASS TIERDESCRIPTIONWEALTH COST
    9Fuck You Money90
    8Old Money80
    7New Money70
    6Relatively Wealthy60
    5Slightly Comfortable50
    4Lower Middle Class40
    3Struggling, But Surviving30
    2Hard Times20
    1Not a Pot to Piss In...10
    0... Or a Window to Throw It Out Of0

    NOTE : If you have multiple players as part of the same family, you may wish for them to share one EC. Determine amongst yourselves what feels appropriate for your story (having separate ECs for each, having one for the whole family and sharing that, etc.).

    A WEALTH OF BULLSHIT

    Wealth is your on-hand resources - pocket cash that isn't tied up in property and assets. Wealth is used to purchase items in the game world.

    For example : Having an EC of 4 (Lower Middle Class) would reduce the Wealth Cost of every item by 4. If the item originally had a Wealth Cost of 4 or below, it is effectively free. If an item originally cost 7 Wealth, it would now only cost 3 Wealth (7 Wealth Cost - EC 4).

    For example : EC 1 = 10 Wealth to purchase, EC 4 = 40 Wealth to purchase. You may skip over Tiers when purchasing, but you must pay the full amount it would cost to reach the desired Tier (jumping from EC 4 to EC 7 would require 50 + 60 + 70 Wealth to jump to.).

    For example : You can reduce your EC from 4 to 3 to regain 20 Wealth (50% of 40). This is useful for when you need to buy an item outside your means, but don't have enough dough on hand. After doing this, the price of any items you were trying to buy will need to be refactored with your current EC.

    FUCK YOU, PAY ME

    Once per Gothic, your character receives an amount of Wealth equal to their EC Tier.

    For example : A character with an EC of 5 would receive 5 Wealth per Gothic (EC of 2 would receive 2 Wealth, etc.).

    By now you should have a pretty good idea of who your character is. Figure out what they would do for a job and make a note of it near you EC Tier (your job can be inferred from your character's Bonds as well as their EC Tier).

    A LOAN, AT LAST

    At any time during a Gothic, you can take out a loan from the bank in increments of 10 Wealth.

    NOTHING LASTS FOREVER

    Anything with a finite amount of uses utilizes a Limit Die (LD).

    LIMIT DIE TIERS

    A result of 1 or 2 on a d4 will result in running out of uses. Discard the item if appropriate.

    DOWN TO THE GENERAL STORE

    Before the initial game (and anytime at an appropriate store in-game) you may purchase as many items as you can afford / carry from the table below :

    THE ITEM TABLE

    ITEMWEALTH COSTDAMAGE TYPE / PROTECTION TIERDESCRIPTION
    Ancient Manuscript7small meleeCould it really be... ? Purchaser rolls a d6. On a result of 1-5, the book is a forgery. On a 6, it is the real deal.
    Arsenic6act of GodEasy to conceal and hard to detect.
    Axe3large melee +2Mostly used for choppin' wood. Mostly...
    Baseball Bat2large melee +1Lil' Slugger.
    Box of Bullets2-Ammo for any gun. LD of d8 per box.
    Canned Food1small melee -1Miscellaneous foodstuffs. +1 HP when consumed.
    Chainsaw3large melee +3Holds / requires one gallon of gasoline for an LD of 10.
    Cigarettes / Chewing Tobacco1-Premium tobacco product. LD of d10.
    Compass2-Points to the north.
    Coveralls5medium protectionCovered in oil and dirt.
    Dynamite4explosiveKaboom.
    Flag2-Large flag. Comes in several flavors.
    Gallon of Gasoline1-Adds 1 tier to a vehicle's LD. Also extremely flammable.
    Gerry Can2small meleeHolds a gallon of gasoline.
    Handheld Power Tool3small melee +1Requires electrical or mechanical power.
    Holy Bible1small meleeJust a regular old bible. +1 to Bible Tests when held.
    Hunting Gear4light protectionBasic vest and hat getup.
    Lighter / Matches1-Useful for starting fires. LD of d20.
    Lotto Ticket2-See I WAS BORN A GAMBLIN' MAN chapter.
    Military Fatigues6heavy protectionSurplus from the war. You know the one.
    Old Pistol4firearmNothing fancy, but reliable and few points of failure.
    Pocket Knife1small meleeA rusty pocket knife.
    Rope2-10 feet of rope.
    Scratcher Ticket1-See I WAS BORN A GAMBLIN' MAN chapter.
    Shitty Beer1small meleeCheap and full of calories. LD of d8.
    Shotgun5firearm +1Good for getting down to business.
    Shovel2large meleeUseful for digging.
    Strange Pharmaceuticals3-Makes you feel funny. -1 Brains and +1 Being for one day. LD of d8.
    Umbrella2small meleeBlocks the rain... and the sun.
    Walking Cane2large melee -1A wooden cane with a curved handle.

    I WAS BORN A GAMBLIN' MAN

    As a way to chase some extra income, a player may purchase a lottery ticket during gameplay. There are two tiers of ticket :

    Tickets can only be purchased at an appropriate store, and only one of each can be purchased per in-game day. Tickets can be held onto and used at the player's discretion, though they must be at an appropriate location to be able to receive any payout.

    A winning ticket that has not been paid out can be stolen and claimed by any other character.

    STRANGE VIBRATIONS

    You know how sometimes you just get a vibe from someone?

    As an optional step, pick a vibe that best aligns with your character.

    BESMIRCHING A GOOD NAME

    You think you can just drag this family's name through the mud and walk away scot-free? Well, you got another thing comin'.

    Next, you'll need to determine your name.

    THE CHARACTER NAME TABLE A

    DIE 1DIE 2MALEFEMALELAST
    11AceAbigailAdams
    12AtticusAndieBeauregard
    13BeaumontBarbieBriscoe
    14Billy-BettinaDawson
    15Bobby-Billie-Doolittle
    16BradfordBobbie-Dupree
    21CaseyCorrineDutton
    22DarbyDarcyFairbanks
    23DonnyDee-DeeFisher
    24EddieEdieFreeman
    25EllisonEllie-Garvey
    26EverettEvelynGibson
    31FloydFlorenceGordon
    32FrankFrancesGrimes
    33GavinGailHill
    34HankGinaHolt
    35HaroldHannah-Jackson
    36HoldenHarperJohnson
    41JeremiahHattie-Jones
    42JesseJaneyLove
    43Jimmy-JessieMcCarthy
    44JohnKateMcDonald
    45KeiferKendraMcElroy
    46KennyLindaMoore
    51LlewelynLuanneMorgan
    52LonnyRonettePeebles
    53RandyRoryRobbins
    54RustySadieSanders
    55ShawnShaylaSayler
    56ShermanShirleneSmith
    61ShooterSissySt. John
    62SkeeterTammy-Stadler
    63SlimTanyaTaylor
    64St. John (Sinjin)TinyTerry
    65TomVirginiaWheeler
    66VernonWillie-Williams

    THE CHARACTER NAME TABLE B

    DIE 1DIE 2MALEFEMALELAST
    11AldenAudreyAbernathy
    12BarryBelindaAtkins
    13ByronBerniceBagwell
    14CharlieBlanchBanks
    15DannyCharlotteBeaver
    16DaveyClariceBennet
    21DickColleenBriggs
    22BenjiConnieCampbell
    23BernardDebbieCline
    24BubbaDonnaCopeland
    25DuaneGinnyCunningham
    26EarlGladysDavenport
    31ErnestGlendaGoodwin
    32EugeneJackieHarmon
    33GaryJennyHatton
    34GunnerJudyHorton
    35HollisKathleenJaggers
    36JeffreyLarkinJensen
    41JeromeLisaKing
    42JerryLorettaLynn
    43LarryLorraineMadison
    44LydellMagdaleneMartin
    45LymosMargeMcEntyre
    46MalachiMelindaMoss
    51MikeNorma-Nash
    52MitchellPamelaPerkins
    53MosePattie-Posey
    54PerryPeggy-Rodgers
    55PorterRhetaRutherford
    56RickySally-Thaxton
    61RonnieSheilaTodd
    62SamuelSherriTolliver
    63ShaneStellaUnderwood
    64TerryTheresaVan Houten
    65WesleyVickie-Ward
    66WillieWandaWynette

    THE NAME SUFFIX TABLE

    RESULTMALEFEMALE
    1-Bob-Bee
    2-Jack-Faye
    3-Joe-Jane
    4-John-Jean
    5-Lee-Jo
    6-Tom-Leigh

    BIG DREAMS AND PETTY SCHEMES

    Lastly, think of two Goals for your character :

    The Goals should be meaty and of high consequence, as they will serve as Primary Motivations for your character's misdeeds. Your Goals will very likely conflict with the Goals of others. This is natural and to be expected.

    CHARACTER CREATION SUMMARY

    STEPACTION
    1Roll for Bonds.
    2Roll for Grace.
    3Roll for Attributes.
    4Determine Economic Class.
    5Purchase starting items (optional).
    6Choose a vibe (optional).
    7Roll for name.

    A CIRCLE OF JERKS

    In addition to having the players create characters, God should prepare a pool of 10-15 NPCs, generating names, Bonds, and Economic Tiers for them in a closed circle. Figure out how each NPC factors into the overall scope of the game.

    THE DEFAULT NPC TABLE

    NameECBondWith
    Donny McDonald4in-law to and sleeping withAtticus Dupree
    Atticus Dupree3former convict, convinced that the snitch wasBobbie-Bee Johnson
    Bobbie-Bee Johnson3the leader of the church choir, in a power struggle withKeifer Gibson
    Keifer Gibson4divorced from and in legal battles withDarcy Wheeler
    Darcy Wheeler5a crime boss with a dedicated underling namedJohn Fairbanks
    John Fairbanks4step parent with a rocky history toTom Dutton
    Tom Dutton3a law enforcement officer dodging Internal Affairs with his colleagueFrank Dawson
    Frank Dawson4who never accepted his half siblingSkeeter Terry
    Skeeter Terry5who is having an affair withDee-Dee Jones
    Dee-Dee Jones5who is engaged but unknowingly related toDonny McDonald

    LIKE A RED-HEADED STEP-CHILD

    Sometimes you like to drink. And sometimes people just don't know when to shut their fucking mouth about it. Did you really think an RPG about dysfunctional families wouldn't have combat mechanics?

    NOTE : Combat in NoaSG is particularly lethal. Don't rush into a confrontation unless you're prepared to pay the price.

    INITIATIVE

    So, who attacks first?

    ATTACKING / DEFENDING

    Combat is straightforward :

    ATTACKING :

    DEFENDING :

    THE WEAPON DAMAGE TABLE

    NOTE : Damage can be further customized with +/- modifiers (for example : 1d6+1, 1d2-1, etc.).

    WEAPON STYLE (APPROXIMATIONS)DAMAGE DIE
    unarmed1d2
    small melee1d4
    large melee1d6
    firearm1d8
    vehicle impact (average sedan)1d10
    explosive1d12 (to all nearby)
    act of God (heart attack, meteor, etc.)1d20

    PROTECTION (WHEN A GUN JUST AIN'T ENOUGH)

    Protection reduces incoming damage by a set amount depending on its tier.

    THE PROTECTION TIER TABLE

    PROTECTION TIERDMG REDUCTIONBREAKS ON
    light1 pt4,5,6
    medium2 pt5,6
    heavy3 pt6

    TIME AND TURNS

    A Turn is the amount of time it takes a player or NPC to make an attack and move about 12 feet of distance.

    WE AIN'T GETTIN' ANY YOUNGER

    Time flies when you're wallowin' in misery.

    Whenever a roleplaying scenario draws to a conclusion and you have a need for an arbitrary amount of time to pass, follow the rules below.

    LONG-TERM SIDE EFFECTS

    // placeholder for clock system

    IF AT FIRST YOU FAIL, TRIAL AGAIN

    If a player is suspected to the have committed a murder by law enforcement / the general populace, they can be detained and placed on trial.

    There's still a glimmer of hope, though.

    SHOCK AND Y'ALL

    A player can withstand a number of extreme shocks equal to their Being .

    What constitutes an extreme shock is dependent upon the character in question and the group's playstyle.

    THE SHOCK REACTION TABLE

    RESULTSHOCK REACTION
    1Complete indifference. We all grieve in our own way.
    2A loss for words. Lose 1 Boast.
    3A fit of uncontrollable laughter. Lose 1 Being.
    4A new leaf. If a criminal - become law-abiding. If law-abiding - become a criminal.
    5A tantrum. Strike a nearby player for d4 - 1 damage. If no other player is nearby, hit yourself instead.
    6A denial. -1 to all Attribute Tests for one in-game day.
    7A mental breakdown. Lose 1 Brains or inflict d6 damage on yourself.
    8A wake-up call. If sober - become an alcoholic. If an alcoholic - become sober.
    9A shakeup of belief. If Protestant - become a Liberal. If Liberal - become a Devout Protestant.
    0A heart attack. 1d20 damage to self.

    THE SWEET HEREAFTER (OR THE LACK THEREOF)

    Death is not the end in NoaSG. It's merely a transition.

    A player can either choose to make a new character or become a ghost to continue their legacy (supernatural entities - zombies, vampires, the Anti-Christ, people who are already ghosts, etc. - cannot become ghosts).

    THEM NEW FOLK ARE KINDA FUNNY

    As a new character :

    Are you there seeking out your secret long-lost brother? Were you transferred in to swipe a promotion from Larry down at the auto parts store? Are you the radical pastor from two parishes over coming to abscond with the local congregation?

    Or have you always been here, observing from the background?

    Figure out how your new character and relationships work within the existing story and group, and have fun throwing a wrench into the social politics.

    ARE YOU THERE, GOD? IT'S ME, BILLY-JOE

    Once per in game day, a player may pray to the heavens. You don't only have to pray for good shit to happen. Maybe you just really want that tramp down at the Piggly-Wiggly to slip and break her leg.

    If while Praying, the Praying player rolls a critical failure or critical success, God's roll is skipped and the following applies.

    A non-critical failure results in your Prayer being in vain. Nothing happens.

    Prayers of Liberals or the Anti-Christ will not be answered, but Plagues will still be smote upon them if a Prayer is attempted and anything but a Critical Success is rolled.

    THE PLAGUE TABLE

    RESULTPLAGUE
    1Water into blood.
    2Frogs.
    3Lice.
    4Flies.
    5Pestilence.
    6Boils.
    7Hail.
    8Locusts.
    9Darkness.
    10Death of the firstborn.

    Table credit: God

    (SATANIC) PANIC AT THE HONKY TONK

    It's because of them roleplayin' games that you turned to the darkness, son! I just know it!

    Sometimes small towns have sinister happenings just below the surface. And sometimes it just a bunch of guys with mullets in black satin robes.

    Follow the rules below to generate an in-game Cult of demon-worshipping heathens.

    THE CULT NAME TABLE

    RESULTFIRST NAMEMIDDLELAST
    0Black Web of theBleeding Soulof Abaddon
    1Blood-Sworn of theCrimson Eggof Baal
    2Brotherhood of theCryptic Hollowof Beelzebub
    3Parliament of theDark Nightof Belial
    4Royal Order of theDead Twilightof Cain
    5Sacred Guardians of theDeathless Voidof Eligos
    6Sanctum of theEmpty Heartof Lucifer
    7Seventh Sect of theEternal Deathof Moloch
    8The Blood-Moon of theScorched Crescentof Orias
    9The Lambs of theUnholy Lightof Satan

    Non-Protestants can join the Cult... but at what price?

    THE CULT REQUIREMENT TABLE

    RESULTREQUIREMENT
    0Give 5 Wealth.
    1A gallon of blood.
    2Get a tattoo of the Cult's symbol.
    3Find compromising information on a fellow player character.
    4Considerable amount of illegal drugs / contraband.
    5Cut off a finger (player's choice).
    6A living animal.
    7An animal body.
    8A living human.
    9A human body.

    The Cult starts with 7 members in addition to the Cult Leader, for a total of 8. The 8 Leader members are generated on the fly as they are needed / encountered. They may also be people that you've already met in the Gothic.

    The Hierarchy of the Cult is as follows :

    All new recruits start as a Regular Member.

    THE CULT HANGOUT TABLE

    RESULTLOCATION
    0Pizza Parlor
    1Cemetery
    2Public Library
    3Pool Hall
    4Comic-Book Shop
    5Youth Center
    6Old Barn
    7The Woods
    8Warehouse
    9Leader's House

    The cult also has a bit of cash stashed away for a rainy day.

    EASY-BAKED COVEN

    See A WOMAN OF ILL REPUTE chapter for more information on witches and witchcraft.

    // COMING SOON: coven rules for the witchy

    HARPER VALLEY DMV

    The title's in the glovebox.

    Vehicles provide an easy way to cover large distances (or run over your dead-beat ex-husband). Players start with a vehicle if appropriate to their character's situation.

    THE VEHICLE TABLE

    TIERDAMAGEHPROUGH EXAMPLESWEALTH COST
    ---pedestrian-
    1d24bicycle2
    2d46dirt-bike3
    3d68motorcycle with a sidecar4
    4d810two-seater5
    5d1012average sedan6
    6d1220pickup truck10
    7d20100semi50
    8d100200train100

    YE OLDE SUPERNATURAL RULES GRIMOIRE

    The following (semi)optional rules introduce more supernatural/horror elements to NoaSG.

    THIRTEEN ALABAMA GHOSTS (AND JIMMY SWAGGART)

    Everyone's got some skeletons in their closet. But what if those skeletons started rattling their bones?

    NOTE : Ghosts do not receive income unless there's a reasonable explanation.

    As a ghost, you gain access to several new abilities :

    THE LAST TEMPTATION OF THE ANTI-CHRIST

    Special rules for being the spawn of Satan :

    THE HORSEMAN'S BLESSING TABLE

    DIEBLESSINGEFFECT
    1PestilenceYou can inflict a non-fatal disease upon one person.
    2WarYou can inflict a non-fatal accident upon one person.
    3FamineYou can destroy one person's livelihood.
    4DeathYou can inflict death upon one person.

    A HANKERIN' FOR BLOOD

    Special rules for being a sultry Southern vampire :

    If a character becomes a vampire for some reason, then a few new abilities are added to their repertoire.

    A HANKERIN' FOR BRAINS

    Special rules for being a stinky Southern zombie :

    NOTE : Zombies do not receive income.

    If a character becomes a zombie for some reason, then the following changes now apply :

    A WOMAN OF ILL REPUTE

    Special rules for being a soggy Southern witch :

    NOTE : Only women can be witches in NoaSG.

    // COMING SOON: more rules for witches and witchcraft

    AN ALL-AMERICAN WEREWOLF IN LOUISIANA

    Special rules for being a sweaty Southern werewolf :

    ODE TO A SEVENTIES SOUTHERN SLASHER

    Special rules for making a psychotic Southern serial killer :

    Sometimes you just need to drop in an NPC murderer to fuck shit up. If your game's story calls for it, check out the rules below to create a Killer:

    NOTE : These rules are best suited for a Texas Chainsaw / X style Gothic.

    THE KILLER TABLE

    RESULTIDENTITYSIGNATURE CLOTHINGWEAPON OF CHOICEDAMAGE
    1backwoods cannibalanimal maskaxelarge melee +2
    2crazed combat vetanimal peltsbarbed-wire batlarge melee +1
    3deformed mutantghillie suitchainsawlarge melee +3
    4deranged survivalistHalloween maskcrossbowfirearm
    5disgraced former deputyhockey maskhandheld power toolsmall melee +1
    6escaped inmateponchoice picksmall melee
    7escaped mental patientrain slickerkitchen knifesmall melee
    8grizzled minerSanta hatmachetelarge melee
    9hateful hillbillyskin maskspear gunfirearm
    0someone's evil twin (God determines through WM)winter parkaunarmedunarmed

    SIMPLY THE BESTIARY

    Here's a list of common encounters in this neck of the woods.

    • Enraged Squirrel With Bulging Eyes :

    HP = 2 DMG = d2 -1 (tiny claws) PROT = none

    SPECIAL = (FUR MY FALLEN COMRADE) When a squirrel dies, roll a d6. On evens, nothing happens. On odds, 2 more squirrels appear in its place.

    "Look at that nutty lil' bastard go!"

    • Mangy Dog With Three Legs :

    HP = 3 DMG = d2 (nipping teeth) PROT = none

    "Don't touch that dog, son. It looks kinda sickly."

    • Banjo Boy With a Massive Noggin :

    HP = 5 DMG = d2 +1 (banjo bash) PROT = none

    "We heard his tortured song long before we saw his twisted face."

    • Train Hoppin' Hobo With Whiskey Breath :

    HP = 6 DMG = d4 -1 (bottle smash) PROT = none

    "I don't know where he's been, but I sure as hell know where he's goin'."

    • Persistent Door to Door Bible Salesman :

    HP = 7 DMG = d4 (bible slap) PROT = light (starchy suit)

    "I'm about to go Old Testament on his ass."

    • P. I. That Can't Mind His Own God-Damn Business :

    HP = 8 DMG = d4 +1 (blackjack) PROT = medium (trenchcoat)

    "I done told that son of a bitch, we ain't heard from Shirlene in two damn years!"

    • Cantankerous Old Donkey Eating an Apple :

    HP = 6 DMG = d6 (donkey kick) PROT = none

    "Wanna see somethin' funny? Go try and snatch that apple from ol' Rufus."

    • Rogue Sheriff's Deputy With an Itchy Trigger-Finger :

    HP = 8 DMG = d8 (service pistol) PROT = medium (ruffled uniform)

    "I always knew you was on the take, you rotten old bastard!"

    • Genteel Vampire With a Long, Flowing Mane :

    HP = 20 DMG = d10 (vampiric strength) PROT = heavy (out-of-style wardrobe)

    SPECIAL = (All Vampire Rules Except for 'Unquenchable Hankerin'' Apply) See A HANKERIN' FOR BLOOD chapter.

    "Humans pretending to be hillbillies pretending to be vampires. How avant-garde."

    • Grizzled Zombie Prospector :

    HP = ? DMG = 1 (rotten fists) PROT = none

    SPECIAL = (All Zombie Rules Except for 'If I Only Had a Brain' Apply) See A HANKERIN' FOR BRAINS chapter.

    "You reckon he's been in that mineshaft this whole damn time?"

    • Death :

    HP = 99 DMG = d20 (ancient scythe) PROT = heavy (hardened bones)

    SPECIAL = (Touch of Death) If Death touches a character, that character must play a chess match against Death. If the character loses, they die. If Death loses, the character lives - but their HP is permanently decreased by 1 from the shock of it all.

    "Of course the skeleton chooses white."

    SHEET HAPPENS

    Here's an example of a blank, no frills character sheet. Use this as a guide to design your own.

    *NoaSG*CHARACTER SHEET
    NAME : 
    AGE AND BIRTHDAY : 
    HP : 
    STATUS : 
    BIBLE : 
    BRAINS : 
    BRAWN : 
    BOAST : 
    BEING : 
    BOUNCE : 
    GRACE : 
    VIBE : 
    BOND 1 : 
    BOND 2 : 
    WEALTH : 
    JOB AND EC : 
    GOAL 1 : 
    GOAL 2 : 
    SHOCK THRESHOLD :1 2 3 4 5 6
    ITEMS : 
      
      
      
      
      

    MISCELLANEOUS TABLES AND CHAIRS

    All of the random tables you could ever want.

    HOW'S THE WEATHER?

    RESULTWEATHER
    1Colder than a witch's tit in a brass brassiere.
    2Foggier than a glass of buttermilk.
    3Rainin' like cats and dogs.
    4Simply heaven. The perfect temperature.
    5Got 'em sweatin' like a whore in church.
    6Hotter than hell on the fourth of July.

    THE END?

    Thanks for reading / playing.

    There may be more to come. We'll see.

    Hope you had... fun?

    J-M