
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
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?
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.
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.
Here's a list of things required to play NoaSG:
basic rpg dice:
d2 (a coin)
d4
d6 (you'll need a bunch of these)
d8
d10
d12
d20
d100 (2 x d10, 00 = 100)
paper and pencil
friends (or enemies)
a lot of free time
a (dark) sense of humor
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.
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 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.
| RESULT | SHITHOLE STATE |
|---|---|
| 1 | Alabama |
| 2 | Arkansas |
| 3 | Florida |
| 4 | Georgia |
| 5 | Illinois |
| 6 | Indiana |
| 7 | Iowa * |
| 8 | Kansas |
| 9 | Kentucky |
| 10 | Louisiana |
| 11 | Mississippi |
| 12 | Missouri |
| 13 | New Mexico |
| 14 | North / South Carolina - WM |
| 15 | Ohio |
| 16 | Oklahoma |
| 17 | Tennessee |
| 18 | Texas |
| 19 | Virginia |
| 20 | West 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.
| RESULT | SHITHOLE PROBLEM |
|---|---|
| 1 | crooked law enforcement runs everything |
| 2 | a string of unsolved murders ruined our lives |
| 3 | a train accident killed a bunch of children |
| 4 | a factory fire killed most of the men in town |
| 5 | new transportation route ruined the economy |
| 6 | the town was recently ravaged by natural disaster |
| 7 | drug manufacturing and addiction at an all time high |
| 8 | someone was recently and wrongfully hanged in the town square |
| 9 | the church just burned down and everyone is a suspect |
| 10 | there's an increasing presence of cultists in town |
| 11 | the government doesn't think y'all should be a town anymore |
| 12 | a real-estate tycoon is buying up everyone's land |
| 13 | pollution from nearby plants has increased the amount of birth defects |
| 14 | crops have dried up and food supplies have become scarce |
| 15 | a disease is killing all of the livestock and can't be stopped |
| 16 | the town suspects that a witch is in their midst |
| 17 | the richest man in town died and left his money buried somewhere |
| 18 | a roaming circus kidnapped several children from town |
| 19 | the county has recently gone dry, illegal stills on the rise |
| 20 | roll two problems, reroll repeats and 20s |
To determine the Shithole Name:
Everyone roll 2d6 into the center of the table to form a Pool. Look at the various combinations that can be made on the table below.
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.
| DIE 1 | DIE 2 | FIRST PART | SECOND PART |
|---|---|---|---|
| 1 | 1 | Beaver | Acres |
| 1 | 2 | Big | Banks |
| 1 | 3 | Bowling | Bog |
| 1 | 4 | Cozy | Boulders |
| 1 | 5 | Crystal | Butte |
| 1 | 6 | Distant | Corners |
| 2 | 1 | Foggy | Creek |
| 2 | 2 | Glistening | Falls |
| 2 | 3 | Happy | Fields |
| 2 | 4 | Harvest | Forest |
| 2 | 5 | Hazel | Fork |
| 2 | 6 | Hazy | Greens |
| 3 | 1 | Lazy | Hill |
| 3 | 2 | Little | Hollow |
| 3 | 3 | Lonely | Lake |
| 3 | 4 | Longing | Landing |
| 3 | 5 | Misty | Marsh |
| 3 | 6 | North | Meadows |
| 4 | 1 | Placid | Moors |
| 4 | 2 | Pleasant | Mountain |
| 4 | 3 | Quiet | Palms |
| 4 | 4 | Rainy | Park |
| 4 | 5 | Roaring | Peaks |
| 4 | 6 | Rocky | Pines |
| 5 | 1 | Rolling | Plains |
| 5 | 2 | Shady | Point |
| 5 | 3 | Shimmering | Range |
| 5 | 4 | Silent | Ridge |
| 5 | 5 | Sleepy | River |
| 5 | 6 | Starry | Rock |
| 6 | 1 | Sunny | Sands |
| 6 | 2 | Tall | Springs |
| 6 | 3 | Tumbling | Trails |
| 6 | 4 | Twin | Trees |
| 6 | 5 | Wandering | Valley |
| 6 | 6 | Whispering | Woods |
Repeat the Shithole Name process two more times :
First for the larger, nicer location upstate - simply referred to as Town. Town is the place that everyone in the Shithole envies. This is where all the luck went.
Second for the equally depressing location near yours. This is the Rival Shithole. You played them in high-school football. Their cops always pull you over when you pass through.
NOTE : Generate new locations as needed (even in another Shithole State, if the story requires - because, who doesn't love a road trip?).
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.
All players roll 2d6 into the center of the table to form a Pool. Pick a player to go first through WM. That player looks at the possible combinations of dice on the table below and assigns one of the available options to any pair of adjacent players. This will determine how that pair of players are bound.
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.
| DIE 1 | DIE 2 | BOND | ECONOMIC TIER |
|---|---|---|---|
| 1 | 1 | Secret parent and child that are hiding it from everyone | 2 |
| 1 | 2 | Unknown parent and child that have been searching for each other | 2 |
| 1 | 3 | Parent and child with a strained relationship over finances | 1 |
| 1 | 4 | Step-parent and step-child with a rocky past | 1 |
| 1 | 5 | Parent and adopted child that both regret the decision | 2 |
| 1 | 6 | Estranged parent and child with mounting tensions | 2 |
| 2 | 1 | Aunt/uncle and niece/nephew that blame each other for the death of a family member | 3 |
| 2 | 2 | Grandparent and grandchild with opposing world views | 2 |
| 2 | 3 | In-laws of some sort that are sleeping with each other | 2 |
| 2 | 4 | Siblings in love and willing to die over it | 1 |
| 2 | 5 | Siblings in a bitter rivalry and willing to kill over it | 1 |
| 2 | 6 | Half-siblings who never accepted each other | 2 |
| 3 | 1 | Pastor and congregant with a dark past | 2 |
| 3 | 2 | Sunday-school teachers with a love-hate relationship, mainly hate | 2 |
| 3 | 3 | Deacons for the church embattled over fund appropriation | 3 |
| 3 | 4 | Competing church musicians vying for the big gig | 2 |
| 3 | 5 | Choir leader and member who wants to take over | 2 |
| 3 | 6 | Pastor and youth pastor with conflicting views on scripture | 3 |
| 4 | 1 | Newlyweds on the rocks after a questionable incident | 1 |
| 4 | 2 | Unrequited love that borders obsession | 2 |
| 4 | 3 | Having a passionate affair behind everyone's back | 3 |
| 4 | 4 | Dating and facing disapproval from both families | 2 |
| 4 | 5 | Divorced and embroiled in life-ruining legal battles | 2 |
| 4 | 6 | Engaged but don't know they're actually related | 2 |
| 5 | 1 | Work colleagues working on a scheme to rob the place | 1 |
| 5 | 2 | Boss and employee plotting to murder each other's spouse | 3 |
| 5 | 3 | Competing business owners seeking to close each other for good | 4 |
| 5 | 4 | Former boss and fired employee seeking revenge | 2 |
| 5 | 5 | Employees fighting for a promotion to middle management | 3 |
| 5 | 6 | Business owner and investor trying to broker a massive deal | 5 |
| 6 | 1 | Criminal colleagues on the search for a new score | 1 |
| 6 | 2 | Law enforcement colleagues dodging Internal Affairs | 3 |
| 6 | 3 | Cop and criminal with a long and sordid history of interaction | 2 |
| 6 | 4 | Crime boss and underling willing to do anything to rise in the ranks | 3 |
| 6 | 5 | Former convicts that both think the other one snitched | 1 |
| 6 | 6 | Retired law enforcement and new blood that don't see eye to eye | 2 |
Sometimes we don't choose the faith. It chooses us.
Determine your character's personal relationship with religion :
Each player rolls d666. Each 6 that you get represents falling further from Grace.
Moments of extreme shock may alter your character's stance on religion. See SHOCK AND Y'ALL chapter for more info.
| RESULT | LEVEL OF GRACE |
|---|---|
| No sixes | You are a devout Protestant. |
| One six | You are a Protestant, but don't attend church regularly. |
| Two sixes | You are a Liberal (for some crazy reason). |
| Three sixes | You 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.
Each player has six main Attributes. The Scores in each define how adept you are at related tasks.
| ATTRIBUTE | DESCRIPTION |
|---|---|
| Bible | How much Bible knowledge you have. How hard you can pray. |
| Brains | How smart you are. Or think you are. |
| Brawn | How much ass you can beat. How sexy you look on a tractor. |
| Boast | How much of a braggart you are. How strong your personality is. |
| Being | How tough you are. How much pain you can withstand. |
| Bounce | How much bounce is in your step. How good you are with a gun. |
To randomly generate Attribute Scores :
Roll 1d6 for each Attribute, in order.
If you get a result of 5 or 6, the next Attribute is automatically a 2.
Next, swap any two Attributes with each other to closer align with the character you have been fleshing out.
Alternate Point Buy method for more balanced custom characters :
Each Attribute Score starts at 1.
Spend 12 points amongst the Attributes as you see fit. Each point spent on an Attribute increases its Score by 1.
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 :
Once per Gothic, each player may describe an action in which the result would be an improvement of a desired character Attribute. If God agrees that the action makes sense, then the player may roll 1d6.
Y'all know where I can find a good core mechanic 'round here?
Anytime that failure would actually be interesting, perform an Attribute Test :
Roll 2d6 and add your relevant Attribute Score to the result.
There are two exceptions :
| DIFFICULTY RATING | TARGET |
|---|---|
| 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+ |
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.
Players will generally test the same Attribute, unless they can come up with a logical reason for how a different Attribute would contribute to their character's success.
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) :
At the end of the in-game day, gain 1 HP back.
What do I look like, a god-damn pack mule?
You can carry an amount of normal sized items equal to your max HP.
You can carry extra items at a penalty of -1 to all Attribute Test results for every set of 2 items over capacity.
You cannot carry odd amounts over the limit to try and game the weight system (I've got my eye on you. You know who you are.).
You cannot carry more than twice your HP or you will collapse and lose 2 HP (and drop all of your shit everywhere).
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 :
| ECONOMIC CLASS TIER | DESCRIPTION | WEALTH COST |
|---|---|---|
| 9 | Fuck You Money | 90 |
| 8 | Old Money | 80 |
| 7 | New Money | 70 |
| 6 | Relatively Wealthy | 60 |
| 5 | Slightly Comfortable | 50 |
| 4 | Lower Middle Class | 40 |
| 3 | Struggling, But Surviving | 30 |
| 2 | Hard Times | 20 |
| 1 | Not a Pot to Piss In... | 10 |
| 0 | ... Or a Window to Throw It Out Of | 0 |
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.).
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.
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).
At any time during a Gothic, you can take out a loan from the bank in increments of 10 Wealth.
For each 10 Wealth loaned to you, 1 Wealth will be deducted from your pay every Gothic. If you cannot afford to pay, you must sell off EC Tiers until you can afford the payment.
If you completely run out of Wealth and EC Tiers and still owe money to the bank, then you must declare bankruptcy.
Anything with a finite amount of uses utilizes a Limit Die (LD).
A result of 1 or 2 on a d4 will result in running out of uses. Discard the item if appropriate.
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 :
| ITEM | WEALTH COST | DAMAGE TYPE / PROTECTION TIER | DESCRIPTION |
|---|---|---|---|
| Ancient Manuscript | 7 | small melee | Could 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. |
| Arsenic | 6 | act of God | Easy to conceal and hard to detect. |
| Axe | 3 | large melee +2 | Mostly used for choppin' wood. Mostly... |
| Baseball Bat | 2 | large melee +1 | Lil' Slugger. |
| Box of Bullets | 2 | - | Ammo for any gun. LD of d8 per box. |
| Canned Food | 1 | small melee -1 | Miscellaneous foodstuffs. +1 HP when consumed. |
| Chainsaw | 3 | large melee +3 | Holds / requires one gallon of gasoline for an LD of 10. |
| Cigarettes / Chewing Tobacco | 1 | - | Premium tobacco product. LD of d10. |
| Compass | 2 | - | Points to the north. |
| Coveralls | 5 | medium protection | Covered in oil and dirt. |
| Dynamite | 4 | explosive | Kaboom. |
| Flag | 2 | - | Large flag. Comes in several flavors. |
| Gallon of Gasoline | 1 | - | Adds 1 tier to a vehicle's LD. Also extremely flammable. |
| Gerry Can | 2 | small melee | Holds a gallon of gasoline. |
| Handheld Power Tool | 3 | small melee +1 | Requires electrical or mechanical power. |
| Holy Bible | 1 | small melee | Just a regular old bible. +1 to Bible Tests when held. |
| Hunting Gear | 4 | light protection | Basic vest and hat getup. |
| Lighter / Matches | 1 | - | Useful for starting fires. LD of d20. |
| Lotto Ticket | 2 | - | See I WAS BORN A GAMBLIN' MAN chapter. |
| Military Fatigues | 6 | heavy protection | Surplus from the war. You know the one. |
| Old Pistol | 4 | firearm | Nothing fancy, but reliable and few points of failure. |
| Pocket Knife | 1 | small melee | A rusty pocket knife. |
| Rope | 2 | - | 10 feet of rope. |
| Scratcher Ticket | 1 | - | See I WAS BORN A GAMBLIN' MAN chapter. |
| Shitty Beer | 1 | small melee | Cheap and full of calories. LD of d8. |
| Shotgun | 5 | firearm +1 | Good for getting down to business. |
| Shovel | 2 | large melee | Useful for digging. |
| Strange Pharmaceuticals | 3 | - | Makes you feel funny. -1 Brains and +1 Being for one day. LD of d8. |
| Umbrella | 2 | small melee | Blocks the rain... and the sun. |
| Walking Cane | 2 | large melee -1 | A wooden cane with a curved handle. |
As a way to chase some extra income, a player may purchase a lottery ticket during gameplay. There are two tiers of ticket :
Scratcher - 1 Wealth
Lotto - 2 Wealth
The player picks 3 numbers, each from 1-6.
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.
You know how sometimes you just get a vibe from someone?
As an optional step, pick a vibe that best aligns with your character.
Crazy Cat Person :
Drunken Step-Parent :
May I Speak to the Manager? :
Snake-Handling Holy Roller :
Touched by an Angel :
New-Age Gospel Shark :
Good Ol' Boy / Country Gal :
Degenerate Gambler :
Meth'd-Out Pillbilly :
Older Than Methuselah :
Silver-Tongued Charlatan :
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.
| DIE 1 | DIE 2 | MALE | FEMALE | LAST |
|---|---|---|---|---|
| 1 | 1 | Ace | Abigail | Adams |
| 1 | 2 | Atticus | Andie | Beauregard |
| 1 | 3 | Beaumont | Barbie | Briscoe |
| 1 | 4 | Billy- | Bettina | Dawson |
| 1 | 5 | Bobby- | Billie- | Doolittle |
| 1 | 6 | Bradford | Bobbie- | Dupree |
| 2 | 1 | Casey | Corrine | Dutton |
| 2 | 2 | Darby | Darcy | Fairbanks |
| 2 | 3 | Donny | Dee-Dee | Fisher |
| 2 | 4 | Eddie | Edie | Freeman |
| 2 | 5 | Ellison | Ellie- | Garvey |
| 2 | 6 | Everett | Evelyn | Gibson |
| 3 | 1 | Floyd | Florence | Gordon |
| 3 | 2 | Frank | Frances | Grimes |
| 3 | 3 | Gavin | Gail | Hill |
| 3 | 4 | Hank | Gina | Holt |
| 3 | 5 | Harold | Hannah- | Jackson |
| 3 | 6 | Holden | Harper | Johnson |
| 4 | 1 | Jeremiah | Hattie- | Jones |
| 4 | 2 | Jesse | Janey | Love |
| 4 | 3 | Jimmy- | Jessie | McCarthy |
| 4 | 4 | John | Kate | McDonald |
| 4 | 5 | Keifer | Kendra | McElroy |
| 4 | 6 | Kenny | Linda | Moore |
| 5 | 1 | Llewelyn | Luanne | Morgan |
| 5 | 2 | Lonny | Ronette | Peebles |
| 5 | 3 | Randy | Rory | Robbins |
| 5 | 4 | Rusty | Sadie | Sanders |
| 5 | 5 | Shawn | Shayla | Sayler |
| 5 | 6 | Sherman | Shirlene | Smith |
| 6 | 1 | Shooter | Sissy | St. John |
| 6 | 2 | Skeeter | Tammy- | Stadler |
| 6 | 3 | Slim | Tanya | Taylor |
| 6 | 4 | St. John (Sinjin) | Tiny | Terry |
| 6 | 5 | Tom | Virginia | Wheeler |
| 6 | 6 | Vernon | Willie- | Williams |
| DIE 1 | DIE 2 | MALE | FEMALE | LAST |
|---|---|---|---|---|
| 1 | 1 | Alden | Audrey | Abernathy |
| 1 | 2 | Barry | Belinda | Atkins |
| 1 | 3 | Byron | Bernice | Bagwell |
| 1 | 4 | Charlie | Blanch | Banks |
| 1 | 5 | Danny | Charlotte | Beaver |
| 1 | 6 | Davey | Clarice | Bennet |
| 2 | 1 | Dick | Colleen | Briggs |
| 2 | 2 | Benji | Connie | Campbell |
| 2 | 3 | Bernard | Debbie | Cline |
| 2 | 4 | Bubba | Donna | Copeland |
| 2 | 5 | Duane | Ginny | Cunningham |
| 2 | 6 | Earl | Gladys | Davenport |
| 3 | 1 | Ernest | Glenda | Goodwin |
| 3 | 2 | Eugene | Jackie | Harmon |
| 3 | 3 | Gary | Jenny | Hatton |
| 3 | 4 | Gunner | Judy | Horton |
| 3 | 5 | Hollis | Kathleen | Jaggers |
| 3 | 6 | Jeffrey | Larkin | Jensen |
| 4 | 1 | Jerome | Lisa | King |
| 4 | 2 | Jerry | Loretta | Lynn |
| 4 | 3 | Larry | Lorraine | Madison |
| 4 | 4 | Lydell | Magdalene | Martin |
| 4 | 5 | Lymos | Marge | McEntyre |
| 4 | 6 | Malachi | Melinda | Moss |
| 5 | 1 | Mike | Norma- | Nash |
| 5 | 2 | Mitchell | Pamela | Perkins |
| 5 | 3 | Mose | Pattie- | Posey |
| 5 | 4 | Perry | Peggy- | Rodgers |
| 5 | 5 | Porter | Rheta | Rutherford |
| 5 | 6 | Ricky | Sally- | Thaxton |
| 6 | 1 | Ronnie | Sheila | Todd |
| 6 | 2 | Samuel | Sherri | Tolliver |
| 6 | 3 | Shane | Stella | Underwood |
| 6 | 4 | Terry | Theresa | Van Houten |
| 6 | 5 | Wesley | Vickie- | Ward |
| 6 | 6 | Willie | Wanda | Wynette |
| RESULT | MALE | FEMALE |
|---|---|---|
| 1 | -Bob | -Bee |
| 2 | -Jack | -Faye |
| 3 | -Joe | -Jane |
| 4 | -John | -Jean |
| 5 | -Lee | -Jo |
| 6 | -Tom | -Leigh |
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.
Achieve your Goals by whatever means necessary, or die trying.
When a Goal has been accomplished, cross the Goal off your list (which I assume you have somewhere) and replace it with a new Goal related to the current cast of NPCs and the emerging narrative.
| STEP | ACTION |
|---|---|
| 1 | Roll for Bonds. |
| 2 | Roll for Grace. |
| 3 | Roll for Attributes. |
| 4 | Determine Economic Class. |
| 5 | Purchase starting items (optional). |
| 6 | Choose a vibe (optional). |
| 7 | Roll for name. |
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.
This should be prepared before the initial Gothic.
If you really can't be bothered to do this, just use the following chart of NPCs to kickstart your Gothic.
| Name | EC | Bond | With |
|---|---|---|---|
| Donny McDonald | 4 | in-law to and sleeping with | Atticus Dupree |
| Atticus Dupree | 3 | former convict, convinced that the snitch was | Bobbie-Bee Johnson |
| Bobbie-Bee Johnson | 3 | the leader of the church choir, in a power struggle with | Keifer Gibson |
| Keifer Gibson | 4 | divorced from and in legal battles with | Darcy Wheeler |
| Darcy Wheeler | 5 | a crime boss with a dedicated underling named | John Fairbanks |
| John Fairbanks | 4 | step parent with a rocky history to | Tom Dutton |
| Tom Dutton | 3 | a law enforcement officer dodging Internal Affairs with his colleague | Frank Dawson |
| Frank Dawson | 4 | who never accepted his half sibling | Skeeter Terry |
| Skeeter Terry | 5 | who is having an affair with | Dee-Dee Jones |
| Dee-Dee Jones | 5 | who is engaged but unknowingly related to | Donny McDonald |
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.
So, who attacks first?
Roll a d6.
Who within a group attacks first?
Combat is straightforward :
For a player to attack with / defend against a melee attack :
For a player to attack with / defend against a ranged attack :
ATTACKING :
DEFENDING :
NOTE : Damage can be further customized with +/- modifiers (for example : 1d6+1, 1d2-1, etc.).
| WEAPON STYLE (APPROXIMATIONS) | DAMAGE DIE |
|---|---|
| unarmed | 1d2 |
| small melee | 1d4 |
| large melee | 1d6 |
| firearm | 1d8 |
| vehicle impact (average sedan) | 1d10 |
| explosive | 1d12 (to all nearby) |
| act of God (heart attack, meteor, etc.) | 1d20 |
NPCs do not roll for attack or defense against players.
The NPC's intent to attack is declared and the targeted player performs a defense roll, and a roll for NPC attack damage when defending is unsuccessful.
The amount of damage an NPC does depends on their weapon. The targeted player rolls for their damage taken.
Successful player attacks do automatic damage to NPCs, as NPCs do not roll defense.
NOTE : NPCs do not defend against other NPCs. They take turns attacking each other via a 2d6 roll with a DR of 8. A roll for damage is performed on a successful attack.
Protection reduces incoming damage by a set amount depending on its tier.
Protection is abstract and not counted on a per piece basis.
After reducing incoming damage, roll 1d6 and compare against the table below.
| PROTECTION TIER | DMG REDUCTION | BREAKS ON |
|---|---|---|
| light | 1 pt | 4,5,6 |
| medium | 2 pt | 5,6 |
| heavy | 3 pt | 6 |
A Turn is the amount of time it takes a player or NPC to make an attack and move about 12 feet of distance.
During combat, time dilates and is measured in Turns. There are ten Turns per one minute of in-game time (each Turn taking roughly 6 seconds).
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.
God rolls 2d6. The sum result is how many units of time has passed. The unit of time to be used is situational. Discuss amongst the group to reach a consensus.
Units of Time:
When progressing time multiple months or years, you may wish to come up with changes in characters' situations to reflect that. This is entirely dependent on the group and their goals.
At any rate, keeping in mind the age of characters is necessary.
To perform a DOA roll, roll a d20.
// placeholder for clock system
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.
To perform a trial, assemble a Jury Pool of 12d6. These represent the twelve Jury Members.
The quality of evidence against the accused determines what constitutes a Success.
The accused rolls the Jury Pool, counting each Success as a Not-Guilty vote, and each Failure as a Guilty vote. Majority determines the verdict.
The accused can hire a lawyer in order to sway Jury Members by raising a number of the Jury Pool dice to a d8.
In case of a Hung Jury (a tie), a retrial is scheduled for 2d6 days. The accused must stay in custody unless they post Bail.
If the accused is found guilty, roll a d6.
On EVENS, the accused it sentenced to 10d6 years in prison, plus 5 years for each separate murder count.
On ODDS, they are put on Death Row and scheduled to be executed in 2d6 months.
There's still a glimmer of hope, though.
Just before execution, a Pardon Roll can be attempted.
Roll a d10.
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.
Some examples include :
You recover one space in the Shock Threshold per Gothic.
Roll a d10 against the chart below when a character experiences an extreme shock beyond their threshold.
| RESULT | SHOCK REACTION |
|---|---|
| 1 | Complete indifference. We all grieve in our own way. |
| 2 | A loss for words. Lose 1 Boast. |
| 3 | A fit of uncontrollable laughter. Lose 1 Being. |
| 4 | A new leaf. If a criminal - become law-abiding. If law-abiding - become a criminal. |
| 5 | A tantrum. Strike a nearby player for d4 - 1 damage. If no other player is nearby, hit yourself instead. |
| 6 | A denial. -1 to all Attribute Tests for one in-game day. |
| 7 | A mental breakdown. Lose 1 Brains or inflict d6 damage on yourself. |
| 8 | A wake-up call. If sober - become an alcoholic. If an alcoholic - become sober. |
| 9 | A shakeup of belief. If Protestant - become a Liberal. If Liberal - become a Devout Protestant. |
| 0 | A heart attack. 1d20 damage to self. |
Death is not the end in NoaSG. It's merely a transition.
When your HP hits or goes below zero, you die.
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).
As a new character :
Roll 4d6 for the bonds that your new character has. If you cannot make logical bonds with the current Pool, reroll within reason.
Repeat character creation.
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.
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.
The player must speak their Prayer aloud and make a Bible Test with a DR of 16.
If the Prayer succeeds, God rolls a d6.
NOTE : Although you can Pray once per in-game day, a player can only have one Prayer successfully answered per Gothic. God gets tired, too, you know.
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.
| RESULT | PLAGUE |
|---|---|
| 1 | Water into blood. |
| 2 | Frogs. |
| 3 | Lice. |
| 4 | Flies. |
| 5 | Pestilence. |
| 6 | Boils. |
| 7 | Hail. |
| 8 | Locusts. |
| 9 | Darkness. |
| 10 | Death of the firstborn. |
Table credit: God
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.
If there is an Anti-Christ in the game, they perform all the rolls for Cult creation. Otherwise, God handles the rolls.
Roll 3d10 against the table below and assign the results in any order you see fit to generate a name.
| RESULT | FIRST NAME | MIDDLE | LAST |
|---|---|---|---|
| 0 | Black Web of the | Bleeding Soul | of Abaddon |
| 1 | Blood-Sworn of the | Crimson Egg | of Baal |
| 2 | Brotherhood of the | Cryptic Hollow | of Beelzebub |
| 3 | Parliament of the | Dark Night | of Belial |
| 4 | Royal Order of the | Dead Twilight | of Cain |
| 5 | Sacred Guardians of the | Deathless Void | of Eligos |
| 6 | Sanctum of the | Empty Heart | of Lucifer |
| 7 | Seventh Sect of the | Eternal Death | of Moloch |
| 8 | The Blood-Moon of the | Scorched Crescent | of Orias |
| 9 | The Lambs of the | Unholy Light | of Satan |
Non-Protestants can join the Cult... but at what price?
| RESULT | REQUIREMENT |
|---|---|
| 0 | Give 5 Wealth. |
| 1 | A gallon of blood. |
| 2 | Get a tattoo of the Cult's symbol. |
| 3 | Find compromising information on a fellow player character. |
| 4 | Considerable amount of illegal drugs / contraband. |
| 5 | Cut off a finger (player's choice). |
| 6 | A living animal. |
| 7 | An animal body. |
| 8 | A living human. |
| 9 | A 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 :
1 Leader
1 Second-in-Command
2 Officers
All new recruits start as a Regular Member.
| RESULT | LOCATION |
|---|---|
| 0 | Pizza Parlor |
| 1 | Cemetery |
| 2 | Public Library |
| 3 | Pool Hall |
| 4 | Comic-Book Shop |
| 5 | Youth Center |
| 6 | Old Barn |
| 7 | The Woods |
| 8 | Warehouse |
| 9 | Leader's House |
The cult also has a bit of cash stashed away for a rainy day.
See A WOMAN OF ILL REPUTE chapter for more information on witches and witchcraft.
// COMING SOON: coven rules for the witchy
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.
Run, Forrest...
Cruising on Empty
If a vehicle requires gas, then each gallon added to the tank will add 1 tier to the LD for the vehicle.
Vehicular Manslaughter
To attack or defend with a vehicle, perform a Bounce Test with a DR of 12.
Crash and Burn
When a vehicle hits 0 HP, it is totaled / dead. Any rollover damage is applied as evenly as possible to the occupants. If there is too much or too little damage to go around, determine who gets more / spared through WM.
Slicker Than a Used Car Salesman
| TIER | DAMAGE | HP | ROUGH EXAMPLES | WEALTH COST |
|---|---|---|---|---|
| - | - | - | pedestrian | - |
| 1 | d2 | 4 | bicycle | 2 |
| 2 | d4 | 6 | dirt-bike | 3 |
| 3 | d6 | 8 | motorcycle with a sidecar | 4 |
| 4 | d8 | 10 | two-seater | 5 |
| 5 | d10 | 12 | average sedan | 6 |
| 6 | d12 | 20 | pickup truck | 10 |
| 7 | d20 | 100 | semi | 50 |
| 8 | d100 | 200 | train | 100 |
The following (semi)optional rules introduce more supernatural/horror elements to NoaSG.
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 :
L'esprit de l'escalier
Flashlight and a Projector
Penny Pusher
Secret Passage
Sticks and Stones
The High Cost of (Not) Living
Special rules for being the spawn of Satan :
A Horse With No Name
Once per in game day, the Anti-Christ may attempt to acquire a Horseman's Blessing by sacrificing a human NPC and rolling 1d6.
| DIE | BLESSING | EFFECT |
|---|---|---|
| 1 | Pestilence | You can inflict a non-fatal disease upon one person. |
| 2 | War | You can inflict a non-fatal accident upon one person. |
| 3 | Famine | You can destroy one person's livelihood. |
| 4 | Death | You can inflict death upon one person. |
The Anti-Christ can only acquire one Horseman's Blessing per Gothic. It can only be used one time, at the Anti-Christ's discretion.
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.
Older Than Dirt
Straight Through the Heart
Legendary Sunburn
Every action in direct sunlight requires a Being Test with a DR of 12.
Unquenchable Hankerin'
Vampires have a new stat called Hankerin'.
Vampire's Kiss
On a successful melee attack against a human or animal, a vampire can instead choose to bite and drink from the target, inflicting 1 damage to the target and reducing Hankerin' by 1 (to a minimum of 0).
Let the Wrong One In
Biblically Averse
Now, You See Me...
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 :
What's Dead May Never, You Know...
If I Only Had a Brain
All zombie Attributes (except Brawn and Being) are permanently set to 0.
Not Exactly Track and Field
Zombies move incredibly slow. They can only move half as far as a normal human during combat.
Bite Me, Asshole
Zombies cannot use weapons. Instead, each melee attack they successfully pull off inflicts only 1 damage to the target.
On a successful attack, roll 2d6.
On any doubles, you bite the target instead and infect them. They will become a zombie at the next sunrise by default unless action is taken (amputation, execution, etc.).
Roll a d6 to determine the bite location:
Aim for the Head
Zombies only die when their head is destroyed.
To do this, land any successful attack against a zombie and then roll 2d6.
On any doubles, you killed the zombie, for good.
Special rules for being a soggy Southern witch :
NOTE : Only women can be witches in NoaSG.
A Sense of Time and Space
Voodoo for Dummies
If you have the authentic Ancient Manuscript, a ritual of Possession can be performed between a ghost and any human-shaped object (including actual humans, living or dead).
You must make up the ritual / spell and perform it with enthusiasm.
The ghost now possesses the human-shaped object (the Host), filling it with / replacing the life inside. The ghost effectively becomes alive, and their Spirit reverts to their original HP.
A Familiar Feeling
// COMING SOON: more rules for witches and witchcraft
Special rules for being a sweaty Southern werewolf :
Bad Moon Surprisin'
Whenever it's nighttime and you are exposed to direct moonlight, perform a Being Test with a DR of 14.
Werewolf Form
When you are in werewolf form, gain +3 Brawn, +3 Being, and a flat +6 to your HP.
Leave Me Alone!
Werewolf's Chomp
On a successful melee attack against a human, you can choose to bite them instead for large melee damage +1.
Second Place at the County Fair
The Song of My People
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.
| RESULT | IDENTITY | SIGNATURE CLOTHING | WEAPON OF CHOICE | DAMAGE |
|---|---|---|---|---|
| 1 | backwoods cannibal | animal mask | axe | large melee +2 |
| 2 | crazed combat vet | animal pelts | barbed-wire bat | large melee +1 |
| 3 | deformed mutant | ghillie suit | chainsaw | large melee +3 |
| 4 | deranged survivalist | Halloween mask | crossbow | firearm |
| 5 | disgraced former deputy | hockey mask | handheld power tool | small melee +1 |
| 6 | escaped inmate | poncho | ice pick | small melee |
| 7 | escaped mental patient | rain slicker | kitchen knife | small melee |
| 8 | grizzled miner | Santa hat | machete | large melee |
| 9 | hateful hillbilly | skin mask | spear gun | firearm |
| 0 | someone's evil twin (God determines through WM) | winter parka | unarmed | unarmed |
What The Hell Are They Feeding You?
No Health Insurance
Shitty Sequel Setup
At 0 HP, the Killer dies... or do they? (Spoiler: They probably don't.)
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."
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 : | |
All of the random tables you could ever want.
| RESULT | WEATHER |
|---|---|
| 1 | Colder than a witch's tit in a brass brassiere. |
| 2 | Foggier than a glass of buttermilk. |
| 3 | Rainin' like cats and dogs. |
| 4 | Simply heaven. The perfect temperature. |
| 5 | Got 'em sweatin' like a whore in church. |
| 6 | Hotter than hell on the fourth of July. |
Thanks for reading / playing.
There may be more to come. We'll see.
Hope you had... fun?
J-M