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GO ON, TUNNELERS!  

Structure and Style  Dishing Out Harm 


You  are  rebels that live in the Deep Underground,  Enemies  can  be small (killbots, clumps of spiders) 
and  when  the  game starts you are running from a  or large (wrangler cops, DEATHbots, soilwurms). 
wrangler  cop  and  their  swarm  of  three  killbots.   
One  of  you  is  the  MC,  who  describes  the  Large  enemies  get  hurt  by  hitting  them  when 
consequences  of  the  rebels’  actions  and  they’re  down.  (This  is  only  possible  when  they’re 
establishes threats. The others play rebels.  in  an unfavorable position.) To do so, roll 2d6. For 
  each  ​1  or  ​2​,  add  another  die  next  time  someone 
Move Execution  hits  them  when  down.  If  the  total  on  the  dice 
To  act when the outcome is contested or in doubt,  exceeds ​20​, the enemy is neutralized/killed. 
first  say  what  the  action  you  would  like to do and   
the goal you would like to accomplish.  Taking Harm 
  Whenever you act and you aren’t obviously safe, 
Then  look  over  you  lists  of  Items  and  Favorable  the MC may have you take harm. 
Positions.  Choose  any  number of them that could   
be  relevant.  Then, roll 2d6 and add 1 for each item  If the danger was clearly telegraphed (e.g. “The 
or position you chose.  DEATHbot swings its buzzsaw blade”) they may 
  have you take harm twice. 
Move Resolution   
If  you  rolled  a  ​8+​,  choose  one.  If  you  rolled  a  ​11+​,  To take harm, choose one. 
choose two. If you rolled ​13+​, choose four:  --Underline two of your Positions or Items. 
--Kill or deactivate a small enemy.  --Have the MC underline a Position or Item. 
--Stay safe or keep someone safe.  --Die by the end of the conflict. 
--Have a moment of grace, glory, or peace.   
--Have a stroke of brilliance or bravery.  Whenever you use an underlined item or 
--Put an enemy in an unfavorable position.  position, add an additional 1 to your roll, then 
--Ask any question, to be answered truthfully.  destroy or forget it. 
--Hit an large enemy when they’re down.   
  Whenever you spend the night in a safe spot, 
If  you  roll  a  ​7-​,  choose  one  other than “Stay safe”,  undo all effects of harm on your character. 
then the MC may put you in a worse position.   
  The first time you give a pep talk to or 
If  a  conflict  goes  on  for  six  rolls,  the  MC  may  (consensually) kiss another character, undo all 
cross out an option after each subsequent roll.  effects of harm on your character. 

Rebel Creation  Write down 6​ ​ Favorable Positions-- places, 


Name your character.  positions, or conflicts you thrive in. Examples: 
  --by the Great River Alph 
You can carry ​8​ items comfortably. Items you  --while dying or grotesquely wounded 
would need to drag or push count as ​2​ slots.  --while physically fighting DEATHbots 
--while using street smarts 
 
--while holding hands with Asa 
You start with three items, written in the form  --in the halls of debate 
“ADJECTIVE NOUN of GOD/HERO, the VERBer”  --while looking cool, calm, or graceful. 
or “NOUN-NOUN, the VERBer of PLACENAME”.  --and so on, and so forth 
 
Natalie Libre Merson (@bigstuffedcat) for #GoonJam. This is a hack of Tunnel Goons by Nate (@natetreme). Many thanks! 

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