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APPENDIX
The following are various lists and tables that are helpful to run
Small Town Gothic. Some are pages more helpful for the referee;
others are more helpful for the players.
Also, not all of these “rules” have to be followed. This is your
game experience to define and play. If something is too
complicated or not complicated enough, cross it out and write
your own way to play. The best way to come up with rules is at
the table, where you can see what works and what doesn’t.
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Starting Items
Each player starts with start with ₡7, or 2d6 x ₡1 if you prefer.
They also start with a Handgun or a Medium Melee weapon. The
Handgun includes a set of ammunition.
Finally, they start with two other useful items. Choose or roll d66.
Prices are listed so these items can be purchased later.
Flashlight ₡1 Whistle ₡1
Batteries (x8) ₡1 Ski mask ₡1
Rope (50’ long) ₡1 Cooking pots ₡3
Handcuffs ₡1 Mirror ₡3
Fiddle ₡15 Candles (x5) ₡1
Chalk (x10) ₡1 Nails (x12) $10
A leather jacket and a garbage lid (used like a shield!) might each
increase Armor by 1. Anything can be armor if you try hard
enough! That doesn’t mean that the thing will survive being used
like armor.
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Armor & Weapons
However, melee weapons don’t use any ammunition, and they can
be used at a much shorter range than any ranged weapon. When
someone succeeds at an Evade move, they can only Attack their
opponent if that opponent is within range of their weapon.
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Ammunition & Usage Dice
You can choose to roll less HD to save ammo. You cannot roll
more HD than the ammo you have because each HD represents
one shot. One set of 6 ammo costs $6.
Usage Dice
Alternatively, you can keep track of ammo using a Usage Die (UD).
This is a die of various shapes you can use to keep track of bulk
consumable items, or for items which are consumed over time.
d12 → d10 → d8 → d6 → d4
You can also use UD for batteries, torches, and other items.
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Small Town Living
Small towns don’t have the same amenities that other cities have.
The following businesses might be found in a small town, but not
all of them. The referee can work together with the players to
decide what all the town has, too!
1 Bank 1 Graveyard
2 Bar 2 Gun fair
3 Bookstore 3 History museum
4 Chain restaurant 4 Movie theater
5 Church 5 Park
6 Convenience store 6 Pawn shop
7 Crafts store 7 School
8 Dentist office 8 Stage venue
9 Diner 9 Visitor center
10 Fairgrounds 10 Water park
You can treat Cash (₡) like MP for demons. Keep ₡6 in one
inventory slot. For smaller items, roll a die for each ₡1 you spend.
For each Cash Die (CD) resulting in 4-6, you lose ₡1. This works
less well for large purchases, like apartments.
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To-Hit Table
If you don’t want to deal with adding numbers to your stat checks,
feel free to use these To-Hit tables instead! Just roll 2d6.
The table below is to roll above or equal to. The vertical column
represents the player’s stat, and the horizontal row represents
their opponent’s stat (probably their Rank, if they’re an NPC).
You can also roll 1d6 for non-opposed stat checks, so that the
player must roll below or equal to their stat. If the stat equals 6,
roll 2d6. The player fails on two 6’s.
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Descending Rank & Stats
Then, you can use this To-Hit table to roll 2d6 below or equal to,
like you would for THAC0.
When rolling Hit Dice (HD) against Armor, each HD should now
be below or equal to Armor to count as a Hit. MD and ammo
should be lost on rolls of 1-3 instead of 4-6.
The same advice for the “ascending” To-Hit Table applies here.
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Combat Encounters
You don’t have to use a grid to organize the battleground, but you
should keep in mind how range impacts attack strategy. No one
will be far enough away to not attack somehow or eventually, but
the weapon’s range could put you in danger of being attacked by
someone else. The referee can grant advantage and disadvantage
on Strike based on who’s more likely to be hit first.
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Status Effects
1 Aflame
2 Asleep
3 Bound
4 Charmed*
5 Confused
6 Frozen
7 Happy
8 Panicked
9 Paralyzed*
10 Petrified*
11 Poisoned*
12 Shocked
Status Effects marked with an asterisk * might last for more than
one round of combat (perhaps 1d6 rounds). One round is enough
time for a Status Effect to be impactful, so any Status Effect that
lasts for longer has more lasting consequences.
Other Status Effects are more open-ended. The referee might roll
1 HD against a Poisoned or Aflame character each round of
combat. Charmed or Confused characters might even Strike their
own teammates. Asleep or Bound characters might skip a turn.
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Spells
Each spell lasts for [INT] turns, unless their effects are immediate.
Players must check INT if the spell targets a specific creature.
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1 Hover – Float and walk [INT] x 10’ above the ground
2 Hurricane – Create and command a small hurricane
3 Hypnotize – Charm a creature to follow your commands
4 Illuminate – Shine like a flashlight or torch
5 Lullaby – Force creatures to sleep whose total Rank equals [INT]
6 Messenger – Summon an Angel to deliver a message
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