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Izzy Marsh @ chiquitafajita_

SMALL TOWN GOTHIC


Appendix
CONTENTS

Starting Items .............................................................................................. 3


Armor & Weapons ...................................................................................... 4
Ammunition & Usage Dice...................................................................... 5
Small Town Living ..................................................................................... 6
To-Hit Table.................................................................................................. 7
Descending Rank & Stats ........................................................................ 8
Combat Encounters ................................................................................... 9
Status Effects ............................................................................................. 10
Spells ............................................................................................................. 11

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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.

You could’ve come up with most of this by yourself!

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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

Lockpick ₡3 Lighter $12


Grappling hook ₡3 Gasoline ₡1
Strong glue ₡1 Spyglass ₡1
Bear trap ₡5 Shovel ₡3
Laptop ₡40 Marbles ₡1
Garbage lid ₡??? Caltrops ₡3

Shaving cream ₡1 Beer bottle ₡1


Hammer ₡3 Iron spikes ₡1
Airhorn ₡3 Pole (10’ long) ₡1
Leather jacket ₡15 Dice set ₡1
Bug net ₡3 Crowbar ₡3
Deck of cards ₡1 Cigarettes (x20) ₡1

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

A player’s Armor can only be increased by wearing or carrying


more protective gear. Players probably won’t find actual shields,
but they can use garbage lids or other items like shields as
makeshift cover from attacks.

The following Armor values are suggested because they represent


a decent scale of armor improvement.

Gear Price Armor


N/A --- 1
Leather Jacket ₡15 2
Tactical Vest ₡25 3
Military-Grade ₡50 4
Shield $??? +1

Types of weaponry impact the character’s style of combat more


than their combat abilities.

Weapon Price HD Range Notes


Handgun ₡8 DEX 30’ Requires ammo
Rifle ₡15 DEX 60’ Requires ammo
Sniper Rifle ₡25 DEX 90’ Requires ammo
Small Melee ₡3 DEX/STR 1’
Medium Melee ₡5 STR 5’
Large Melee ₡15 STR 10’

Firearms may be preferable to melee weapons like knives or


baseball bats because you can Strike from a distance, and not have
to rely upon your bodily strength.

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 treat ammunition like MP for demons. Keep 6 ammo in


one inventory slot. For each HD resulting in 4-6, you lose 1 ammo.

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.

You can keep an ammo UD in your inventory. When you shoot a


gun, roll the UD. On a roll of 1-2, you reduce the UD by one step.

d12 → d10 → d8 → d6 → d4

When you’ve reduced a d4, you have 1 last shot.

One set of ammo is a UD of d10 and can be purchased for $6.

You can also use UD for batteries, torches, and other items.

Usage Die Average Uses


d4 3
d6 6
d8 10
d10 15
d12 21

d6 is a good UD for a flashlight. Each turn in the dungeon, roll the


UD for the flashlight. This represents how much longer the
flashlight’s battery will last. Once the UD is used up, the battery
must be replaced.

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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

A meal for a day might cost ₡1.

A night at a motel might cost d6 x ₡1, or ₡3.

An apartment might cost d6 x ₡10 per month, or ₡30.

A working shift (four hours) might earn you d6 x ₡1, or ₡4.

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).

Stat Versus 1 Versus 2 Versus 3 Versus 4 Versus 5 Versus 6


1 8 9 10 11 12 X
2 7 8 9 10 11 12
3 6 7 8 9 10 11
4 5 6 7 8 9 10
5 4 5 6 7 8 9
6 3 4 5 6 7 8

For non-opposed stat checks, use the middle column Versus 3.


This ensures an initial 1-in-6 chance of success. You can also use
this column for all stat checks, for a more story-focused game.

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.

Notice that the diagonal on the table always equals 8. Although it


appears that characters with the same stat have an 50/50 chance,
the one who rolls the dice has a slightly lower chance of success.
This is because there is an odd number of possible results.

This means you have to be consistent with rolls. Either always


let the player roll the dice, or always let the active character
(player or referee) roll the dice.

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Descending Rank & Stats

If you want to go full AD&D, make the lowest Rank 6 instead of 1,


and make the highest Rank 1 instead of 6. Apply this change to
stats as well. All Ranks and stats are now “descending”.

Then, you can use this To-Hit table to roll 2d6 below or equal to,
like you would for THAC0.

Stat Versus 6 Versus 5 Versus 4 Versus 3 Versus 2 Versus 1


6 6 5 4 3 2 X
5 7 6 5 4 3 2
4 8 7 6 5 4 3
3 9 8 7 6 5 4
2 10 9 8 7 6 5
1 11 10 9 8 7 6

For non-opposed stat checks, use the middle column Versus 4.


You can also roll 1d6 for non-opposed stat checks, so that the
player must roll above or equal to their own stats. If the stat
equals 1, roll 2d6. The player fails on two 1’s.

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

Demons (and other non-player characters) are ranked from 1-6.


Fairies and other minor spirits are Rank 1. Vampires are Rank 3.
Satan and Metatron are Rank 6. The most common demons are
between Ranks 1-3, and Rank 4 demons are the most powerful
that could be entangled with petty mortal squabbles.

Consider these medieval fantasy analogues:

Rank 1 Goblin Pixie


Rank 2 Orc Zombie
Rank 3 Minotaur Vampire
Rank 4 Dragon Archangel

Since Rank is a demon’s only stat, the most powerful player


character will never even become as powerful as a Rank 3 demon.

The referee should decide on 6 demons who randomly populate


a dungeon. 1-3 could be relatively weak, 4-5 moderate, and 6 hard.
They can also instead choose 11 demons numbered from 2 to 12.
This will allow them to use the result of the Dread Check as an
index for the random demon.

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

The following are possible Status Effects that might be inflicted


by demons during combat. These are neither exhaustive nor
authoritative, but they might be fun!

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.

Foes can gain advantage by using a Status Effect against the


character who possesses it. For example, frozen characters could
be smashed into pieces. You might also give +1 HD to the attacker.

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

Humans can cast magical spells using Totems. Each Totem


contains one spell and can be used once a day.

Each spell lasts for [INT] turns, unless their effects are immediate.
Players must check INT if the spell targets a specific creature.

The following spells are examples and can be reinterpreted or even


ignored.

1 Angelic Shotgun – Spawn an ethereal shotgun that shoots lasers


2 Animate – Command an inanimate object as your servant
3 Bat Wings – Grow wings underneath your arms
4 Bear Paws – Your arms become Medium Melee weapons
5 Bisect – Form a dry path through deep water
6 Blizzard – Create and command a small snowstorm

1 Blinding Light – End an encounter against Chaotic demons


2 Cat Eyes – Ultraviolet vision in the dark up to [INT] x 10’ away
3 Command Plants – Command plants to grow and move
4 Dismember – Harmlessly separate an object into its parts
5 Divination – Ask the referee [INT] yes/no questions
6 Guiding Cloud – A cloud forms in the sky to guide you

1 Eternal Darkness – End an encounter against Lawful demons


2 Ethereal Form – Walk through walls or doors
3 Exorcise – Repel demons whose total Rank equals [INT]
4 Force – Push or pull an object up to [INT] x 10’ away
5 Frost – Cover [INT] objects in firm sheets of ice
6 Healing Serpent – Spawn a serpent who heals 1 Hit each turn

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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

1 Pillar of Fire – Call down a massive, intelligent pillar of fire


2 Plague – Spawn a massive swarm of locusts or frogs
3 Resuscitate – Revive a fainted team member and heal 1 Hit
4 Set Aflame – Set [INT] objects on fire
5 Speak to Animals – Speak to animals or nonverbal creatures
6 Spider Climb – Effortlessly climb walls and ceilings

1 Stigmata – Automatically Attack creatures using [INT] for HD


2 Telekinesis – Move [INT] objects with your mind
3 Thunderstorm – Create and command a small thunderstorm
4 Tornado – Create and control a small tornado
5 Transubstantiation – Transform water to wine, or wine to blood
6 Ventriloquize – Puppeteer another object or creature

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