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STG Playsheet v0.4
STG Playsheet v0.4
STG Playsheet v0.4
She Name:
orders a drink. She counts the totems in her pocket, and
SMALL TOWN GOTHIC then she counts the bullets in her revolver. She takes a
shot before leaving. A farmer has some talking pigs that
Level: 1 2 3 4 5 6
Written by @chiquitafajita_ need some taking care of. XP:
You need 3 dice to play this game. Aim for the heart.
You start at Level 1. You need Level × 6 XP to advance.
STATS HOW TO PLAY You earn # XP equal to the Level of the strongest demon
that you yourself pacify or defeat each day.
To start, roll three six-sided dice (“d6”) and divide each by 2. When asked to check a stat (DEX, STR, WIS):
You may also earn 1 to 6 XP for achieving difficult tasks.
Assign each value to a stat below. Round down except for 1, 1. Tell the referee your value for that stat. The referee will decide how much exactly.
which is the minimum value for a stat. 2. The referee will tell you a number.
Add +1 to any stat value below 4 when you advance.
3. Roll one d6, or sometimes more.
DEX: STR: WIS:
If you roll just one d6 ≤ the referee’s number, you succeed.
These stats represent your character’s various abilities. Otherwise, you fail. The odds are against you. PACTS
· DEX (A.K.A. Dexterity): How quick and precise you are. Instead of relying on chance to solve problems in-game, You form pacts with demons, whose only stat is their Level.
You unlock +1 pact slot when WIS = 2 & WIS = 3.
· STR (A.K.A. Strength): How tough and powerful you are. rely on your own creativity and intuition. It’s more fun!
· WIS (A.K.A. Wisdom): How cool and perceptive you are. MP is restored each and every day, but HP is lost forever.
The demon breaks the pact when they lose all their HP.
ENCOUNTER MOVES If the demon is dual-type, decide each day which MP are of
INVENTORY Encounters are a discourse, and this is their language. which type. You may represent this using colorful tokens.
Each inventory slot below can hold 1 decent-sized item. Roll a die to select a random demon for any reason.
Attack: Make a weapon check ↓ against your target’s DEX.
You have 8 slots plus 1 for each STR point you have. For each successful die, you deal Hits equal to that die roll.
Roll again if you roll a 1; you get a second shot!
1.
Alignment: L N C Level:
· Shoot: Check DEX for guns. Spend 1 ammo.
· Strike: Check STR for melee weapons. Element A: Element B:
· Spell: Check WIS for magical damage. Description:
Armor allows you to reduce the amount of Hits you take
when you are attacked. Each piece of Armor has a 1-in-6
chance to prevent just 1 Hit.
HP: MP:
Talk: Check WIS to handle conversations with social grace,
or to intimidate a poor soul into submission.
2.
· Negotiate: Roll +1 d6 if you offer what they want.
Alignment: L N C Level:
· Pact: Propose that a demon accompany you.
Element A: Element B:
You must pledge to a cosmic Alignment. If you pledge to
You start with a weapon (including 12 ammo if ranged) Description:
LAW or CHAOS, demons will respond accordingly.
and four other items from the referee’s table.
LAW NEUTRAL CHAOS
You also start with a wallet containing some money “₤”
equal to the sum of two six-sided dice, or ₤7 on average. If your Alignments match, roll +1 d6. If they oppose, as in
You can spend this in town, or offer some to demons. LAW versus CHAOS or vice versa, roll –1 d6. If you end up
rolling “zero” dice, roll two dice and take the worst result. HP: MP:
When you have 0 HP, you perish. Choose your battles. Consider how elements interact with each other. Shooting
a fireball might falter against an aquatic spirit, but not if
Restore 3 HP after sleep. Restore 1 HP after meals. you somehow transform it into the other kind of ‘spirit’. HP: MP:
HOW TO RUN MINOR GOETIA
Players check stats to succeed at difficult or risky tasks.
REFEREE REFERENCE The following 6 demons are relatively common and can be
encountered at any infested location. Roll 1d3 for Level.
They must roll d6 ≤ the number given by the COMP table
to succeed at the task at hand. More powerful demons have more important things to do.
V.S. DIFFICULTY
Only ask for rolls when there’s serious difficulty or risk, COMP 1 2 3 4 5 6 1. Bishop-fish (L): A saltwater demon covered in scales,
and never ever hide any information from your players! with a bishop’s hat atop its head. It is a literal fish out of
Let them hear behind closed doors, look for tripwires, and 1 3 2 1 0 0 0 water and cannot communicate except in vague gestures.
PLAYER STAT
throw rocks across a hallway. This is a problem-solving 2 4 3 2 1 0 0 2. Brownie (N): A household spirit who performs chores
game, and rolling dice is the final resort for when your while her host family sleeps. Her efforts are unnoticed and
players can’t come up with a good solution. 3 5 4 3 2 1 0
unappreciated, but this fact pleases her indeed.
Invent situations, not stories. A role-playing game ought 4 6 5 4 3 2 1
3. Chupacabra (C): A bipedal reptile from the Caribbean,
to be open-ended, where the solutions and outcomes can 5 6+1 6 5 4 3 2 famous for sucking blood from livestock and pets. They
only be found by the players—and not determined by you.
Let your players surprise you and even themselves. 6 6+2 6+1 6 5 4 3 operate only on their drive to quench their endless thirst.