Goons & Dragons
Goons & Dragons
Goons & Dragons
BASIC RULES
How to Play: G M controls and describes Items: Your Carrying Capacity (CC)
the world for players who describe how means how many items a PJ can carry
their characters interact in the world. comfortably. Every PC can carry up to 2
Action Roll: When an action’s success is items more than his CC. For each item
uncertain, a player rolls 2d6 and adds that exceeds this value, subtract 1 from
points from the relevant ability and a any action roll.
point for any relevant items. If the total is Death: When a character's HP reaches 0
equal or greater than the action’s (zero), he dies or becomes unconscious
Difficulty Score (DS) it is successful. (GM decides)
Difficulty Scores Guidelines: Healing: You recover your lost HPs by
Very Easy: 6 • Easy: 8 • Moderate: 10 resting for at least 6 hours in a safe spot.
Hard: 12 • V
ery Hard: 14 • Extreme: 16 Advancement: Each level increases an
Dangerous Actions: If an action has a ability by 1 and also increases HP or CC
danger risk, the d
ifference between the by 1 (the player decides).
value obtained in the roll and the DS is the Abilities: Every PC has a value equal to or
amount of damage that will be caused (if greater than zero in these abilities:
the difference is positive) or taken (if the
difference is negative). ➢ Brute: Good at smacking things,
feats of strength, resisting poisons...
Example: the player makes an action to
attack a bandit with DS 10. The player rolls ➢ Skulker: Good at stealth, aiming,
2d6, adds 2 of his Brute ability, 1 of his balancing, dodging...
sword and 1 of his shield. He rolls 8 in the ➢ Erudite: Good at spellcasting, talking,
dices, giving a total of 12. The difference memorizing, perception...
between 12 and 10 is 2, so the bandit
takes 2 damage. An NPC's DS is also his Character Creation:
Health Points (HP), so the bandit’s HP is 1. Name your character.
now 8. If the player had rolled 3 in the
2. Choose your archetype like a w
arrior,
dices, the total would be 7 and the
wizard, cleric, etc.
difference −3. Instead of dealing damage,
the player's character (PC) would take 3 3. Distribute 2 points between the
damage. When it is a ranged attack, the abilities.
PC takes damage only when the target can 4. Choose any 3 items (as long as GM
retaliate the attack in some way. approves).
5. HP starts with 10.
6. Carrying Capacity starts with 8.
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SPELLS
To know how to cast spells, the player spot. Thus, the more spells the caster
must have at least 1 point in the Erudite uses, the weaker he/she can become.
ability and also an archetype suitable for Common effects: To determine how
a spellcaster, such as a wizard, cleric, much the spell will heal, deal damage or
bard, etc. even duration, the player must roll 1d6.
A caster must choose 1 of the following When the spell has a duration, the unit
schools: earth, fire, water, air, plant, (turns, rounds, hours, days, etc.) will be
mind, light, darkness, life, death, chosen by GM. Before casting the spell,
transmutation, summoning, the caster can increase the spell’s DS to
translocation, illusion or enchantment. gain a bonus on that die. For example, a
He can only cast spells that are related to cleric can heal 1d6 HP by casting a spell
the chosen school. Whenever the player with DS 9 or he can choose to heal 1d6+3
advances to an odd level (3, 5, 7, ...), by casting a spell with DS 12 (9 + 3).
he/she can choose one more school from Powerful effects: Some effects can be
that list. more powerful and should not be decided
A caster can use any spell he imagines. with 1d6. Instead, they must be a fixed
He describes his spell and makes an value. For example, a spell that gives a
action roll versus DS 9, using your E rudite bonus to all moves. Having +6 on action
ability and +1 if he has an item that helps rolls would be very powerful. Instead, for
him cast spells. A caster can use any that spell, the correct thing is +
1 bonus
spell he imagines. He describes his spell on all action rolls and this effect lasts for
and makes an action roll versus DS 9, 1d6 rounds. The caster could still
using your Erudite ability and +1 if he has increase the duration by increasing the
an item that helps him cast spells. This spell’s DS, but it would not increase that
DS will increase depending on the effects bonus. Spells with powerful effects
of the spell (see ahead) or when the GM always increase DS by 2 (or more, if GM
deems it necessary. If the roll is prefers).
successful, the spell is cast. If it fails, the Multiple targets: A spell affects only 1
spell not cast and the caster loses 1 HP target, but the caster can choose to
(The master can interpret this as magic affect more targets. For each additional
burns or some other side effect). target, the spell’s DS increases by 1.
The player may sacrifice 1 HP before Cooldown: A caster cannot cast a spell if
casting a spell to add +2 to his roll. he (successfully) cast a spell on his
Those lost HPs (in failures or those previous turn.
sacrificed) can only be recovered with a
long rest of at least 6 hours in a safe
ARCHETYPES
Every character has an archetype like a For example, a wizard knows how to cast
warrior, wizard, vampire hunter, etc. spells, but not how to find traps.
Whenever the GM decides that an action
does not match the archetype, the player Every 5 levels the player can choose a
will roll 3
d6 (instead of 2d6) and use the 2 new archetype, pending GM approval.
lowest values.
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POWERFUL OPPONENT
When GM wants a particular enemy is more difficult to defeat, he/she can choose t o fix his
DS. This means that even if it takes damage, the DS will not decrease.
VULNERABLE OPPONENT
A target is vulnerable when it is asleep, distracted, paralyzed, etc. When a player acts
against a vulnerable target, add +3 to your Brute or Skulker rolls.
VULNERABLE PLAYER
The following rule is used when the player is vulnerable in a situation. The GM asks the
player a roll using Erudite (for perception) or S
kulker (for dodge) reduced by −3.
CRITICAL HIT
When a player makes action and rolls 6 on both dices, an extra 1d6 must be added to his
roll. The player is free to interpret the scene as something extraordinary.
CRITICAL FAILURE
When a player makes a move and scores 1 on both dices, subtract 2 from this roll. If GM
prefers, he can also say that something bad happens.
Whenever a target's resistance is related to the player's attack (or spell), subtract 2 from
the roll or add 2, when it is the player who has the resistance.
Whenever a target's weakness is related to the player's attack (or spell), add 2 to the roll or
subtract 2, when it is the player who has the weakness.
When the PC is fighting multiple enemies, subtract 1 from the roll for each nearby enemy.
For example, when a PC is fighting alone against two goblins and an ogre, subtract 3 from
his roll.
HELPING
A PC or NPC can offer help to another character by giving instructions, making physical
effort together, etc. A PC receiving help adds 1 to his roll for each character helping him.
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ACTION ROLL WITH NPC
Sometimes it is necessary for an NPC to make an action that is not an attack or even an
NPC attack another NPC. As with any action, roll 2d6 but add half the NPC's DS, minus 1. If
the GM thinks the NPC would have any difficulty in the action, he/she can reduce that
bonus. Example: A player can use his pet dog (DS 6) to attack a zombie by rolling
2d6+2 (6 ÷ 2 - 1 = 2).
An NPC can also cast spells. He just needs to know some school of magic. The narrator
must roll 2d6 and add 1 for each school of magic that the NPC knows. The DS remains 9
and, like the spells cast by players, can be increased to improve the spell's effects.
DANGEROUS ATTACKS
The player can try to make a harder attack to do more damage. For example, aiming for
the head instead of simply shooting in the target. The player makes his attack so will
subtract 2 on the play, but if it is successful and add 4 to the damage caused.
TWO-HANDED WEAPONS
To use this type of weapon the player must have at least 2 points in Brute ability. And
instead of adding +1 when the weapon is relevant, it adds +2.
HEAVY ITEMS
A heavy item occupies 2 spaces in the player's Inventory. Examples: large weapons, a thick
tome, a shield, etc. Heavier things can still occupy 3 spaces or more.
LIGHT ITEMS
Every 5 units of a very light or small item will occupy only 1 space in the player's Inventory.
Examples: arrows, stones, sheets of paper, etc.
LUCK POINTS
During a game session, a player earns Luck Points (LP) in the following situations:
○ When a game session starts, all players gain 2 LP.
○ When his PC fails an action roll the player gains 1
LP.
○ When an NPC fails to cast a spell, all players that were targeted gain 1 LP.
○ Whenever the narrator thinks that a PC should be awarded, the PC gains 2 PS.
However, each player can only accumulate up to 15 LP in a game session.
During an adventure, the player can spend his LP to acquire certain advantages:
● At anytime, spending 2 PS your PC will ignore a damage taken. During that session,
this advantage will cost an additional 1 PS each time it is used again.
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● Before an action, the player can spend 2 PS to add +2 in that roll.
● When the GM says that players find a treasure (see below), players can spend 5 LP
to turn it a magical item, otherwise, it will be just a mundane item. The GM can even
allow more than 1 magical item to be acquired, as long as the players have enough
LP. Players must spend L P before the GM decides what the treasure will be.
Recommendation to the GM: A player should not gain LP if he/she is doing something that
is very difficult or impossible for its PJ to succeed in the roll.
Recommendation to the players: There is no space on the character sheet to note how
many LP you have. That's because your L
P lasts for a short time (see below). Then write it
down behind your sheet or use tokens, poker chips, pieces of paper, grains, etc.
EXPERIENCE POINTS
TREASURES
A treasure is any item that the PCs encounter during the adventure. And as mentioned,
players can spend L P to make this treasure a magical item.
Below are several lists to randomly generate a magical item. And at the end, there is a list
of common items, for when players do not want or cannot spend PDs to have a magical
item.
The GM must decide the type and effect of the magic items. But players shouldn't know
the effects, just how the item looks. Only when the item is used (potions and scrolls) or
touched (weapons and accessories) will the player know its effect. However, the player
can identify an item with an Erudite check versus DS 12 to discover its effects and whether
it has any curse (see below), but this process takes 1 hour. Another faster way to identify
items is with a spell (DS 9) from the enchantment school.
Every magic item always occupies 1 space in a player’s Inventory, even if it is small or
light.
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➢ Creating a magical weapon
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be fused with another magical ring that has the same effect and so the new magical ring
would increase the E
rudite ability by 2.
➢ Creating a curse
Whenever a weapon or accessory is discovered, it has a chance to be cursed. The curse
will be discovered when the item is identified ou touched. Touching an unidentified item
that contains a curse will make the character be cursed and stay magically attached to the
item.
The cursed item will never be far from its owner. If the owner throws the item away or
loses it, the item will magically appear next to him after 1 round. Even if the item is not
being used, the effects of the curse will still affect the character.
Curses can be removed with a spell (DS 12) from the enchantment or life school.
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BESTIARY
Below are some lists of fantasy creatures and also some animals. It also has instructions
for adapting other types of creatures.
➢ Animals
1. Cat (DS 5): They have a keen sense of smell and see better at night.
2. Dog (DS 6): They have a sense of smell and keen hearing, they also see better at
night.
3. Wolf (DS 8): They have sharp senses just like the dog, but more improved. Hardly a
wolf is found alone, they are almost always in groups of 1d6+2 wolves.
4. Bear (DS 10): They have a keen sense of smell and usually live near rivers or lakes.
They are animals that are most active in the late afternoon and evening.
5. Elephant (DS 12): One of the largest land mammals, measuring an average of 4
meters tall and can weigh up to 10 tons.
6. Tyrannosaurus (DS 14): One of the largest carnivorous dinosaurs,
6 meters tall and weighing several tons.
➢ Cavern creatures
1. Common goblin (DS 6): They are small humanoids, almost always with little
intelligence. The color of your skin usually varies between green, gray or beige. They
usually leave their caves during the night in groups of 1d6+2 individuals, to hunt or
steal food.
2. Goblin caster (DS 8): A smarter goblin tends to become a shaman or a priest and
sometimes the leader of his tribe. They can cast spells from 1 school, usually
enchantment, death or fire.
3. Ogres (DS 10): They are brutes giant, usually 3 to 4 meters tall. They are very strong,
little intelligence and once they are enraged, they do not usually calm down for
anything. They tend to live in isolation, but often become servants for someone
smarter than they are. It usually leaves its cave in the afternoon.
4. Trolls (DS 10): They are giants of green skin, with long arms and legs. They are thin
and an average of 3 meters tall. They have sharp claws and a keen nose. They are
unintelligent and tend to eat everything that comes their way. They are able to
regenerate very quickly. A Troll recovers 1 HP each round, and can even regenerate
amputated limbs. However, they cannot regenerate damage caused by fire or acid.
They almost never leave their cave and are very sensitive to sunlight.
➢ Orcs
1. Common orc (DS 8): Orcs are wild humanoids with cursed postures, piggish faces
and prominent teeth that resemble prey. They are usually up to 2 meters tall. They
gather in tribes and satisfy their bloodlust by killing any other races that oppose
them.
2. Orc caster (DS 9): It's a bit rare but sometimes it happens that an orc learns magic.
These are able to cast spells from 1 school, usually death, air, fire or earth.
3. Orc leader (DS 11): A tribe of orcs is led by a stronger orc, who is usually more
intelligent, strategist and cruel.
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➢ Undeads
Undead are beings that were killed but returned to “live” for some reason, perhaps it was
magic, a curse, a desire for revenge, etc. They are not really alive, so spells of life school
tend to hurt them and spells of death school tend to strengthen them. In addition to other
possible weaknesses, every undead has a weakness to fire.
1. Skeleton (DS 6): Does not usually show intelligence and tries to kill everything that
moves. It has resistance to piercing and weakness to concussion.
2. Zombie (DS 6): Acts in the same way as skeletons.
3. Ghoul (DS 8): It is guided by its uncontrollable hunger for human flesh. They have
sharp claws and a keen nose. They are immune to the spells of
the school mind.
4. Vampire (DS 10): No one really knows the origin of vampires, but everyone knows
that they have a thirst for blood. Unlike other undead, vampires retain the
intelligence they had when alive. It has resistance to piercing and slashing.
➢ Common thugs
1. Thief (DS 7): Road thieves, pickpockets, desperate people, etc.
2. Mercenary (DS 8): Someone with a certain military training who sells his services
without caring much for those who work.
3. Assassin (DS 10): Bandit hired specifically to kill someone.
➢ Golems
Golems are synthetic creatures, built by magic. Golems have no will or thoughts, so they
are immune to spells of mind school.
1. Mud Golem (DS 8): A creature made of earth and mud. It has resistance to piercing.
2. Stone Golem (DS 10): A giant made of stone. It has resistance to concussion.
3. Metal golem (DS 12): Basically armor that moves by itself. It has resistance to
slashing.
➢ Dragons
Dragons are giant flying reptiles. They are very intelligent, even being able to cast spells
and they usually live thousands of years. Dragons have a powerful breath. The color of its
scales indicates what kind of breath it has. For example, red dragons usually breathe fire,
while white dragons usually have an extremely cold breath. When a dragon uses its breath,
players automatically take damage, but every player can make a Skulker check to decrease
that damage in half (except when they are vulnerable). However, its breath can only be
used every 3 rounds.
Every dragon has resistance to the same type of damage as its breath. When they reach
adulthood, their scales give resistance to non-magical weapons.
1. Young dragon (DS 14): They are stubborn and tend to be very aggressive. At that
age, they don't usually know how to cast spells yet. Its breath deals 4 damage.
2. Adult dragon (DS 16): They already show intelligence and can cast spells from 3
schools, one of the schools is related to its color. Its breath deals 6 damage.
3. Elder dragon (DS 18): Demonstrate much superior intelligence and great wisdom.
You can cast spells from 5 schools, one of the schools is related to its color. Its
breath deals 8 damage.
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➢ Creating other creatures
To create a creature, start by giving it DS 6 and then increase +1 for each relevant trait in
the creature. And reduce -1 for each relevant defect such as blind, lame, coward, etc.
Resistances, weaknesses, and immunities do not affect the DS.
Example: Let's create an Orc Shaman. He starts with DS 6 and then +1 for being strong
(every orc is), +1 for each school of magic he knows (3 schools), +1 for his magical staff
and +1 for a ritual he did to have more power. Our Orc Shaman will then have DS 12.
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