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Goons and Ghosts v1.1

Goons and Ghosts is a tabletop RPG where players create characters to investigate paranormal anomalies and trap ghosts using various abilities and gadgets. The game involves rolling dice to determine the success of actions, with teamwork being essential for capturing ghosts and overcoming challenges. Players can level up and gain new gadgets after successfully exorcizing locations of ghosts, while the Ghost Master facilitates the game by creating encounters and ensuring a fun environment for all players.

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Pat Hope
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0% found this document useful (0 votes)
57 views16 pages

Goons and Ghosts v1.1

Goons and Ghosts is a tabletop RPG where players create characters to investigate paranormal anomalies and trap ghosts using various abilities and gadgets. The game involves rolling dice to determine the success of actions, with teamwork being essential for capturing ghosts and overcoming challenges. Players can level up and gain new gadgets after successfully exorcizing locations of ghosts, while the Ghost Master facilitates the game by creating encounters and ensuring a fun environment for all players.

Uploaded by

Pat Hope
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Goons and Ghosts

Goons and Ghosts is a hack of


Tunnel Goons by Nate
Treme (Highland Paranormal Soci
ety), a Creative Commons
Attribution 4.0 Licensed prod
uct. Find out more at
tunnelgoons.com and natetreme.co
m
A significant amount of creative
inspiration for Goons
and Ghosts was taken from Mausritt
er by Isaac Williams.
More at mausritter.com

In Goons and Ghosts the players


create characters, join
a team, are hired to investigate
paranormal anomalies and
trap ghosts. Each player will
need a character sheet,
pencil, eraser, and two six-side
d dice (2d6). It’s
recommended that each player’s dice
are a different color
from the other players.
HOW TO PLAY Difficulty Score (DS)
Guidelines:

Easy = 8
Action Roll
Moderate = 10
When an action’s outcome is
uncertain, a player rolls 2d6 Hard = 12
and adds the score from the
relevant Ability, plus a point Dangerous Actions
per relevant Gadget. If the If an action has a risk of
total is equal or greater than danger and may cause harm to
the action’s Difficulty Score the character, the difference
(DS) it is successful. between the roll and the
Difficulty Score is the amount
Abilities of damage inflicted (subtracted
from HP).
Each character has a score
of zero or more for these 3 Example Action Roll
abilities:
Janine wants to run down
a
Body stairwell covered in slime.
Your character’s physical The GM asks her to roll
a
strength and agility. How DS 8 (Easy) Body Action
tough or quick they are. Roll. Janine has a +1 Bod
y
ability score and explai
ns
Smarts that her Ecto Goggles Gadget
Your character’s wits and allows her to see where the
intelligence. How well they slime is the thinnest,
so
use Gadgets. she gets an addition +1
to
the roll.
ESP She rolls 2d6, a 3 and
Your character’s connection a
4. She adds the result
to the world of supernatural s
together and the +2 fro
spirits. How well they can m
her Body ability score and
communicate with Ghosts. her Gadget to get a 9. She
succeeds in traversing the
Gadgets slimy steps quickly!
Gadgets are useful pieces of
equipment that help characters Helping
locate, identify, and interact
When a character is assisted
with Ghosts. If a player can
by their teammate, they can
give a reasonable explanation
add +1 to their Action Roll.
of how a Gadget they are
carrying would help with an
Action Roll, they can add +1
to the roll.

1
traPping GhostS
To capture a Ghost in a trap, On a Ghost’s turn, the GM
the characters must use their declares which ability it
Particle Throwers to reduce uses and the players explain
its Haunt Points (HP) to zero. how they attempt to avoid its
Teamwork will be required! effects. The players roll 2d6
+ applicable Ability Score +
When shooting a Particle applicable Gadgets against the
Thrower, players only roll ability’s DS.
1d6 instead of two. No Ability
Scores or Gadgets are added to • If the roll is equal to
the roll either. or higher than the DS,
the character avoids the
However, multiple characters ability’s effect. No damage
can shoot their Particle is dealt to the Ghost.
Throwers at a ghost at the
same time, adding their rolls • If the roll is lower than the
together to meet the Ghost’s DS, the difference between
Haunt Points. the roll and the DS is the
amount of damage inflicted
• If the roll is equal to to the character, reducing
or lower than the Ghost’s their HP.
HP, the Particle Streams
miss, dealing damage to the
environment.
Investigation
Searching for clues about
• If the roll is higher a
Ghost’s past is an import
ant
than the Ghost’s HP, the step before engaging wit
h a
difference between the roll dangerous entity.
and the HP is the amount
The characters can reduce
of damage inflicted to the a
Ghost’s HP by 1 by presentin
Ghost, reducing its HP. g
the Ghost with a pie
ce
• Once the Ghost’s HP is of personal information
reduced to zero, it can be (like the Ghost’s name)
or
trapped. meaningful belonging (li
ke
a trinket from their pas
t)
they’ve uncovered.
• If two or more players roll
a 1, the characters “Cross
the Streams.” No damage
Injury
Insult to
is inflicted on the Ghost
(even if the results are their
n add +1 to
higher than its HP) and The team ca ll if
Thrower ro
the players must roll on Particle out a
ter shouts
the Crossing the Streams one charac lt while
gh t- he ar ted insu
table to see what sort of li
e Ghost.
catastrophic event occurs. blasting th

2
Example Combat
Janine and Ray charge up their Part
icle Throwers and shoot
at an Anchored Spirit (HP 7). They
each roll a d6. Janine
rolls a 5 and Ray rolls a 4. They
add their rolls together
to get 9, which beats the Spirit’s
HP 7 by 2. The streams
hit and deal 2 damage to the Spir
it, making it’s new HP 5.
The Anchored Spirit uses its Cold
Touch ability (DS 8).
It reaches out its frozen hand towa
rds Ray. He attempts to
roll out of the way using his Help
ful Book to swat away the
spirits grasp. Ray rolls 2d6, gett
ing a 2 and a 3. He adds
his +1 Body Ability Score and +1
for his Helpful Book Gadget
to make the total 7. His roll is
1 less than the Spirits DS
8, so Ray takes 1 damage as the
Spirit’s cold grasp sends
a shiver down his spine!

Janine and Ray shoot again! This


time Janine rolls a 1 and
Ray also rolls a 1. Their total
of 2 isn’t high enough to
hit the Spirit’s HP 5. Unfortun
ately, because Janine and
Ray both rolled 1’s, their streams
cross! They have to roll
on the “Crossing the Streams” tabl
e and describe what sort
of horrible consequences they face
.

s s i n g t h e s t reams
Cro
and work
2d6 (one on each table)
You were warned. Roll ces :
consequen
together to explain the
1. Ectoplasm
1. Awaken
2. Element
2. Explosion
3. Gadgets
3. Inversion
4. Ghost
4. Magnetize
5. Mind
5. Overflow
6. Surroundings
6. Total Protonic
Reversal

3
Falling Unconscious Healing
When a character’s Health Health Points can be fully
Points reach zero, they fall regained and Conditions cured
unconscious. by resting for a day in a safe
spot.
Roll a d6. The result equals
how many turns the character
remains unconscious and how Advancement
much HP they wake up with. After a location has been
successfully exorcized of
Teammates can spend a turn ghosts the characters level
saying something encouraging up. Raise an Ability Score by
or sarcastic to wake up the 1 OR raise HP by 2. Also, roll
unconscious character with 1d6 and choose an additional
1 HP. Gadget to carry.
If the entire team is knocked
unconscious, the Ghost will
possess them for 2d6 hours.
Players decide what sort of
mischief they cause while
acting under the Ghost’s
control.

creating a char
acter

• Name Your Character


at 10
• Health Points start
ermine
kground Tables to det
• Roll a d6 on the Bac sta rti ng equ ipm ent.
res and
starting ability sco
get from any two
• Roll 2d6 and choose a Gad
Gadget Tables.
sonalized
character has a per
Additionally, each ted Particle
Pack with connec
jumpsuit, a Proton
Trap.
Thrower, and a Ghost

4
Backgrounds Gadgets
A Background is what your Gadgets are common items
character did before joining and pieces of impressive
up with the other players technological equipment that
and becoming a paranormal aid in the capture of Ghosts.
exterminator. You decide what they do!

Roll a d6 on all three lists. Each character starts with two


extra Gadgets (in addition to
Hobby Background the Background Gadgets).
1. Gardening Body +1. Gloves.
Roll 2d6 and pick from any
2. Long Walks Body +1.
list.
Lucky Hat.
3. Bird Watching Smarts +1. 1. P.K.E. Meter
Camera.
2. GIGA Meter
4. Video Games Smarts +1.
3. Anti-Glamour Cap
Juice Box.
4. Polarity Rectification
5. Meditation ESP +1.
Tripods
Walkman.
5. High Powered Flashlight
6. Volunteer ESP +1. Frying
Pan. 6. Fire-Extinguisher

Profession Background
1. Interdimensional
1. Trash Collector Body +1. Communicator
Garbage Can.
2. Tome of Occult Knowledge
2. Firefighter Body +1.
Fire Ax. 3. Jumpsuit Pads

3. Mechanical Engineer 4. Destabilizer Attachment


Smarts +1. Small Tools. 5. Counterfeit Badge
4. Professor Smarts +1. 6. Med Kit
Helpful Book.
5. Psychic ESP +1. Tarot
Cards or Crystal Ball. 1. Aura Visualizer
6. Clergy ESP +1. Crucifix or 2. Ghost Sniffer
Holy Book. 3. Ecto Goggles
4. Slime Blower
Personality Background
5. Pepper Spray
1. Bold Body +1.
6. Walkie Talkies
2. Solid Body +1.
3. Frank Smarts +1.
4. Precise Smarts +1.
5. Clean ESP +1.
6. Warm ESP +1. 5
creating a team
Players should work together to create a team. Decide what city
your group of paranormal exterminators is based in, then take
turns rolling on the following tables:

Headquarters Name the Team


The team is renting an abandoned Roll a 2d6 and combine options
building that will act as their from both tables. Or work
base of operations. Utilize the together to create the Team’s
building’s leftover resources name.
to help your investigations.
1. Phantom or Shadow
Roll a d6 and choose one: 2. Specter or Spirit
1. Post Office or Waste 3. Phantasm or Haunt
Water Plant 4. Ethereal or Hex
2. Book Shop or Antique 5. Supernatural or Ectoplasm
Store
6. Ghost
3. Bank or Mall
4. Bar or Repair Shop
1. Breakers or Smashers
5. Bakery or Motel
2. Hunters or Chasers
6. Firestation
3. Exterminators or
Eradicators
Transportation 4. Squad or Professionals
The team has converted an old 5. Solutions or Be Gone
vehicle to act as their primary
mode of transportation. 6. Busters

Roll a d6 and choose one: Logo


1. Ambulance or Cop Car Choose a player to draw the
Team’s logo.
2. School Bus or Taxi
3. Delivery Truck or Minivan
4. Refrigerated Box Truck or
Limo
5. Decommissioned Humvee or
R.V.
6. Hearse

6
ces
GM Resour
your job to:
As the Ghost Master it’s

• Describe the world • Let the players decide.


consistently. The rules of Goons and
It’s a realistic place Ghosts are intentionally
with fantastical and vague. Ask the players how
spooky happenings. Have fun they think their Gadgets are
describing the crazy things used or what happens when
the characters witness! they Cross the Streams.

• Create interesting • Reward Teamwork.


encounters. Encourage the players to
Ghosts are not just bags of work together by allowing
incorporeal Heath Points. cool plans to succeed, even
They haunt places, making if there are consequences
them difficult to navigate. attached.
Ghosts shouldn’t be easy to
trap! • Make sure everyone at the
table feels safe.
• Telegraph Danger. Players are here to have
Warn players of danger, fun, use whatever tools
especially if their necessary to make sure
characters would sense everyone feels welcome,
it. But don’t be afraid to heard, and protected. The
make things dangerous too. game should never interfere
Consequences are fun! with the players’ fun and
safety.

Ghost Reactions
Choose a table and roll a d6 to see how the Ghost
reacts to the characters.
Positive Reactions Negative Reactions
1. Helpful 1. Sneaky
2. Spirited 2. Deceitful
3. Curious 3. Annoyed
4. Unsure 4. Unfriendly
5. Indifferent 5. Aggressive
6. Unaware 6. Hostile
* If the characters shoot Particle Throwers at the
Ghost it instantly becomes hostile.

8
Conditions
Ghosts don’t always inflict damage. Some have abilities that
affect characters by applying a Condition. Allow the players
to describe how the Condition affects their characters.

* But don’t allow players to remove themselves from the game


for more than a turn or two.

• Asleep - You feel very very sleepyy.


• Blinded - You’re struck with a flash of blinding light.
• Charmed - You feel compelled to comply.
• Confused - This doesn’t seem right to you.
• Deafened - Your ears are ringing.
• Diseased - You feel hot and cold at the same time.
• Frightened - You feel pounding fear.
• Grappled - You are finding it difficult to move.
• Muted - ...
• Sick - Here comes your lunch.
• Slimed - You’re covered in goo.
• Stunned - Hey, snap out of it.
• Zapped - A shock runs through you and your Gadgets.

9
GHOSTS
Ghosts manifest themselves in specific locations that
hold meaning to their past memories or future goals. Give
Ghosts a plausible reason to haunt the site the characters
are exploring.

The following Ghost examples are meant to inspire


encounters. Where abilities say “deal damage” or “characters
take damage” it refers to the difference between the
character’s failed Action Roll and the Ghost’s HP.

Example Combat
rs at a Phantasm.
sto n sho ot their Particle Throwe
Peter and Win Winston rolls a 4,
l a d6. Peter rolls a 2 and
The y eac h rol Phantasm’s HP is 9.
ts miss because the
totalling 6. Their sho
fen ability. Peter
turn it uses the Dea
On the Phantasm’s avoid the attack.
ir ears to try and
and Winston cover the ir Body score. Peter
mak e an Act ion Roll, 2d6 + the a
They eac h 10. Winston rolled
cee ds by rol lin g higher than the DS of 7 isn ’t
suc a total
h his +2 Body score,
2 and a 3. Even wit , red uci ng his HP from 10 to 7.
3 damage
enough, so he takes as “falling to the
n is dea fen ed, whi ch he explains
Winsto n.“
ringing ears in pai
ground, clutching his

Adjusting Haunt Point Scores


es
The example Ghosts have HP Scor
balanced for thre e play ers shoo ting
Particle Throwers (3d6). Use this
on
table to adjust Ghost’s HP based
the number of players:
1 Player = -6
2 Players = -3
3 Players = 0
4 Players = + 3
5 Players = + 6

* The Ghost’s Difficulty Scores


do not change
10
Spirit HP 8 (Easy)
A vaporous apparition. The
soul of a deceased person
barely clinging to this world.
The typical “Ghost”.
• Fade
The Spirit can fade in and
out of view at will.
• Rush DS 8
The Spirit quickly flies
through a character,
dealing damage and leaving
them Stunned.
• Levitate DS 8
The Spirit lifts a
character into the
air. They either remain
floating and gain the
Grappled condition. Or
fall to the ground, taking
damage.
Ectoplasmic Apparition
HP 8(Easy)
Physical manifestations of a
spectral identity. Can move
through objects, but leaves
ectoplasmic residue, a.k.a
SLIME.
• Projectile Slime DS 8
The Apparition vomits
slime, dealing damage.
Characters affected by
this attack gain the
Slimed condition.
• Devour DS 8
If the Apparition is near
a character, it takes a
bite, dealing damage. The
character affected by this
attack gains the Slimed
condition.
• Burst DS 8
When the Apparition is
captured, the Ghost Trap
erupts in a geyser of
slime. Everyone in the
area gains the Slimed
condition. 11
Phantasm HP 9 (Moderate)
An incorporeal haunt. Phantasms
wish to corrupt the minds of
humans by playing tricks on
their senses.

• Deafen DS 10
The Phantasm screams
dealing damage. Characters
affected by this attack
gain the Deafened
Condition.
• Terrify DS 10
The Phantasm cold,
incorporeal form rushes
through a single character,
dealing damage and chilling
them to the bone. They gain
the Frightened condition.
• Psychic Rending DS 10
The characters see
horrifying visions. They
take damage and roll on the
condition table to see what
Eliak HP 10 (Hard!) happens next.
The herald of an ancient
God who wants to enslave
humanity.

• Teleport
Eliak can spontaneously and
instantly move locations.
• Unrest DS 12
If Eliak touches a
character, they fall
asleep.
• Raise the Dead
If a character is
unconscious for more than 3
rounds, Eliak can instantly
revive them as an Undead
Zombie.
• Conjure Lightning DS 12
Eliak shoots lightning from
his eyes. It deals damage
and causes Gadgets to
malfunction.

12
Have fun bustin’ ghosts.

at
dventures
n d m o r e g ames and a vert
Fi m/jpcoo
patreon.co
Ghosts
Goons and 22
ert © 20
by JP Coov gu st 2022
ting Au
First Prin
Thank You Brandon.
Ju st in , Chris, and
ris,
t, Kyle, Ch ons that he
lped make
Jacie, Scot th e pa tr
And all Ghosts real
.
Goons and
t
m/jpcoover
de os at youtube.co m
Explore vi k at jpcoov
ert.co
and artwor

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