TUNNEL GOONS
Game Structure: A referee controls and describes the world to players who then describe how their characters act in the world.
Action Roll: When an action’s success is uncertain, a player rolls 2d6 and adds points from the relevant class and a point for any relevant items. If the total is equal or greater than the action’s Difficulty Score (DS) it is successful.
Difficulty Scores Guidelines: Easy: 8 Moderate: 10 Hard: 12
Dangerous Actions: If an action has a risk of physical danger, the difference between the roll and Difficulty Score is the amount of damage the endangered participant takes.
Example: As an action, a Player Character fights an enemy with a DS of 10. The player rolls 2d6 and adds 2 from their Brute Score, 1 from their sword, and 1 from their shield. The total is 12. The difference between 12 and 10 is 2, so the creature takes 2 damage. A non player character’s DS is also their Health Points, so now the enemy’s Difficulty Score is 8. If the roll was 8 then the Player Character would have lost 2 health.
Inventory: Your Inventory Score is how many items you can carry comfortably. For each item that exceeds your Inventory Score subtract 1 from any Brute or Skulker Rolls.
Death: When a character’s Health Points reach zero, they die.
Advancement: Level up at the end of a game session. Each level, raise a class score by 1 and raise either Health or Inventory Score by 1.
Healing: Regain lost Health Points by spending the night in a safe spot.
Character Creation
Name your character.
Health Points are 10
Inventory Score is 8
Distribute 3 points between these classes:
Brute: Good at smacking things, feats of strength
Skulker: Good at sneaking, aiming, balancing
Erudite: Good at reading, perception, speaking
Choose 3 Starting Items: Melee Weapon (specify) Ranged Weapon (specify) Piece of Armor (specify) Cloak (specify color) Ration (specify) Torch Net Bear Trap Hammer Mirror Rope Manacles Flask Marbles Pitons Scissors Wire Flint Steel