Goth: the Degeneration

Monster Manual

To help provide adversaries for the games you create, Goth: the Degeneration now has this online Monster Manual.


Jock

The jock is found almost exclusively in the USA, though its close relation, the hoo-ray henry, frequents the more prestigious clubs, shops and college campuses of every European country with any remnant of aristocracy. This is not to say that the jock is an aristocrat; on the contrary, he is a social climber, often originating as white trash but with the sure conviction that he is nevertheless better than you are, and with his devoted daddy's money in his pocket to prove it.

Male jocks, recognisable by their football shirts, 'fashionable' haircuts and overpriced designer clothing, have an obsession with being heterosexual, and will often attack male goths who are wearing make-up, have long hair or are in frilly clothes. Furthermore, they will frequently attempt to molest any female goth with a style of more than 6.

The female version of this creature is the sorority girl, who will sometimes attack female goths who look more attractive than she does. These creatures will occasionally attempt to seduce evidently lonely or desperate male goths, but will inevitably be horrible to them in the morning and ruin their self-confidence. Sorority girls frequently hide disturbingly mutated features under thick layers of 'natural' coloured make-up.

Jock / Sorority Girl stats: strength=2d6+4; dex=3d6; liver=2d6; brains=2d6; style=1d6+2; cool=2d6.

Preacherman

Whilst allowing that many goths are religious, and that some choose to follow a specific religious calling, nevertheless there is a certain type of preacherman who is inevitably hostile towards gothdom. This is the little man who stands on street corners or atop a marketplace soapbox screaming about how the devil is bringing about the end of the world. He will viciously attack passing goths with leaflets, urging them to save their souls, and he will also turn normal people against goths by accusing the goths of being instruments of the devil. In small towns the preacherman often has considerable influence, and can make life very difficult for isolated goths. He is a very difficult enemy to be rid off, as his fanaticism ensures that he cannot be reasoned with.

Preacherman stats: strength=3d6; dex=2d6+1; liver=2d6; brains=2d6; style=3d6; cool=4d6.

Ned

The common ned, which is closely related to the casual and redneck, is thought to be European in origin, although a sizeable population of these creatures can now be found in most major cities. Neds encountered singly are not usually dangerous, as their cowardice will tend to prevent them attacking, though they may hurl abuse and then run away. Occasionally, a larger ned high on alcohol and drugs will attempt to start fights even when it is obviously outnumbered. The ned can be easily identified by his short, undyed hair, scruffy appearance and preference for denim and trainers. Having little in the way of true speech, they produce strange gutteral noises by squeaking through their noses. More rarely, female neds may be encountered, recognisable by their pastel coloured nylon skirts and overhanging blouses, usually with bobbed hair. The females are usually physically violent only towards their own gender, and only when unaccompanied by males, though they may encourage the males to fight in their 'defence'. Both genders carry an overpowering odour of cheap lager and chips.

Most neds prefer to travel in packs; roll two d6 plus 2 to find out how many there are in the pack you encounter. If they outnumber a group of goths by at least two to one, they will attempt to surround and attack them. Their fighting style is rarely adept, but if they are jellied or on speed (a roll of less that 5 on a d6 establishes that this is the case) then they will need to be reduced to only a fifth of their hit points before they will fall over or run away.

Ned stats: strength = 2d6+4; dex= 2d6; liver=3d6; brains=1d6; style=1d6-1; cool=1d6+1. Some neds will fight with knives, and others with bottles.

Tabloid Hack

Although some Goth: the Degeneration players may choose journalism as a profession, most still fear the approach of that most cunning and least hesitant of adversaries, the tabloid hack. Although these monsters are uncommon in comparison with neds or jocks, when one is dispatched to follow a group of goths it will do so relentlessly, never letting up until it has what it wants. Hacks rarely inflict physical damage on goths, but will do their best to destroy the reputation of the goth community with tall tales of occultism, blood drinking and strange sexual practises. Their efforts may even result in goth clubs and publications being closed!

One of the frightening things about the tabloid hack is its powerful shape-shifting ability. Unlike other monsters, it has no distinct physical appearance, but will often take on the appearance of its prey. It can, however, frequently be identified on account of the small notbooks or tape recorders in its pockets, its expensive, undamaged clothing, its constant references to vampires and Satan and its lack of habitual movement when 'Holiday in Cambodia' is played.

Tabloid Hack stats: strength=3d6; dex=3d6; liver=3d6; brains=2d6+5; style=2d6; cool=2d6+4.


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    Last updated April 2001