
GameLab / OS-SIX / Gothic Horror / Economy
Economy, Weapons & Equipment
Economy in a Gothic Horror Setting
Although a variety of currencies were used during the early Victorian era, this module uses Sterling (S), a.k.a. “one pound Sterling” (or one quid), and Pence (P). One Sterling is worth 100 Pence.
Nobles, industrialists, and the social elite hoard wealth, land, and resources. Everyone else fights for the scraps. Most player characters begin the game poor.
Gems and rare minerals may also be sold or used to barter. Some monsters and creatures are worth coin. Their bodies can be “salvaged” for materials, which can be used in alchemy or sold to collectors. In most cases, monsters are worth more if they can be captured alive, although this is inherently more dangerous.
Weapons
Every character in a gothic horror setting will need some way to protect themselves.
Weapon | Damage | Cost | Properties |
---|---|---|---|
Dagger | D3 | 50P | 1H, Sm, Ranged (Near) |
Bayonet | D3/D3+1 | 1S | 1H (2H and +1 damage while attached to musket) |
Billy Club | D3 | 25P | 1H |
Spear | D3+1 | 50P | 1H, Lg, Ranged (Near) |
Saber | D3+1 | 10S | 1H, Lg |
Bearded Axe | D6 | 7S | 2H, Lg, Heavy |
Short Bow | D3+1 | 5S | 2H, Ranged (Medium) |
Longbow | D6+1 | 10S | 2H, Lg, Ranged (Far) |
Crossbow | D6+2 | 25S | 2H, Lg, Ranged (Medium) |
Pistol | D6+1 | 75S | 1H, Ranged (Medium), Reload 1 |
Derringer | D3+2 | 100S | 1H, Sm, Ranged (Near), Reload 1 |
Musket | 2D6 | 50S | 2H, Lg, Ranged (Far), Reload 1 |
Pepperbox Pistol | D6+1 | 200S | 1H, Ranged (Medium), Reload 4 |
Shotgun | 2D6 | 50S | 2H, Lg, Ranged (Near), Reload 1, Recoil |
Double Barrel Shotgun | 2D6 | 75S | 2H, Lg, Ranged (Near), Reload 2, Recoil |
Weapon Attributes
- 1H: One-handed weapon
- 2H: Two-handed weapon
- Ranged: Used for ranged combat
- Sm: Counts as 1/4 of a normal item
- Lg: Counts as two normal items
- Reload X: Holds X rounds before needing to be reloaded
- Stun: See Conditions
- Heavy: Must have Brawn 2 or greater, or suffer a Penalty on attacks with this weapon
- Recoil: Must have Agility 2 or greater, or suffer a Penalty on attacks with this weapon
About Early Victorian-era Firearms
Reloading an early Victorian firearm wasn’t as simple as slotting bullets into a chamber. Early muskets and pistols used a “cap and ball” system, which required that black powder be measured and added first, followed by a ball, which had to be pushed into a chamber or barrel using a ramrod. Finally, a percussion cap was set into place beneath the hammer. Even with significant practice, this process could not be performed extremely fast.
During combat, reloading a single round into a firearm requires a full turn, if the character has a marksmanship skill. Otherwise, reloading a single round takes two turns.
Equipment
Survival in an inhospitable world often comes down to the friends you keep and the gear you carry.
Note: All items count as one normal item, unless noted (Lg, Sm, or Sp).
Item | Cost | Notes |
---|---|---|
Acid (Vial) | 5S | Highly corrosive. 2D6 damage when smashed against organic tissue. |
Alcohol, Rotgut (Pint) | 25P | 80 proof. Tastes like dung. Reduces D2 Strain. Contains six servings. |
Alcohol, Pure Moonshine (Pint) | 1S | 180 proof. Flammable. Can be used as an antiseptic. Reduces D3 Strain. Contains six servings. |
Ammunition (Lead Ball), 12 loads | 50P | Projectile ammo for rifles and pistols. |
Ammunition (Shot), 12 loads | 50P | Projectile ammo for shotguns. |
Ammunition (Arrow), 12 | 1S | Projectile ammo for bows. |
Ammunition (Bolt), 12 | 1S | Projectile ammo for crossbows. |
Backpack | 2S | Holds 12 normal sized items. |
Ball bearings (small), 50 | 50P | Creates tripping hazard in 20 sq.ft. area. |
Bell (Small) | 1S | Used with wire to create an alarm. |
Briefcase, Leather | 3S | Holds 8 normal sized items. |
Canteen | 50P | Holds 2-3 days of water for one person. |
Chain (10 feet) | 50P | Extremely strong but heavy. |
Climbing Rope (Hemp) | 1S | Durable but heavy (counts as large item). |
Clothing (Simple) | 25P | Basic run-of-the-mill clothes. |
Clothing (Travel) | 1S | More durable and warm. |
Clothing (Luxury) | 10S | Designed for comfort and style. |
Crowbar | 50P | Essential for breaking and entering. |
Food (Rations), 7 days | 1S | Oats, dried meat and dried fruit. |
Flask | 25P | Holds half a pint of liquid. |
Glass Vial (Empty) | 50P | Holds 2 ounces of liquid. |
Hammer | 25P | For pounding nails or skulls. D3+1 damage. |
Handcuffs | 2S | Reusable restraints. |
Harmonica | 25P | Small musical instrument. |
Healer’s Kit | 10S | Required to perform first aid and medical procedures. |
Ink | 50P | Required to write with ink pen. |
Ink Pen | 1S | Used for writing (requires ink). |
Lantern | 50P | Sheds light. Quick to light and extinguish. Requires lamp oil. |
Lamp Oil | 25P | Fuel for lantern. |
Magnifying Glass | 5S | Bonus on investigation rolls when looking for tiny items or subtle clues. |
Matches (20) | 50P | Create fire. Almost impossible to use in windy conditions. |
Mirror (small) | 1S | Good for signaling or shaving. |
Pitons (12) | 1S | Used with rope for climbing sheer rock walls. Requires a hammer. |
Pocket Knife | 50P | Basic cutting tool. |
Notebook | 25P | For keeping notes or a journal. |
Poison (Red) | 5S | Apply to blade or arrowhead. D6 additional damage to living targets. Two uses. |
Poison (Violet) | 20S | Apply to blade or arrowhead. 2D6 additional damage to living targets and stagger for one round. Two uses. |
Shovel | 50P | Helpful for digging shallow graves. |
Spyglass | 50S | Required to see things from far away. |
Torch | 10P | Provides light for about 30 minutes. |
Wine (Cheap) | 5P | Watered down with bad aftertaste. Reduces one Strain. Contains five servings. |
Wine (Premium) | 10S | Exceptional vintage, but very pricey. Reduces D3+1 Strain. Contains five servings. |
Wire, thin (50 ft) | 50P | Excellent for traps. |
Magical Equipment
Rare and extremely coveted, magic items are hard to come by.
Animal Familiar: A cat, bird, mouse or other animal companion, which can speak telepathically with its owner over a distance of 100 feet or less. The animal can only communicate basic concepts. Once per day, the owner can warg (see through the eyes of their companion and hear through their ears) for up to fifteen minutes. This connection fails if the two are ever more than one kilometer apart.
Blessed Prayer Beads: Has 3D6 beads. Break a bead to reduce the damage from one attack by D6.
Luck Stone: A small delicate blue stone. When smashed, provides D3 luck points.
Panacea: Heals any common disease or infection (not vampirism or lycanthropy). Cures alcohol dependency or other addiction. Ends the Terrified condition. Restores D6+3 HP. Requires 50S in materials.
Philter of Stupor: When consumed by a living person or creature, causes magical sleep that lasts D3 hours.
Sedatio Potion: Calms the nerves. Removes D6 strain.
Vial of Smoke: When smashed, creates a 25-foot radius sphere of thick black smoke, which heavily obscures visibility. The smoke lasts D6 turns before dispersing.
Vigor Potion: Provides 2D6 temporary hit points.
MODULE CONTENTS
Economy, Weapons, and Equipment