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.