Currency
Materials
Equipment of the Time
Armor
Weapons
Vehicles
Equipment and Materials of Old Gods of Appalachia
- Consumer
- Game Master
- Posts: 1869
- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
Currency
Currency
There are three main types of currency that characters will have access to: money, company scrip, and barter.
Money is just as you’d expect it to be, with the reminder that this game will be set in the early 1900s and the value of the dollar was much different then. The tables in this chapter offer guidance on general price ranges for common objects during that time, with the understanding that costs will range from town to town and season to season.
Layaway, where a seller reserves an item for you until you complete all the necessary payments, is a popular option for big-ticket items
Company scrip (commonly just called scrip) is a currency issued by companies (especially coal and logging companies) as an alternate way to pay their employees. Scrip is occasionally paper, but more often is made of copper, zinc, nickel, or other metal. It bears the name, logo, and other information about the issuing company and can only be used in stores owned by the company that issued them (and the prices in these stores are often jacked up).
Scrip has many nicknames, including clackers, dugaloos, and flickers. Scrip became illegal in the U.S. under the Fair Labor Standards Act of 1938, but that may or may not be true in your modern alternate Appalachia. Either way, scrip is likely coveted by collectors and historians.
Barter is an exchange of goods, services, knowledge, and other useful offerings. You might barter with your neighbor by bringing them a pie in exchange for their healing skills, offer up a cypher in exchange for a much-needed machine part, or spend a day working on someone’s farm in exchange for a meal. You might even get something now from someone in exchange for a future favor, or vice versa.
The barter value of goods isn’t established by the wider marketplace, but by the people involved in the barter. The perceived value is very important, and there are many social implications. Slighting your neighbor, embarrassing someone with charity, or being seen as someone who can be taken advantage of are all concerns when bartering.
There are three main types of currency that characters will have access to: money, company scrip, and barter.
Money is just as you’d expect it to be, with the reminder that this game will be set in the early 1900s and the value of the dollar was much different then. The tables in this chapter offer guidance on general price ranges for common objects during that time, with the understanding that costs will range from town to town and season to season.
Layaway, where a seller reserves an item for you until you complete all the necessary payments, is a popular option for big-ticket items
Company scrip (commonly just called scrip) is a currency issued by companies (especially coal and logging companies) as an alternate way to pay their employees. Scrip is occasionally paper, but more often is made of copper, zinc, nickel, or other metal. It bears the name, logo, and other information about the issuing company and can only be used in stores owned by the company that issued them (and the prices in these stores are often jacked up).
Scrip has many nicknames, including clackers, dugaloos, and flickers. Scrip became illegal in the U.S. under the Fair Labor Standards Act of 1938, but that may or may not be true in your modern alternate Appalachia. Either way, scrip is likely coveted by collectors and historians.
Barter is an exchange of goods, services, knowledge, and other useful offerings. You might barter with your neighbor by bringing them a pie in exchange for their healing skills, offer up a cypher in exchange for a much-needed machine part, or spend a day working on someone’s farm in exchange for a meal. You might even get something now from someone in exchange for a future favor, or vice versa.
The barter value of goods isn’t established by the wider marketplace, but by the people involved in the barter. The perceived value is very important, and there are many social implications. Slighting your neighbor, embarrassing someone with charity, or being seen as someone who can be taken advantage of are all concerns when bartering.
- Consumer
- Game Master
- Posts: 1869
- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
Materials
Materials
In the early 1900s, the logging and coal mining boom brought railroads and commercial stores to the region—and with them, increased access to items and materials from outside the region. However, the majority of materials used for tools, weapons, buildings, and clothing are still made from scratch using resources from the region.
Wood
Local wood, such as white pine, poplar, hickory, black willow, walnut, and buckeye, is used to make everything from houses, fences, and furniture to gun stocks, musical instruments, walking sticks, and cooking utensils.
Metals
Various metals are available locally, including iron, copper, and aluminum. Blacksmiths create all manner of hardware, including nails, hinges, cooking equipment, and farm tools, as well as horseshoes, wagon wheels, wrought iron fences, and candlesticks.
Non-Metallic Minerals
The region has an abundance of non-metallic mineral resources, such as marble, granite, slate, clay, silica sand, and quartz. Many of these are used for structures, roofs, and other building items. Glass made from silica sand is used to create windows, bottles, marbles, mason jars, and more, while clay is used for crocks, jugs, and dinnerware.
Fabric
While commercially available fabric is becoming more widespread, wool is still the more common material for coverlets, tablecloths, rugs, and clothing. Spinning and weaving are important skills and a vital source of social interaction.
Plants
Local plants such as oak slits and honeysuckle vines are woven into baskets, mats, and other useful items. Dyes are made from local and farmed plants like beets, purple cabbage, walnut hulls, pokeberries, marigolds, willow bark, and rhododendrons.
Many plants are also used for healing, creating cyphers and other magical items, and, of course, cooking.
In the early 1900s, the logging and coal mining boom brought railroads and commercial stores to the region—and with them, increased access to items and materials from outside the region. However, the majority of materials used for tools, weapons, buildings, and clothing are still made from scratch using resources from the region.
Wood
Local wood, such as white pine, poplar, hickory, black willow, walnut, and buckeye, is used to make everything from houses, fences, and furniture to gun stocks, musical instruments, walking sticks, and cooking utensils.
Metals
Various metals are available locally, including iron, copper, and aluminum. Blacksmiths create all manner of hardware, including nails, hinges, cooking equipment, and farm tools, as well as horseshoes, wagon wheels, wrought iron fences, and candlesticks.
Non-Metallic Minerals
The region has an abundance of non-metallic mineral resources, such as marble, granite, slate, clay, silica sand, and quartz. Many of these are used for structures, roofs, and other building items. Glass made from silica sand is used to create windows, bottles, marbles, mason jars, and more, while clay is used for crocks, jugs, and dinnerware.
Fabric
While commercially available fabric is becoming more widespread, wool is still the more common material for coverlets, tablecloths, rugs, and clothing. Spinning and weaving are important skills and a vital source of social interaction.
Plants
Local plants such as oak slits and honeysuckle vines are woven into baskets, mats, and other useful items. Dyes are made from local and farmed plants like beets, purple cabbage, walnut hulls, pokeberries, marigolds, willow bark, and rhododendrons.
Many plants are also used for healing, creating cyphers and other magical items, and, of course, cooking.
- Consumer
- Game Master
- Posts: 1869
- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
Equipment of the time.
Equipment
The goods presented here are general examples, not exhaustive lists. Use them as a guideline to get you started; if the characters want to buy something that isn’t here (but that seems plausible to find in the region during the time period), use a similar item and take your best guess.
While everything listed has an approximate dollar amount, they are also broken into five general price categories. These categories are mostly for the GM, who can use them to adjust prices (based on rarity, for example, or the increased cost of something from a company store), quickly figure out the price for an item that isn’t currently included, and get a general sense of how valuable something is for bartering purposes.
Another advantage of using ranges is that you can move your game forward or backward in time, and the general price ranges still apply. An item listed as inexpensive in the early 1900s is likely to remain inexpensive in modern day. Of course, there are exceptions, as some items increase or decrease in availability, popularity, materials, and so on.
If you’re not sure where to categorize something, a good guide is that $1 in 1920 was equal to about $15. Which means that $10 is worth around $150. Spending $100 in the 1920s is the equivalent to spending around $1,500 today. Characters will want to keep track of how much money and scrip they have, as well as any outstanding barters they may have made. It’s probably not worth counting things in terms of cents, since that can make tracking hard. If someone wants to buy stuff that’s under a dollar, consider having them buy a bunch of things at once.
Inexpensive items are things that people buy regularly. They typically cost a couple of dollars or less. A simple lantern, pocket knife, hatchet, most ammunition, and accessories like gloves or a cap would all fit into this category. Room and board for a night also falls into this category.
Moderate items are things that people buy, but not too often and not in great quantities These items typically cost between 5 and 10 dollars. A miner’s tent, portable camp stove, hunting coat, dress, and .22-caliber rifle are all moderate items.
An expensive item is something that would strain a common person’s finances. They typically cost between 20 and 50 dollars. A bike, pony cart, double-barrel shotgun, commercial sheepskin-lined coat, wool suit, and nice watch would be in this category.
A very expensive item is probably out of the reach of most people except in very special circumstances. These are usually at least $100. A good saddle horse, a radio, a refrigerator, a washing machine, and a couple of acres of land are examples of very expensive items.
An exorbitant item is something only the very rich can afford, and costs at least $500. A one-carat diamond ring, a car, a barn, and a house are all in this category.
The goods presented here are general examples, not exhaustive lists. Use them as a guideline to get you started; if the characters want to buy something that isn’t here (but that seems plausible to find in the region during the time period), use a similar item and take your best guess.
While everything listed has an approximate dollar amount, they are also broken into five general price categories. These categories are mostly for the GM, who can use them to adjust prices (based on rarity, for example, or the increased cost of something from a company store), quickly figure out the price for an item that isn’t currently included, and get a general sense of how valuable something is for bartering purposes.
Another advantage of using ranges is that you can move your game forward or backward in time, and the general price ranges still apply. An item listed as inexpensive in the early 1900s is likely to remain inexpensive in modern day. Of course, there are exceptions, as some items increase or decrease in availability, popularity, materials, and so on.
If you’re not sure where to categorize something, a good guide is that $1 in 1920 was equal to about $15. Which means that $10 is worth around $150. Spending $100 in the 1920s is the equivalent to spending around $1,500 today. Characters will want to keep track of how much money and scrip they have, as well as any outstanding barters they may have made. It’s probably not worth counting things in terms of cents, since that can make tracking hard. If someone wants to buy stuff that’s under a dollar, consider having them buy a bunch of things at once.
Inexpensive items are things that people buy regularly. They typically cost a couple of dollars or less. A simple lantern, pocket knife, hatchet, most ammunition, and accessories like gloves or a cap would all fit into this category. Room and board for a night also falls into this category.
- Accessories, simple $3 Handbag, scarf, gloves, cap, and so on
- Baking set $2 Includes bread pans, pie plates, cake pans, measure, flour sifter, rolling pin
- Bedroll $3
- Book $1
- Bottles, glass $1
- Cast iron pan, kettle, griddle, or Dutch oven $2–5
- Copper-plated tea kettle or coffeepot $1
- Compass $1
- Clothing, simple $3 Trousers, shirt, swimsuit, vest, and so on
- Diner meal $1
- Fishing outfit $3 Includes rod and reel, line, sinkers, tackle
- Flashlight $1
- Haircut, men’s $3
- Hammock $3
- Journal and pencil $1
- Lantern $3 Includes oil can
- Lodging, basic $1–2 Per night
- Lodging, basic $3–5 Per week
- Medical items, simple $1 Hot water bottle, bandages, and so on[/b]
- Miner’s carbide lamp or lantern $4 Burns 4 hours with one charge of carbide[/b]
- Carbide refill (10 cans) $1
- Ouija board $1
- Rope $1 per 50 feet
- Rope ladder $2 per 25 feet
- Shaving set $1
- Shovel, grain scoop, or spade $1
- Small animal trap $2
- Vacuum bottle or thermos $1 Keeps liquids hot for 24 hours or cool for three days
Moderate items are things that people buy, but not too often and not in great quantities These items typically cost between 5 and 10 dollars. A miner’s tent, portable camp stove, hunting coat, dress, and .22-caliber rifle are all moderate items.
- Bag of heavy tools $10 Contains a selection of tools useful for carpentry and other items
- Boots $5 Rubber or leather
- Camp stove, portable $6
- Clothing, fancy $5
- Dictionary or encyclopedia $7
- Doctor’s bag $10 Leather
- Groceries $5 A week’s worth for a couple of people
- Haircut, women’s $5
- Hospital care $5 Basic daily rate, per day
- Lodging, high end $5 Per night
- Miner’s tent $5 Up to two people
- Travel pack $5
- Wagon, kid’s $5
- Wheelbarrow $5
An expensive item is something that would strain a common person’s finances. They typically cost between 20 and 50 dollars. A bike, pony cart, double-barrel shotgun, commercial sheepskin-lined coat, wool suit, and nice watch would be in this category.
- Bicycle $20
- Camera $20
- Flat-bottomed boat $30
- Moonshine $25 per gallon
- Overcoat $30 Wool; commercially made
- Pony cart $30 2-seater, ponies not included
- Saddle $20
- Suit $30 Wool; commercially made
- Watch $20
A very expensive item is probably out of the reach of most people except in very special circumstances. These are usually at least $100. A good saddle horse, a radio, a refrigerator, a washing machine, and a couple of acres of land are examples of very expensive items.
- Land $100 Couple of acres
- Refrigerator $150
- Horse $200
- Piano $150
- Radio $200
- Washing machine $100
- Wedding ~$400
An exorbitant item is something only the very rich can afford, and costs at least $500. A one-carat diamond ring, a car, a barn, and a house are all in this category.
- Barn $1,500 Commercial, includes pre-cut materials but not labor
- Car $2,000+
- House $3,000+ Commercial, includes pre-cut materials but not labor
- Consumer
- Game Master
- Posts: 1869
- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
Armor
Armor
Leather Jacket
Light Armor
S.D.C.:
AR:
Weight:
Modifiers:
Features: •
Book Reference:
Hunting Coat
Light Armor
S.D.C.:
AR:
Weight:
Modifiers:
Features:• Made of Canvas.
Book Reference:
Oil Slicker
Light Armor
S.D.C.:
AR:
Weight:
Modifiers:
Features:• Rain Resistant.
Book Reference:
Overall Jacket
Medium Armor[/u]
S.D.C.:
AR:
Weight:
Modifiers:
Features:•
Book Reference:
Sheepskin-Lined Coat
Medium Armor
S.D.C.:
AR:
Weight:
Modifiers:
Features:•
Book Reference:
Make-Shift Metal Armor
Heavy Armor
S.D.C.:
AR:
Weight:
Modifiers:
Features:•
Book Reference:
Reinforced jacket
Heavy Armor
S.D.C.:
AR:
Weight:
Modifiers:
Features:•
Book Reference:
Steel breastplate
Heavy Armor
S.D.C.:
AR:
Weight:
Modifiers:
Features:•
Book Reference:
Simple ballistic armor
Heavy Armor
S.D.C.:
AR:
Weight:
Modifiers:
Features:•
Book Reference:
Leather Jacket
Light Armor
S.D.C.:
AR:
Weight:
Modifiers:
Features: •
Book Reference:
Hunting Coat
Light Armor
S.D.C.:
AR:
Weight:
Modifiers:
Features:• Made of Canvas.
Book Reference:
Oil Slicker
Light Armor
S.D.C.:
AR:
Weight:
Modifiers:
Features:• Rain Resistant.
Book Reference:
Overall Jacket
Medium Armor[/u]
S.D.C.:
AR:
Weight:
Modifiers:
Features:•
Book Reference:
Sheepskin-Lined Coat
Medium Armor
S.D.C.:
AR:
Weight:
Modifiers:
Features:•
Book Reference:
Make-Shift Metal Armor
Heavy Armor
S.D.C.:
AR:
Weight:
Modifiers:
Features:•
Book Reference:
Reinforced jacket
Heavy Armor
S.D.C.:
AR:
Weight:
Modifiers:
Features:•
Book Reference:
Steel breastplate
Heavy Armor
S.D.C.:
AR:
Weight:
Modifiers:
Features:•
Book Reference:
Simple ballistic armor
Heavy Armor
S.D.C.:
AR:
Weight:
Modifiers:
Features:•
Book Reference:
- Consumer
- Game Master
- Posts: 1869
- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
Weapons
Weapons
Melee Weapons
Crowbar or wrecking bar $1 Light weapon
Hoof parer $2 Light weapon
Pen or pocket knife $1 Light weapon
Sheep shears $1 Light weapon
Whip $2 Light weapon
Shield, simple —
Axe $5 Light weapon
Dagger $5 Light weapon
Hatchet $5 Medium weapon
Hunting knife $7 Light weapon
Machete or scythe $10 Medium weapon
Sledgehammer $15 Heavy weapon
Ranged Weapon
Blowgun $5 Light weapon; short range
High-powered spray gun and compressed air sprayer $10 Medium weapon; short range
Throwing knife $5 Light weapon; can be thrown a short distance
Bow $15 Medium weapon; long range
Light crossbow $10 Medium weapon; long range
Light handgun $10 Medium weapon; long range
Rifle $25 Medium weapon; long range
Shotgun $25 Medium weapon; short range
Heavy handgun $30 Heavy weapon; long range
Heavy rifle $30 Heavy weapon;
Ammo & Explosives
All ammo, including bullets, arrows, and crossbow bolts $1 20 count
Hand grenade $7
Dynamite $3
Melee Weapons
Crowbar or wrecking bar $1 Light weapon
Hoof parer $2 Light weapon
Pen or pocket knife $1 Light weapon
Sheep shears $1 Light weapon
Whip $2 Light weapon
Shield, simple —
Axe $5 Light weapon
Dagger $5 Light weapon
Hatchet $5 Medium weapon
Hunting knife $7 Light weapon
Machete or scythe $10 Medium weapon
Sledgehammer $15 Heavy weapon
Ranged Weapon
Blowgun $5 Light weapon; short range
High-powered spray gun and compressed air sprayer $10 Medium weapon; short range
Throwing knife $5 Light weapon; can be thrown a short distance
Bow $15 Medium weapon; long range
Light crossbow $10 Medium weapon; long range
Light handgun $10 Medium weapon; long range
Rifle $25 Medium weapon; long range
Shotgun $25 Medium weapon; short range
Heavy handgun $30 Heavy weapon; long range
Heavy rifle $30 Heavy weapon;
Ammo & Explosives
All ammo, including bullets, arrows, and crossbow bolts $1 20 count
Hand grenade $7
Dynamite $3
- Consumer
- Game Master
- Posts: 1869
- Joined: Sun Sep 13, 2009 2:26 pm
- Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
- Contact:
Vehicles
Vehicles
I will add vehicles here as they become relevant, no sense in stating out every vehicle imaginable.
1919 Dodge Bros 4 door Sedan
S.D.C. by Location:
• Main Body: 600
• Windshield: 10
• windows (5): 10 each.
• Doors (4): 100 each
• Wheels (4): 50 each.
Statistical Data:
Maximum Speed: 65 mph
Range: 200 miles
Crew: 1
Class: Automobile
Dimensions: [Height: 5'6", Width: 4', Length: 9.5', Weight: 2810 lbs]
Cargo: up to 500 lbs.
Power System: 35 horsepower Combustion Engine.
Features of Note: None.
I will add vehicles here as they become relevant, no sense in stating out every vehicle imaginable.
1919 Dodge Bros 4 door Sedan
S.D.C. by Location:
• Main Body: 600
• Windshield: 10
• windows (5): 10 each.
• Doors (4): 100 each
• Wheels (4): 50 each.
Statistical Data:
Maximum Speed: 65 mph
Range: 200 miles
Crew: 1
Class: Automobile
Dimensions: [Height: 5'6", Width: 4', Length: 9.5', Weight: 2810 lbs]
Cargo: up to 500 lbs.
Power System: 35 horsepower Combustion Engine.
Features of Note: None.