Game Master Reference Screen
Powered by the Cypher System · Early 1900s Alternate Appalachia
Roll 1d20 and meet or beat the target number. The GM sets the task difficulty (0–10); multiply by 3 to get the target number.
Only players roll dice. When the GM's creatures attack, players make defense rolls. When the GM's creatures act, players roll to resist. NPCs never roll.
"If something seems impossible, it can't be done, no matter what the dice say."
| Difficulty | TN | Label | Who can do it |
|---|---|---|---|
| 0 | — | Routine | Anyone — automatic success |
| 1 | 3 | Simple | Almost anyone |
| 2 | 6 | Standard | Trained individuals |
| 3 | 9 | Demanding | Requires skill & focus |
| 4 | 12 | Difficult | Real expertise required |
| 5 | 15 | Challenging | Even experts struggle |
| 6 | 18 | Intimidating | Near human limits |
| 7 | 21 | Formidable | Beyond unaided humans |
| 8 | 24 | Heroic | Legendary — almost impossible |
| 9 | 27 | Immortal | Beyond mortal ken |
| 10 | 30 | Impossible | Cannot succeed without aid |
Certain natural roll results trigger special effects regardless of the target number:
| Roll | Result |
|---|---|
| 1 | GM Intrusion — GM offers a complication (2 XP: 1 to PC, 1 to any other PC) |
| 17 | Minor Effect (on a hit) — +3 damage, or a small narrative bonus |
| 18 | Minor Effect (on a hit) — same as 17 |
| 19 | Major Effect — always succeeds plus something extra-beneficial |
| 20 | Triumph — major effect and +4 damage on attacks |
Every character has three stats: Might, Speed, and Intellect. Each has a Pool (raw capacity) and an Edge (reduces cost to use).
| Stat | Covers | Damage from |
|---|---|---|
| Might | Strength, endurance, constitution, durability | Physical blows, disease, poison (physical) |
| Speed | Quickness, reflexes, stealth, ranged combat | Poison (coordination), traps, paralysis |
| Intellect | Intelligence, will, charisma, magic perception | Psychic assault, fear, Power of the Voice |
| Condition | Effect |
|---|---|
| Impaired | 1 Pool at 0 — all tasks hindered |
| Debilitated | 2 Pools at 0 — can only move; all tasks hindered |
| Dead | All 3 Pools at 0 — the character is dead |
Before rolling, a player may apply Effort to ease the task (or add damage). Each level of Effort reduces difficulty by 1 step.
| Levels | Base Cost | With Edge 1 | With Edge 2 | With Edge 3 |
|---|---|---|---|---|
| 1 | 3 pts | 2 pts | 1 pt | 0 pts (free) |
| 2 | 5 pts | 4 pts | 3 pts | 2 pts |
| 3 | 7 pts | 6 pts | 5 pts | 4 pts |
| 4 | 9 pts | 8 pts | 7 pts | 6 pts |
Characters can rest to recover lost Pool points. Each recovery action requires a specific rest duration and uses the character's recovery roll: 1d6 + Tier. Distribute the result among your Pools however you wish.
| # | Duration | Notes |
|---|---|---|
| 1st | 1 action (10 sec) | Quick breather mid-scene |
| 2nd | 10 minutes | Short rest |
| 3rd | 1 hour | Extended rest |
| 4th | 10 hours | Full sleep/rest — resets all four |
Difficulty can be modified by training and circumstances:
| Modifier | Effect |
|---|---|
| Trained (skill) | Ease task by 1 step |
| Specialized (skill) | Ease task by 2 steps |
| Asset (equipment, ally help) | Ease task by 1 step each |
| Hindered | Increase difficulty by 1 step |
| Inability | Always hindered in this task |
| Type | Identity Examples | Focus |
|---|---|---|
| Protector | Bodyguard, Logger, Sheriff, Veteran, Railroad Worker | Combat, defense, community protection |
| Sage | Granny Witch, Doctor, Root Doctor, Midwife, Yarb Doctor | Healing, magic, knowledge |
| Explorer | Miner, Hunter, Reporter, Caver, Book Woman, Mountaineer | Exploration, investigation, wilderness |
| Speaker | Preacher, Lawyer, Storyteller, Union Boss, Musician | Social, leadership, influence |
Characters advance through Tiers 1–6 by earning XP and purchasing four character benefits (4 XP each) before moving to the next tier:
| Benefit | Cost | Effect |
|---|---|---|
| Increasing Capabilities | 4 XP | +4 pts to distribute among Pools |
| Moving Toward Perfection | 4 XP | +1 to one Edge (Might, Speed, or Intellect) |
| Extra Effort | 4 XP | Effort score increases by 1 |
| Skill | 4 XP | Trained in one skill (specialized if already trained) |
Each round, each character takes one action and moves up to a short distance. Actions include: attack, use an ability, move a long distance, do something else.
| Armor Type | Examples | Speed Cost/round |
|---|---|---|
| Light | Leather jacket, hunting coat, oil slicker | 0 |
| Medium | Overall jacket, sheepskin-lined coat | 2 |
| Heavy | Metal-plated, reinforced jacket, breastplate | 3 |
| Weapon Weight | Damage | Examples |
|---|---|---|
| Light | 2 pts | Knife, pen knife, whip, axe (small) |
| Medium | 4 pts | Hatchet, machete, shotgun, handgun, rifle |
| Heavy | 6 pts | Sledgehammer, heavy handgun, heavy rifle |
| Source | XP Awarded |
|---|---|
| GM Intrusion accepted | 1 XP to that PC + 1 XP to any other PC |
| Completing a character arc step | 1–2 XP |
| Completing an adventure | 1–4 XP (GM discretion) |
| Discovery / major revelation | 1 XP |
| Refusing GM Intrusion | Costs 1 XP; no complication occurs |
"There are places in this world that humanity was never supposed to see — walled in by mountains of burning black rock, isolated by a choking canopy of poison flora, woods where tooth, claw, and hunger still sit atop the food chain. Long before our kind ever set foot in these mountains, darkness was brought here in cages made of fear. Our tongues do not have the shape to speak the true names of what they are . . . and that's are, not were." — Season 1, Episode 0: Prologue
Old Gods of Appalachia is set in an alternate early 1900s Appalachia — the same mountains, hollers, and communities, but with a dark current running beneath the stone. The game covers the mountainous parts of Virginia, West Virginia, Tennessee, Kentucky, North Carolina, and Pennsylvania.
An ancient magic runs as deep and dark and old as the land itself. It cares nothing for humanity and its trifles. It mostly still sleeps — but characters can tap into it, and everything has a price.
The manifestation and magic of life — elemental force tied to holler medicine, granny magic, the natural world, growth, and decay. It is powerful and largely benevolent, but never tame.
Associated entities: Bartholomew, Kudzu Man, the Witch Queen.
The realm of Those Who Sleep Beneath — beings of immeasurable darkness trapped in the mountains since before human memory. Their Things serve, stalk, and spread their hunger.
The Green and the Inner Dark are not always opposed — they may work together when necessary.
"The Things" refers to all beings and magic connected to Those Who Sleep Beneath and the Inner Dark.
The heart of this setting is community, family, hard work, and harder play. People are self-reliant and fiercely protective of their own.
| Name | Nature |
|---|---|
| Barrow & Locke | Mining and railroad combine; owns most Appalachian mines; dangerous ally |
| The Hollow Men | Sinister Low Things — their plots threaten communities |
| Blank-Eyed Men | Low Things that may appear human until you look closely |
| The Green | Living magic of the land itself; can be appealed to and served |
| Granny Witches | Healer-magic users; community pillars; practitioners of folk magic |
| Melvin Blevins | Iconic Appalachian figure; helper/handyman archetype |
| J.T. Fields III | Trickster entity; independent of Inner Dark and Green |
The verb in "I am a [Descriptor] [Type] who [Focus]."
The adjective in "I am a [Descriptor] [Type] who [Focus]."
* Blockading = making illegal whiskey / moonshine.
† Magic skills require training; untrained = inability.
| Levels | Cost (no Edge) | Edge 1 | Edge 2 | Edge 3 (free!) |
|---|---|---|---|---|
| 1 | 3 | 2 | 1 | 0 |
| 2 | 5 | 4 | 3 | 2 |
| 3 | 7 | 6 | 5 | 4 |
| 4 | 9 | 8 | 7 | 6 |
| 5 | 11 | 10 | 9 | 8 |
A GM Intrusion introduces a complication. The player receives 1 XP and must give 1 XP to another PC. The player may refuse by spending 1 XP (except on a natural 1, which cannot be refused).
Quick Intrusion Ideas:
Cyphers are single-use magical items — usually folk-crafted objects with a hidden power. Characters can carry a limited number (typically 2 at Tier 1).
Creature level determines everything: to hit them, to resist their attacks, their damage, and their health. Level × 3 = target number. Level × 3 = health (usually).
| Level | TN to Hit / Resist | Typical Health | Damage |
|---|---|---|---|
| 1 | 3 | 3 | 2 pts |
| 2 | 6 | 6 | 3 pts |
| 3 | 9 | 9 | 4 pts |
| 4 | 12 | 12 | 5 pts |
| 5 | 15 | 15 | 6 pts |
| 6 | 18 | 18 | 7 pts |
| 7 | 21 | 21 | 8 pts |
| 8 | 24 | 24 | 9 pts |
| 9+ | 27+ | 27+ | 10+ pts |
Low Things — empty human shells animated by the Dark. They appear nearly normal until close up. Silently and persistently pursue their quarry. Vulnerability: salt, iron, haint-blue. Sigil and Thread cypher can destroy or bind them.
Something wearing the shape of a deer. Wrong proportions, wrong movement, too-knowing eyes. An independent entity — neither Green nor Dark — shaped by years of folk belief. Approach with caution; it may be curious rather than hostile.
Low Things — hunting dogs of the Inner Dark. They run silent until they want to be heard, then they howl. Tracking them back to their origin can reveal deeper threats.
An independent entity that rides the rails. Sometimes helpful, sometimes a herald of disaster. Appears as a man in railroad clothes who shouldn't exist. Bargaining with him is possible but costly.
| Category | Price | Examples |
|---|---|---|
| Inexpensive | $3 or less | Bedroll, rope (50 ft), lantern, compass, journal, flashlight, book |
| Moderate | $5–10 | Boots, groceries (1 week), doctor's bag, travel pack, wheelbarrow |
| Expensive | $20–50 | Bicycle, camera, moonshine (1 gal), saddle, suit, watch |
| Very Expensive | $100+ | Land (couple acres), horse ($200), radio ($200), piano ($150) |
| Exorbitant | $500+ | Barn ($1,500), car ($2,000), house ($3,000) |
Train fare: $5 station to station (B&L line). Tweetsie full route: $7. Lodging: $1–2/night basic; $5/night high-end.
Character arcs are personal goals driving advancement. Suggest these when a PC needs direction.
Notes are saved automatically to your browser (key: ogoa_notes).