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Old Gods of Appalachia Roleplaying Game

Core Rulebook
Protect family, community, and home from eldritch forces stirring beneath early 20th-century Appalachia
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horrorhistorical
HorrorPlayer-Only RollsTheater of the MindCharacter BuildingCharacter-DrivenNarrativeLow-PrepLicensed IP
Languages: English
Diced20
System FamilyCypher System
Cost$$
LicenseAll Rights Reserved
PublisherMonte Cook Games
Year2023
Complexity Medium
Accessibility Medium
Runnability Very High

Core Mechanic

The GM rates a task from difficulty 0 to 10 and multiplies it by 3 for the target number; difficulty 0 succeeds automatically. When a roll is required, players roll a d20 for tasks, attacks, and defenses and succeed by meeting or beating the target. Skills, assets, and Effort spent from Might, Speed, or Intellect Pools ease the difficulty; Edge reduces those Pool costs.

Best For

Groups seeking community-rooted horror in early 20th-century Appalachia, with player-controlled risk spending and theater-of-the-mind action. It suits GMs who prefer flexible adjudication and explicit horror-safety conversations.

Highlights

Character arcs award XP for steps in GM-approved arcs and for climaxes even when their final goals fail, keeping personal stories mechanically active. Single-use cyphers turn folk charms and strange objects into frequently changing powers, encouraging players to spend unusual tools instead of hoarding them. What Wakes Mode widens the natural-roll range for GM intrusions until a ten-hour recovery roll resets it, turning supernatural attention into escalating mechanical pressure.

Considerations

Stat Pools serve as both health and spending resources, so Effort and abilities can leave characters less able to absorb harm. The GM sets task difficulties and decides when to introduce complications, placing much of the game's consistency in GM adjudication. The game is built around alternate Appalachia in the 1920s and 1930s rather than a portable generic-horror setting.