Difference between revisions of "Nachtberg"

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[IC thread.https://forum.rpg.net/index.php?threads/ic-trail-of-count-nachtberg.838040/]
  
 
== Nachtberg ==
 
== Nachtberg ==
High in the Bavarian Alps the latest of the ancient Falkenstein line takes his place as the new masterof Castle X. Rumors abound that his land teams with monsters-werewolves, ghouls and the like. A group of adventurers wish to vist the town of Silver towers and find the cause of the legends. A priest, journalist, ex-soldier and jewel thief.   <br/>
+
High in the Bavarian Alps stands mountain-girt Nachtberg. Rumors abound that this land teams with monsters-werewolves, ghouls and the like.<br/>
 +
 
 +
== Map of Nachtberg ==
 +
 
 +
[[File:EastMarch.jpg]]
 +
 
 +
==Background==
 +
The Barony of Nachtberg is a remote region high in the central Alps. Despite its relative backwardness it has opened somewhat in recent years to visitors. The new steam-train  connection at Altdorf, as well as a growth of interest in sports like hiking and climbing has attracted a few tourists. So too has the region's romantic , if macabre history. Apart from the usual tales of vampires and werewolves, a story has been popularized in magazines and books concerning long-dead ancestors of the present Nachtberg incumbent.  These medieval figures are said to have been descended from the Devil himself. A Crusader,  Baron Manfred the Gentle,  was accused of turning traitor by forming an alliance with Saracens.  A furious arch-bishop (some tales say the Pope himself) cursed the Baron on his return so he would be barren, unable to sire future traitors of Christendom. His wife, in revenge, lay with the Prince of Darkness and sired a new line. These descendants became monsters who persecuted local townsfolk. In the story a heroic woodcutter enters the Nachtbergs' resting place and kills them as they slumber by day. 
 +
<br/>
 +
==Characters==
 +
===Korvettenkapitän Ercole Tremari, on His Majesty's Security Service===
 +
 
 +
His Majesty inquires and Ercole is one of the methods by which he receives an answer. Ercole is a well attuned sensory organ, always prepared to take on His Majesty's many foes.<br/>
 +
 
 +
*CLASS 2 *connections
 +
*FIGHT 1 *fisticuffs
 +
*HANDINESS 1 *preparedness
 +
*INFLUENCE 2 *lead
 +
*LANDSMAN 1 *read stars
 +
*MILITARY 2 *command
 +
*PHYSIQUE 2 *health
 +
*SCHOLARSHIP
 +
*SCIENCE!
 +
*WILL 2 *interrogate
 +
*WITS 2 *cold read
 +
*VILLAINY
 +
 
 +
Gear: Imperial Warrant, Naval cutlass, LeMat pistol, comfortable greatcoat.<br/>
 +
Motivation: Anything that upsets the peace of the realm must be dealt with swiftly and firmly.<br/>
 +
 
 +
===Kurt Muller von Landauer===
 +
 
 +
Kurt is the third son of a poor branch of a minor aristocratic family. He attended university by the grace of a rich second-uncle, who has since cut Kurt off from any funds for spending his time reveling insteady of studying. He was involved enough in his studies, but to the chagrin of that uncle and Kurt's father it wasn't anything they deemed serious, like law. Kurt's father wants him to become a clerk, and he will, but not before he has his last bit of fun.<br />
 +
Appearance: http://tinypic.com/r/2i75kyt/9 <br />
 +
 
 +
*CLASS 1 *impress
 +
*FIGHT 1 *fencing
 +
*HANDINESS 0
 +
*INFLUENCE 2 *persuade
 +
*LANDSMAN 1 *ride
 +
*MILITARY 0
 +
*PHYSIQUE 1 *health
 +
*SCHOLARSHIP 2 *history
 +
*SCIENCE! 2 *geography
 +
*WILL 2 *discipline
 +
*WITS 2 *notice
 +
*VILLAINY 1 *deceit
 +
 
 +
Gear: his books, primarily. Pad and pen. A favorite beer stein. Not enough money to show off, but enough to be comfortable for a little while. An academic saber he  borrowed (stole) from his student corps. His final nice pair of trousers, vest, and coat; the shirt that goes with them is worn out and everything else is too.<br />
 +
Motivation in the setting: to see Europe before he goes home and works for some factory magnate or civil official. Castle Nachtberg is full of romance, or so he hears. He not-so-secretly hopes for some opportunity that will rescue him from a life of the mundane.<br />
 +
 
 +
===Vincent McLeod, Adventurer===
 +
A military veteran and roustabout, Vincent is now walking across Europe seeking adventure and excitement!
 +
*CLASS 1 *Intimidate
 +
*FIGHT 2 *Fisticuffs
 +
*HANDINESS 2 *Preparedness
 +
*INFLUENCE 1 *Leadership
 +
*LANDSMAN 2 *Tracking
 +
*MILITARY 2 *Guns
 +
*PHYSIQUE 2 *Endurance
 +
*SCHOLARSHIP 0
 +
*SCIENCE! 0
 +
*WILL 2 *Discipline
 +
*WITS 1 *Notice
 +
*VILLAINY 0
 +
 
 +
Gear: Hard-wearing clothes, outdoors gear, high-quality pistol <br/>
 +
Motivation in the setting: Vincent wants to get involved in dangerous, exciting situations. He runs towards danger and meets it with both fists!<br/>
 +
 
 +
 
 +
===Madam Rose, Gypsy fortune-teller===
  
An invetgiation game. A benny refresh (keeping surplus bennies) make excellent investigative progress through initiative. Bennies for indoividual players if they make some progress. No bennies provided if the GM moves the action on with fiat or ex machina clues.  
+
Rozanna Martinescu is an East-European Romani. She was born with the Sight, which allows her glimpses into the web of Fate. As “Madam Rose”, she uses it to make money as a seer, though she supplements her gift with uncanny insight and inspired theatrics.<br/>
  
hOMERULES:<BR/>
+
*CLASS
SKILLS <BR/>
+
*FIGHT 1: knife-fight*
 +
*HANDINESS 1: cook*
 +
*INFLUENCE 2: charm*
 +
*LANDSMAN 1: gather food*
 +
*MILITARY
 +
*PHYSIQUE 1: health*
 +
*SCHOLARSHIP 2: religion and occult*
 +
*SCIENCE! 1: astronomy*
 +
*WILL 2: courage*
 +
*WITS 2: cold read*
 +
*VILLAINY 2: deceit*
  
 +
Appearance: Adrienne Barbeau in “Carnivale” <br/>
  
 +
Gear: old covered wagon, deck of tarot cards, sharp knife. Wears a red dress with a black shawl.<br/>
  
'CLASSES' BACKGROUND EDGE TAKEN AT START OF PLAY :  
+
Motivation: She had a dream about a dangerous threat to her clan. She left it to follow the strands of Fate, in the hopes of averting this disaster. This reporter is somehow connected to the grand scheme.<br/>
*GENTLEMAN- , horsemanship, persuasion and  and Start at d4. +2 to CK rolls concerning gentlemany pursuits, family history, etc.  
 
*Ex-soldier- athletics,shooting and fighting are class skills. +2 to CK rolls concerned with miltary equipment, hsitory,
 
*scoundrel -pracktic, stealth and streetwise are class skills. +1 to streetwise rolls and larceny
 
*journalist -records, persuasion are class skills  +3 to CK rolls
 
*presit:
 
===System===
 
  
PbP GUMSHOE-LIKESYSTEM<br/>
+
===Fritz Reinhold===
Rules are inspired by the Gumshoe SRD RAW, in which players move the story/investigation on by spending from discrete point pools, each representing one of a list of investigative skills. In this simplified version of the game, pools are fixed at 0, 1 or 2, mainly since it’s a drag to keep tabs on lists of fluid pools when doing PbP. At chargen, players invest 0,  1 or 2 points in each of the (just twelve)  general multi-purpose skills,  most of which cover '''both investigate knowledge AND practical competence''' , e.g ''LANDSMAN'' can be used to identify tracks, animal fur, etc. as clues but also reflects the character's practical ability to hunt, make camp , read the stars, etc. <br/>
 
  
A score of even 1  means your character is actually quite competent in this area, hopefully picking up basic clues and usually succeeding at moderately challenging tasks. With a score of 2 they are  experts . Players assign 15 points to the skills at chargen. If players buy at least one point in a skill, one sub-skill can be asterisked (*). These 'specialist' abilities can be performed  at the next higher step (1 to 2, 2 to 3; 3 is the highest natural level possible , famously skilled). <br/>
+
*1 CLASS-connections
 +
*1-FIGHT knife-fight,
 +
*2-HANDINESS fix
 +
*1-INFLUENCE persuade,
 +
*1-LANDSMAN track
 +
*1-MILITARY guns
 +
*PHYSIQUE
 +
*1-SCHOLARSHIP languages
 +
*2- SCIENCE! Medicine
 +
*1-WILL interrogate
 +
*2- WITS notice
 +
*2- VILLAINY stealth
 +
 
 +
 
 +
Gear: Medical Gear, lockpicks, crowbar, shovel, hammer, revolver, knives, worn labcoat, heavy greatcoat with pockets on the inside for concealing crowbar, hammer, burglary tools </br>
 +
 
 +
Motivation: Fritz turned to graverobbing and gambling to pay his way through the university, and ended up supplementing that with patching up those who had gotten wounded on the dodgier side of the law. He met the missing journalist during his time at the university.Fritz Reinhold
 +
 
 +
==System==
 +
 
 +
It is inspired by the Gumshoe principle, in which players move the story/investigation on by spending from discrete point pools, each representing one of a list of investigative skills. In this simplified version of the game, pools are fixed at lower numbers 0, 1 or 2. This eliminates the drag of keeping  tabs on lists of multiple points pools. At chargen, players invest 0,  1 or 2 points in each of the (just twelve)  general multi-purpose skills,  most of which cover both investigate knowledge AND practical competence , e.g ''LANDSMAN'' can be used to identify tracks, animal fur, etc. as clues but also to hunt, read the stars, etc. These (smaller than RAW) pools stay static over the course of the game so records don't have to be updated. <br/> 
 +
 
 +
A score of even 1  means your character is actually quite competent in this area, hopefully picking up basic clues and usually succeeding at moderately challenging tasks. A score of 2 indicates they are  experts . Players assign 15 points to the skills at chargen. If players buy at least one point in a skill, one sub-skill can be asterisked (*). These 'specialist' abilities can be performed  at the next higher step (*1= 2, *2 =3).  3 can only be achieved in this way, and  is the highest natural rank possible - 'famous specialist' level.<br/>
  
 
The twelve generic skills are:
 
The twelve generic skills are:
*CLASS title, wealth, equipment, manners, fashion, connections, bribe, ''intimidate''
+
*CLASS impress, wealth, equipment, manners, fashion, connections, bribe, ''intimidate''
 
*FIGHT combat knowledge, fisticuffs, wrestle, leap and kick, fencing, knife-fight, antique weapon  
 
*FIGHT combat knowledge, fisticuffs, wrestle, leap and kick, fencing, knife-fight, antique weapon  
 
*HANDINESS fix, sew, cook, smith, ''lockpick'', 'preparedness' (from RAW)  
 
*HANDINESS fix, sew, cook, smith, ''lockpick'', 'preparedness' (from RAW)  
Line 30: Line 130:
 
*LANDSMAN ''ride'', drive, survival, gather food, read stars, track, camp, ''stealth'', ''guns''  
 
*LANDSMAN ''ride'', drive, survival, gather food, read stars, track, camp, ''stealth'', ''guns''  
 
*MILITARY soldier talk, command, milhist, ''guns'', miltech, ''ride''
 
*MILITARY soldier talk, command, milhist, ''guns'', miltech, ''ride''
*PHYSIQUE '''health''', might, endurance, swim, climb, throw, jump
+
*PHYSIQUE '''health''', might, endurance, swim, climb, throw, jump, run
*SCHOLARSHIP history, trivia, art, architecture, religion and occult, languages
+
*SCHOLARSHIP history, current affairs, art, architecture, religion and occult, languages
 
*SCIENCE! medicine, astronomy, chemistry, geology, geography
 
*SCIENCE! medicine, astronomy, chemistry, geology, geography
 
*WILL courage, faith, discipline, ''intimidate'', interrogate
 
*WILL courage, faith, discipline, ''intimidate'', interrogate
Line 38: Line 138:
 
<br/>
 
<br/>
 
PHYSIQUE and WILL  are less likely useful for investigative purposes; all others are 'dual' (investigative and practical)
 
PHYSIQUE and WILL  are less likely useful for investigative purposes; all others are 'dual' (investigative and practical)
 
+
<br/>
 
 
Skills  work in exactly the same way whether they are being used investigatively to find clues, or to perform actions. To resolve a skill action in either case, roll 1d6 and add the relevant skill level.  Outcomes are as follows:
 
Skills  work in exactly the same way whether they are being used investigatively to find clues, or to perform actions. To resolve a skill action in either case, roll 1d6 and add the relevant skill level.  Outcomes are as follows:
*1-3:  you fail  in any practical task; for an investigation roll the GM may still give basic trail clues  
+
*1-3:  you fail  in any practical task; for an investigation roll, the GM may still give basic trail clues  
*4,4+: you succeed, getting basic trail clues and extra clues if these are available; complete practical tasks successfully.  
+
*4,4+: you succeed, getting basic trail clues and extra clues if these are available; complete practical tasks successfully.
 +
<br/>
 +
Strong rolls (e.g. 6 or 7) indicate the task has been achieved with special panache. Very strong rolls (e.g. 8 or 9) indicate the task has been achieved remarkably successfully and the GM may provide an extra positive outcome. 
 +
<br/>
 +
As in RAW the GM may decide that a task is harder than normal, applying a penalty modifier. To identify footprints on a clean floor or  resist a powerful vampire’s stare, say, a  -2 penalty might be applied.
  
==Combat===
+
==Combat==
In a typical combat:
+
For a typical combat roll:
 
*1-3: no damage
 
*1-3: no damage
 
*4+: opponent takes damage for every point over 4 (e.g. a roll of 6 does 2 damage)  
 
*4+: opponent takes damage for every point over 4 (e.g. a roll of 6 does 2 damage)  
<br/>
+
 
In combat, If the party is properly outnumbered , apply additional penalty of -1. +1 E.g. party fight a pack of wolves, take a -1 penalty. If the opposite is true, eg several characters are fighting a lone vampire, gain +1.  
+
In '''an encounter with a proper monster''', a GM may apply a combat penalty representing its toughness, generally '''-2'''. So a GM might apply a -2 penalty for a fracas with a typical werewolf, or -3 (-4?)  if it is the legendary Wolfman himself!. <br/>
 +
 
 +
In combat, If the party is properly '''outnumbered''' an additional penalty of '''-1''' is applied. +1 E.g. party of 3 fight a pack of 5 wolves, take a -1 penalty. If the opposite is true, e.g. several characters are fighting a lone vampire, gain +1 to rolls.  
 
<br/>
 
<br/>
  
 +
Brawl fighting. In a brawl facing '''multiple lesser foes''',  a character can target two opponents at a time, taking '''a voluntary -2 multi-action penalty'''. They roll twice with the -2 penalty. With the GM's permission, 3 foes could be attacked similarly at -3, 4 at -4 and so on.
 
<br/>
 
<br/>
Brawl fighting. In a brawl facing multiple lesser foes,  a character can target two opponents at a time, taking a voluntary -2 multi-action penalty. They roll twice with the -2 penalty. With the GM's permission, 3 foes could be attacked similarly at -3, 4 at -4 and so on.
 
<br/>
 
 
The GM may sometimes apply a penalty if the difficulty of a task is unusually high, e.g. -2 to identify footprints on a clean floor, or -2 to resist a powerful vampire’s stare. Punching out a tavern thug would be a standard fight roll, but a GM might apply a -2 penalty for a fracas with a werewolf, or -4 if it is the Wolfman himself! <br/>
 
  
<br/>
+
'''Guns''' always do bonus damage as long as they hit (i.e. >=4) but  characters generally '''can't fire into combat''''''Pistols''' do '''+1'''; '''rifles and rapid fire revolvers''' (if used against a single target) do '''+2''''''Weapons''', e.g. swords add '''+1'''. Wrestling with a might of 2 or more also does +1 bonus damage.   
Guns always do bonus damage as long as they hit (i.e. >=4) but  characters generally can't fire into combat.  Pistols  do +1; rifles and rapid fire revolvers do +2.  Weapons, e.g. swords add +1. Wrestling with a might of 2 or more also does +1 bonus damage.   
 
 
<br/>
 
<br/>
  
Line 90: Line 191:
 
'''Party:''' <br/>
 
'''Party:''' <br/>
 
Jewel Thief, Guns 2, Fisticuffs 1, Health 1<br/>
 
Jewel Thief, Guns 2, Fisticuffs 1, Health 1<br/>
Circus strongman , Wrestle 3, Health 2<br/>
+
Circus strongman , Wrestle (=3), Health 2<br/>
 
Countess X, Fencing 2, Health  1 <br/>
 
Countess X, Fencing 2, Health  1 <br/>
 
Occultist , Guns 2, Health 1.<br/>
 
Occultist , Guns 2, Health 1.<br/>
 
'''Monster''' <br/>
 
'''Monster''' <br/>
Werewolf, leap and bite, 2, Health 3. Difficulty -2. <br/>
+
Werewolf, leap and bite, 2, Health (=3). Difficulty -2. <br/>
  
 
................................<br/>
 
................................<br/>
Line 114: Line 215:
  
  
Countesss X stabs with her sword stick, rolling 5+2= 7, doing 3 damage. The monster is killed and transforms into his human form- a local woodcutter!
+
Countesss X stabs with her sword stick, rolling 5+2= 7, doing 3+1 damage. The monster is killed and transforms into his human form- a local woodcutter!
 
 
== Map of Nachtberg ==
 
 
 
[[File:EastMarch.jpg]]
 
 
 
===System===
 
 
 
ONE-SYSTEM GUMSHOE <br/>
 
Rules are similar to Gumshoe SRD RAW, in which players move the investigation on by spending from discrete point pools, each representing one of a list of investigative skills. In this simplified version of the game, players invest between 1 to 5 points in each of the (just twelve)  general multi-purpose skills,  most of which cover both investigate knowledge AND practical competence , e.g ''LANDSMAN'' can be used to identify tracks, animal fur, etc. as evidence but also reflects the character's practical ability to hunt, make camp , read the stars, etc. <br/>
 
 
 
In RAW, having any points invested in a particular investigative  ability is sufficient for the character to reveal a GM-intended clue related to that ability, without spending points from the pool. Players can though also optionally spend points to get better, more revealing clues in situations where the GM says better info  is available.  <br/>
 
 
 
 
General skills now work just like investigative skills so that any investment of points in a skill means a character can perform a relevant task at a passable level of competence without spending points, but can spend points to perform actions more quickly or impressively. A small difference: the GM may sometimes demand points be expended if the difficulty of a task is unusually high, e.g. to resist an actual vampire’s stare may require a point spend of will, rather than the default zero spend needed for lesser will tests. Punching out a tavern thug does not require a point spend if the character has any points in fighting, but a GM might ask for a spend of two to survive an encounter with the Wolfman, or three or four points if the character wishes to win fame by beating him! <br/>
 
 
 
 
 
 
 
The twelve generic skills are:
 
*CLASS title, wealth, equipment, manners, fashion, connections, bribe, ''intimidate''
 
*FIGHT combat knowledge, fisticuffs, wrestle, leap and kick, fencing, knife-fight, antique weapon
 
*HANDINESS fix, sew, cook, smith, ''lockpick'', 'preparedness' (from RAW)
 
*INFLUENCE charm, reassure, bribe, money, persuade, lead
 
*LANDSMAN ''ride'', drive, survival, gather food, read stars, track, camp, ''stealth'', ''guns''
 
*MILITARY soldier talk, command, milhist, ''guns'', miltech, ''ride''
 
*PHYSIQUE might, endurance, swim, climb, throw, jump
 
*SCHOLARSHIP history, trivia, art, architecture, religion and occult, languages
 
*SCIENCE! medicine, astronomy, chemistry, geology, geography
 
*WILL courage, faith, discipline, ''intimidate'', interrogate
 
*WITS notice, cold read, sense motive, sense danger, uncanny dodge
 
*VILLAINY lockpick, ''stealth'', gambling, street-talk, deceit, pickpocket
 
<br/>
 
PHYSIQUE and WILL  are less likely useful for investigative purposes; all others are 'dual' (investigative and practical)
 
 
 
Players assign twenty points to the skills at chargen. If players buy three or more points in one skill, one sub-skill can be asterisked. This reduces the point spend cost of this sub-skill by one, so that a three point spend costs two, a two point spend costs one, and ''a one point spend costs nothing''. <br/>
 
 
 
The notion of skill pools in the game is that they represent time that the character spends centre stage. Points are expended so that every character gets their turn, and a player does not resort repetitively to the same strengths and strategies. This concept is retained but the asterisked skill mans that players retain unusual competence in key skills even when their pool is emptied.<br/>
 
<br/>
 
 
 
Game is an investigative game with a story, plot that needs a modicum (though hopefully not too much !)attention to solve. Not ideal for a player not interested in such matters, scenery chewers.
 
 
 
An example character is:<br/>
 
 
 
'''Max Ludendorf, Jewel Thief''' <br/>
 
Although university educated and from a wealthy family of jewellers in Munich, Max never settled down to a life of commerce. He would rather steal jewels than buy them. Well mannered and charming, he easily infiltrates high society here finds easy pickings.  <br/>
 
 
 
*CLASS 2
 
*FIGHT 3  fencing*
 
*HANDINESS  3 preparedness*
 
*INFLUENCE 3 manners*
 
*LANDSMAN
 
*MILITARY 1
 
*PHYSIQUE 1
 
*SCHOLARSHIP 3 geology*
 
*SCIENCE!
 
*WILL 3 *courage
 
*WITS 3  uncanny dodge*
 
*VILLAINY 3 lockpick*
 
 
 
 
 
 
 
Gear: decent monies, good wardrobe and excellent gear purchased from the best tradesmen in Europe. He dresses in a leather overcoat, trilby and carries an ivory cane (actually a swordstick)<br/>
 
 
 
Motivation in the setting: Max wants to steal as many local jewels as he can, especially from the ancient line of Wolfenstein. He does have some morals-he would prefer not to harm common folk, unless they make themselves too inconvenience. He is also a thrillseeker, unable to resist the taste of danger.
 

Latest revision as of 08:12, 30 November 2018


[IC thread.https://forum.rpg.net/index.php?threads/ic-trail-of-count-nachtberg.838040/]

Nachtberg[edit]

High in the Bavarian Alps stands mountain-girt Nachtberg. Rumors abound that this land teams with monsters-werewolves, ghouls and the like.

Map of Nachtberg[edit]

EastMarch.jpg

Background[edit]

The Barony of Nachtberg is a remote region high in the central Alps. Despite its relative backwardness it has opened somewhat in recent years to visitors. The new steam-train connection at Altdorf, as well as a growth of interest in sports like hiking and climbing has attracted a few tourists. So too has the region's romantic , if macabre history. Apart from the usual tales of vampires and werewolves, a story has been popularized in magazines and books concerning long-dead ancestors of the present Nachtberg incumbent. These medieval figures are said to have been descended from the Devil himself. A Crusader, Baron Manfred the Gentle, was accused of turning traitor by forming an alliance with Saracens. A furious arch-bishop (some tales say the Pope himself) cursed the Baron on his return so he would be barren, unable to sire future traitors of Christendom. His wife, in revenge, lay with the Prince of Darkness and sired a new line. These descendants became monsters who persecuted local townsfolk. In the story a heroic woodcutter enters the Nachtbergs' resting place and kills them as they slumber by day.

Characters[edit]

Korvettenkapitän Ercole Tremari, on His Majesty's Security Service[edit]

His Majesty inquires and Ercole is one of the methods by which he receives an answer. Ercole is a well attuned sensory organ, always prepared to take on His Majesty's many foes.

  • CLASS 2 *connections
  • FIGHT 1 *fisticuffs
  • HANDINESS 1 *preparedness
  • INFLUENCE 2 *lead
  • LANDSMAN 1 *read stars
  • MILITARY 2 *command
  • PHYSIQUE 2 *health
  • SCHOLARSHIP
  • SCIENCE!
  • WILL 2 *interrogate
  • WITS 2 *cold read
  • VILLAINY

Gear: Imperial Warrant, Naval cutlass, LeMat pistol, comfortable greatcoat.
Motivation: Anything that upsets the peace of the realm must be dealt with swiftly and firmly.

Kurt Muller von Landauer[edit]

Kurt is the third son of a poor branch of a minor aristocratic family. He attended university by the grace of a rich second-uncle, who has since cut Kurt off from any funds for spending his time reveling insteady of studying. He was involved enough in his studies, but to the chagrin of that uncle and Kurt's father it wasn't anything they deemed serious, like law. Kurt's father wants him to become a clerk, and he will, but not before he has his last bit of fun.
Appearance: http://tinypic.com/r/2i75kyt/9

  • CLASS 1 *impress
  • FIGHT 1 *fencing
  • HANDINESS 0
  • INFLUENCE 2 *persuade
  • LANDSMAN 1 *ride
  • MILITARY 0
  • PHYSIQUE 1 *health
  • SCHOLARSHIP 2 *history
  • SCIENCE! 2 *geography
  • WILL 2 *discipline
  • WITS 2 *notice
  • VILLAINY 1 *deceit

Gear: his books, primarily. Pad and pen. A favorite beer stein. Not enough money to show off, but enough to be comfortable for a little while. An academic saber he borrowed (stole) from his student corps. His final nice pair of trousers, vest, and coat; the shirt that goes with them is worn out and everything else is too.
Motivation in the setting: to see Europe before he goes home and works for some factory magnate or civil official. Castle Nachtberg is full of romance, or so he hears. He not-so-secretly hopes for some opportunity that will rescue him from a life of the mundane.

Vincent McLeod, Adventurer[edit]

A military veteran and roustabout, Vincent is now walking across Europe seeking adventure and excitement!

  • CLASS 1 *Intimidate
  • FIGHT 2 *Fisticuffs
  • HANDINESS 2 *Preparedness
  • INFLUENCE 1 *Leadership
  • LANDSMAN 2 *Tracking
  • MILITARY 2 *Guns
  • PHYSIQUE 2 *Endurance
  • SCHOLARSHIP 0
  • SCIENCE! 0
  • WILL 2 *Discipline
  • WITS 1 *Notice
  • VILLAINY 0

Gear: Hard-wearing clothes, outdoors gear, high-quality pistol
Motivation in the setting: Vincent wants to get involved in dangerous, exciting situations. He runs towards danger and meets it with both fists!


Madam Rose, Gypsy fortune-teller[edit]

Rozanna Martinescu is an East-European Romani. She was born with the Sight, which allows her glimpses into the web of Fate. As “Madam Rose”, she uses it to make money as a seer, though she supplements her gift with uncanny insight and inspired theatrics.

  • CLASS
  • FIGHT 1: knife-fight*
  • HANDINESS 1: cook*
  • INFLUENCE 2: charm*
  • LANDSMAN 1: gather food*
  • MILITARY
  • PHYSIQUE 1: health*
  • SCHOLARSHIP 2: religion and occult*
  • SCIENCE! 1: astronomy*
  • WILL 2: courage*
  • WITS 2: cold read*
  • VILLAINY 2: deceit*

Appearance: Adrienne Barbeau in “Carnivale”

Gear: old covered wagon, deck of tarot cards, sharp knife. Wears a red dress with a black shawl.

Motivation: She had a dream about a dangerous threat to her clan. She left it to follow the strands of Fate, in the hopes of averting this disaster. This reporter is somehow connected to the grand scheme.

Fritz Reinhold[edit]

  • 1 CLASS-connections
  • 1-FIGHT knife-fight,
  • 2-HANDINESS fix
  • 1-INFLUENCE persuade,
  • 1-LANDSMAN track
  • 1-MILITARY guns
  • PHYSIQUE
  • 1-SCHOLARSHIP languages
  • 2- SCIENCE! Medicine
  • 1-WILL interrogate
  • 2- WITS notice
  • 2- VILLAINY stealth


Gear: Medical Gear, lockpicks, crowbar, shovel, hammer, revolver, knives, worn labcoat, heavy greatcoat with pockets on the inside for concealing crowbar, hammer, burglary tools

Motivation: Fritz turned to graverobbing and gambling to pay his way through the university, and ended up supplementing that with patching up those who had gotten wounded on the dodgier side of the law. He met the missing journalist during his time at the university.Fritz Reinhold

System[edit]

It is inspired by the Gumshoe principle, in which players move the story/investigation on by spending from discrete point pools, each representing one of a list of investigative skills. In this simplified version of the game, pools are fixed at lower numbers 0, 1 or 2. This eliminates the drag of keeping tabs on lists of multiple points pools. At chargen, players invest 0, 1 or 2 points in each of the (just twelve) general multi-purpose skills, most of which cover both investigate knowledge AND practical competence , e.g LANDSMAN can be used to identify tracks, animal fur, etc. as clues but also to hunt, read the stars, etc. These (smaller than RAW) pools stay static over the course of the game so records don't have to be updated.

A score of even 1 means your character is actually quite competent in this area, hopefully picking up basic clues and usually succeeding at moderately challenging tasks. A score of 2 indicates they are experts . Players assign 15 points to the skills at chargen. If players buy at least one point in a skill, one sub-skill can be asterisked (*). These 'specialist' abilities can be performed at the next higher step (*1= 2, *2 =3). 3 can only be achieved in this way, and is the highest natural rank possible - 'famous specialist' level.

The twelve generic skills are:

  • CLASS impress, wealth, equipment, manners, fashion, connections, bribe, intimidate
  • FIGHT combat knowledge, fisticuffs, wrestle, leap and kick, fencing, knife-fight, antique weapon
  • HANDINESS fix, sew, cook, smith, lockpick, 'preparedness' (from RAW)
  • INFLUENCE charm, reassure, bribe, money, persuade, lead
  • LANDSMAN ride, drive, survival, gather food, read stars, track, camp, stealth, guns
  • MILITARY soldier talk, command, milhist, guns, miltech, ride
  • PHYSIQUE health, might, endurance, swim, climb, throw, jump, run
  • SCHOLARSHIP history, current affairs, art, architecture, religion and occult, languages
  • SCIENCE! medicine, astronomy, chemistry, geology, geography
  • WILL courage, faith, discipline, intimidate, interrogate
  • WITS notice, cold read, sense motive, sense danger, uncanny dodge
  • VILLAINY lockpick, stealth, gambling, street-talk, deceit, pickpocket


PHYSIQUE and WILL are less likely useful for investigative purposes; all others are 'dual' (investigative and practical)
Skills work in exactly the same way whether they are being used investigatively to find clues, or to perform actions. To resolve a skill action in either case, roll 1d6 and add the relevant skill level. Outcomes are as follows:

  • 1-3: you fail in any practical task; for an investigation roll, the GM may still give basic trail clues
  • 4,4+: you succeed, getting basic trail clues and extra clues if these are available; complete practical tasks successfully.


Strong rolls (e.g. 6 or 7) indicate the task has been achieved with special panache. Very strong rolls (e.g. 8 or 9) indicate the task has been achieved remarkably successfully and the GM may provide an extra positive outcome.
As in RAW the GM may decide that a task is harder than normal, applying a penalty modifier. To identify footprints on a clean floor or resist a powerful vampire’s stare, say, a -2 penalty might be applied.

Combat[edit]

For a typical combat roll:

  • 1-3: no damage
  • 4+: opponent takes damage for every point over 4 (e.g. a roll of 6 does 2 damage)

In an encounter with a proper monster, a GM may apply a combat penalty representing its toughness, generally -2. So a GM might apply a -2 penalty for a fracas with a typical werewolf, or -3 (-4?) if it is the legendary Wolfman himself!.

In combat, If the party is properly outnumbered an additional penalty of -1 is applied. +1 E.g. party of 3 fight a pack of 5 wolves, take a -1 penalty. If the opposite is true, e.g. several characters are fighting a lone vampire, gain +1 to rolls.

Brawl fighting. In a brawl facing multiple lesser foes, a character can target two opponents at a time, taking a voluntary -2 multi-action penalty. They roll twice with the -2 penalty. With the GM's permission, 3 foes could be attacked similarly at -3, 4 at -4 and so on.

Guns always do bonus damage as long as they hit (i.e. >=4) but characters generally can't fire into combat. Pistols do +1; rifles and rapid fire revolvers (if used against a single target) do +2. Weapons, e.g. swords add +1. Wrestling with a might of 2 or more also does +1 bonus damage.

Example Character[edit]

Max Ludendorf, Jewel Thief'
Although university educated and from a wealthy family of jewellers in Munich, Max never settled down to a life of commerce. He would rather steal jewels than buy them. Well mannered and charming, he easily infiltrates high society here finds easy pickings.

  • CLASS 1 *money
  • FIGHT 2 *fencing*
  • HANDINESS 1 preparedness
  • INFLUENCE 2 *charm
  • LANDSMAN
  • MILITARY 1 *guns
  • PHYSIQUE 1 *health (power player!)
  • SCHOLARSHIP 2 *geology ('this diamond is full gazy')
  • SCIENCE!
  • WILL 1 *courage
  • WITS 2 *uncanny dodge
  • VILLAINY 2 *lockpick


Gear: decent monies, good wardrobe and excellent gear purchased from the best tradesmen in Europe. He dresses in a leather overcoat, trilby and carries an ivory cane (actually a swordstick)

Motivation in the setting: Max wants to steal as many local jewels as he can, especially from the ancient line of Wolfenstein. He does have some morals-he would prefer not to harm common folk, unless they make themselves too inconvenient. He is also a thrillseeker, unable to resist the taste of danger.

Combat example. Party versus werewolf[edit]

Party:
Jewel Thief, Guns 2, Fisticuffs 1, Health 1
Circus strongman , Wrestle (=3), Health 2
Countess X, Fencing 2, Health 1
Occultist , Guns 2, Health 1.
Monster
Werewolf, leap and bite, 2, Health (=3). Difficulty -2.

................................

The party encounter a werewolf in the forests near the lakeside. Seeing it, each must make a courage roll of 4 or more. Each rolls 1d6 and adds WILL/courage. All manage to get >4, except the occultist who flees.

............................
The GM assigns the physical battle itself a difficulty mod of -2. This abstract modifier represents the monster's supernatural toughness, plot immunity, etc.

The GM allows the jewel thief to shoot before melee begins as he said he was carrying his pistol loaded with a silver bullet. The Thief rolls 5 , then adds his Guns skill of 2 =7. After subtracting the difficulty rating of 2 this is reduced to 5. The bullet therefore does 1 damage, with an extra +1 weapon bonus. Ww is down to 1 health.


Melee begins. The Order of action is determined once, according to the characters’ pool in their chosen method of combat. This gives us: 1. Werewolf, Strongman
2. Jewel Thief, Circus Strongman


The Strongman attacks the werewolf, rolling 2 plus wrestle 3 = 5. Enough to do 1 damage and bring the WW down to 0 health. But the WW attacks simultaneously, rolling 4 + 2 leap and bite. He does 2 damage to the strongman, bringing him to 0 health .


Countesss X stabs with her sword stick, rolling 5+2= 7, doing 3+1 damage. The monster is killed and transforms into his human form- a local woodcutter!