Difference between revisions of "Nachtberg"

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(System)
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Skills  work in exactly the same way whether they are being used investigatively to find clues, or to perform actions. Roll 1d6 and add your core for the relevant skill. Usually the outcomes are as follows:
 
Skills  work in exactly the same way whether they are being used investigatively to find clues, or to perform actions. Roll 1d6 and add your core for the relevant skill. Usually the outcomes are as follows:
*1: you fail at the task completely
+
*1-2: you fail at the task completely
*2-3: you almost fail/ barely succeed ; extra time is needed or the character needs to expend
+
*3-4: you almost fail/ barely succeed, getting only a basic clue or performing an action after extra time or effort
*4-6: you succeed comfortably
+
*5-6: you succeed comfortably, getting the basic clue more easily or performing the action without undue stress
 
*7,7+: you succeed superbly, eliciting an additional clue, or performing an action with panache
 
*7,7+: you succeed superbly, eliciting an additional clue, or performing an action with panache
  
The GM may sometimes apply a penalty if the difficulty of a task is unusually high, e.g. to resist an actual vampire’s stare a penalty of -1. Punching out a tavern thug would be a standard fight roll, but a GM might apply a -1 pemalty for a fracas with a werewolf, or -2 if it is the Wolfman himself! <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 -1 to resist an actual vampire’s stare. Punching out a tavern thug would be a standard fight roll, but a GM might apply a -1 penalty for a fracas with a werewolf, or -2 if it is the Wolfman himself! <br/>
  
  
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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/>
 
<br/>
 +
Players can make up for shortfalls in rolls, or increase them to get extra clues by spending FORTUNE POINTS. They have five of these at start of play.
 +
<br/>
 +
Players can also spend FORTUNE POINTS to soak up damage, OR soak up 2 points of damage by accepting a -1 penalty for the rest of the scene. 3 points if until the character can recuperate body or soul with a good night's rest, recuperation, etc. .
 +
<br/>
 +
<br/>
 +
Guns, weapons, swords add +1 to fight results. Rifles and revolvers +2. A falling boulder may cause 2-4 damage if not evaded.
 +
<br/>
 +
Shooting in  fight?
  
 
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.
 
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.

Revision as of 18:21, 18 November 2018

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.

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.

hOMERULES:
SKILLS


'CLASSES' BACKGROUND EDGE TAKEN AT START OF PLAY :

  • 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 GUMSHOESQUE SYSTEM
Rules are inspired by the 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 3 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.

  • A score of 1 means your character is actually quite competent in this area, picking up basic clues and usually succeed at moderately challenging task.
  • With a score of 2 they are experts in this area
  • With a score of 3 they are well-seasoned and/or extremely talented in this area

Players assign twenty points to the skills at chargen. If players buy at least one point in a skill, one sub-skill can be asterisked (*). This increases its level by a further 1 step (1 to 2, 2 to 3, 3 to '4'= famously skilled).

Skills work in exactly the same way whether they are being used investigatively to find clues, or to perform actions. Roll 1d6 and add your core for the relevant skill. Usually the outcomes are as follows:

  • 1-2: you fail at the task completely
  • 3-4: you almost fail/ barely succeed, getting only a basic clue or performing an action after extra time or effort
  • 5-6: you succeed comfortably, getting the basic clue more easily or performing the action without undue stress
  • 7,7+: you succeed superbly, eliciting an additional clue, or performing an action with panache

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 -1 to resist an actual vampire’s stare. Punching out a tavern thug would be a standard fight roll, but a GM might apply a -1 penalty for a fracas with a werewolf, or -2 if it is the Wolfman himself!


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


PHYSIQUE and WILL are less likely useful for investigative purposes; all others are 'dual' (investigative and practical)
Players can make up for shortfalls in rolls, or increase them to get extra clues by spending FORTUNE POINTS. They have five of these at start of play.
Players can also spend FORTUNE POINTS to soak up damage, OR soak up 2 points of damage by accepting a -1 penalty for the rest of the scene. 3 points if until the character can recuperate body or soul with a good night's rest, recuperation, etc. .

Guns, weapons, swords add +1 to fight results. Rifles and revolvers +2. A falling boulder may cause 2-4 damage if not evaded.
Shooting in fight?

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:

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 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)

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.

Map of Nachtberg

EastMarch.jpg

System

ONE-SYSTEM GUMSHOE
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.

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.


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!


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


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.

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.

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:

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 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)

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.