Nachtberg

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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:

Map of Nachtberg

EastMarch.jpg

System

ONE-SYSTEM GUMSHOE
Rules as per Gumshoe SRD RAW, except that the system for investigative abilities is extended to cover all skills. Players invest between 1 to 4 points in each of the (just) twelve general muti-purpose skills, most of which encompass both investigate knowledge and competence in action, e.g outdoorsmanship can be used to identify tracks, animals, etc. but also make a camp, read the stars and find mushrooms. Having just one point in a particular ability is sufficient to either I) get an GM- intended minimum investigative clue , or II) perform a skill at a basic level of competence. Players can spend points to get better, more revealing clues in situations where the GM says this is possible, or to perform skills more decisively. In the case of general skills, the GM may rarely demand points be expended if the difficulty of a task is unusually high, e.g. to resist a greater vampire’s domination may require a point spend of will, rather than the default zero spend needed for lesser tests.