The schloss grausbad affair

Umpire Information - Magic and extra rules

MAGIC!

Magicians, that is persons having magic powers, have at least one unusual ability. This could be fortune telling by various means, extra sensory perception or the ability to recognise occult powers or beings.

Each Magician is rated by their Maximum Magic Power (MMP) This is reduced if the Magician is tired or wounded. After a spell has been cast, Magic Power is recovered at 1 per move not expending a fatigue point or 2 resting, up to Maximum Magic Power.

Spell Casting

If a player running a Magician wishes him or her to cast a spell the Games Master will set the Target (TS) of Magic Power Units (MPUs) needed for success. This may well be beyond the powers of the Magician! Then D6 + MMP – TS = 1+ spell cast, 0 fails but Magician may attempt again immediately at a cost of 1 fatigue point and deducting 1 from the dice, -1- fails altogether.

If failed the spell may not be attempted again until another day.   

Occult Wards

Silver Crosses, Crescents or Stars of David diced D6 within 6”.

Ghosts FV2, Gremlins FV3, Demons FV4, Werewolves FV2, Vampires FV3.

The possession of a Ward Adds 1 to ADT dicing against occult Frights.

Clove of Garlic within 3”, Werewolves FV2, Vampires FV 4

Wolf’s Bane within 3”, Werewolves FV 3, Wolves FV4

Lighting

SUN = bright sunlight, LLL normal daylight, DLL overcast daylight, D/L Gloomy half-light moonlight &c, DDL Dark range of vision limited, DDD pitch black (2” sight).  

Spells~  F= Factors $= success #= fail Vm = Victim

Dry Clothes~ To dry soaking wet clothes on a person D6 +MP+F = 5+ $

Summon a Ghost by name D6 + MP + F, 2 people -1, 3 -2, 4 -3, 5 -4

SUN -6, DLL -4, D/L -2, DDL 0, DDD +2  = 4+$

Call for a suspected ghost D6 + MP +F, 2 people present -1, 3 -2, 4 -3, 5 -4

SUN -6, DLL -4, D/L -2, DDL 0, DDD +2  = 6+$

Summon a suspected Gremlin D6 + MP +F, 2 people present -1, 3 -2, 4 -3, 5 -4

SUN -3, DLL -2, D/L -1, DDL 0, DDD +1 = 5+$

Summon a suspected Demon D6 + MP +F, - Rank of demon (1-6) 2 people -1, 3 -2,

4 -3, 5 -4 SUN -3, DLL -2, D/L -1, DDL 0, DDD +1, Silver ward -2 = 5+$

Lay a Gremlin Curse D6 + MP +F, Victim present +1, Vm close 0, Vm within a league -1, Vm distant -3, SUN -3, DLL -2, D/L -1, DDL 0, DDD +1 = N-5 gives rank of the Gremlin

Lay an evil eye Curse One that deducts 1 from every dice throw for character

D6 + MP +F Victim present +1, Vm close 0, Vm within a league -1, Vm distant -3, SUN -3, DLL -2, D/L -1, DDL 0, DDD +1 = 5+ $

Reveal Occult Presence D6 + MP +F, 2 people present -1, 3 -2, 4 -3, 5 -4

SUN -6, DLL -4, D/L -2, DDL 0, DDD +2  = 6+$

Mesmerise a person 3” D6 + MP +F – Class as a number. Fs, others present -1, nearby movement or loud noise -1, nearby fighting -3, Previously Mesmerized +2

= 8+ Mesmerized will obey immediate reasonable orders, 10+ Mesmerized plus will carry out a specific order when awakened if prompt given for one day,

n -11 = gives days will respond to prompt.

 

Fire Starting Rules

To ignite something D6 +FS (Fire Strike value) – FR (Fire Resistance of item) = 1+ ignited {up to 0.5”), 0 badly scorched, -1scorched, -2 singed -3- failed to ignite & unaffected.  Held Igniters Add +1 per two rounds held continuously: Tinderbox FS -2, Match -1, Lighter -1, Candle 0, Burning cloth 0, Torch +1, Burning wood +1, Burning Oil +2, 0.3” diameter fire +2, 0.6” d fire +3, 1.0” d fire +4, 1.5” d fire +5,

Thrown Igniters Match -4, Candle -3, Burning cloth -2, Torch -1, Burning wooden faggot -1, Burning Oil 0, Fire arrow -2.

Fire Resistances (Add 2 if wet) Thatch -2, Haystack -2, standing corn -1, heaped loose timber 0, Bushes & foliage 0, solid timber +3 (Huts, wagons boats roof shingles etc.), Half- timbered buildings +7.

Fire Spreading Once ignited fire spreads at the FSR (Fire Spread Rate) per round with the same material

Oil 1.0”, Standing Corn or Hay 0.7”, Brushwood 0.5”, Thatch 0.4”, Cloth 0.3”, Bushes 0.3”, Trees 0.2” Solid timber 0.1”.

Fire Against people and animals.  Fire Strike -3 = Fright Value of fire (0 or less not used.)

 1.0” diameter fire FV1, 1.5” d. fire FV2, 3.0” d. fire FV 3, 6.0” d. fire FV4, 12” d. fire FV5

Small Burning building FV2, House burning FV3, Large building burning FV 4     

Persons D6 +FS (+1 if unclothed) 1- OK, 2 singed clothes, 3 minor burns -1 Me & Mo, 4 Bad burns -2 Me & Mo, 5 Severe burns -3 Me & Mo, 6 Crippled in agony, 7 Apparently dead, 8+ Definitely dead!

 

Cattle Grids walking men -1” women -2”. Running D6  3+ OK, 2  hurt -1” to all moves 1 -2” to all moves. 

Impassable to normal  livestock. Stampeding beasts D6 +F Cows -1, sheep -2 Goats -2 Pigs -3 = 2+ OK 1 trapped D6 5+ to escape 0- stuck need help to be freed. {Planks needed to allow horse drawn vehicles to cross. These usually left beside Grid. Takes one man 3 rounds to emplace.

 

Climbing over High broken glass topped walls Pst AvD –2 (+1 if cloth or newspaper used)

 

Saga Apparently Dead Recovery Dicing

D10 + 1 if treated within 3 moves. 9 Fully recovered by next day, 7+ wounded D10+2 days to recover, 5+ sore wounded D20 + 10 days to recover, 4 mortally wounded D6 days to die. 3- DEAD!

Wound Recoveries

Sore wounded (-3) D20 + 10 total days to recover divided by three, first third –3, second –2 and last –1 to move, melee and firing hit chances. Wounded D10+2 days to recover divided by two first half –1 and second –1. Flesh wounded D6 days at –1 to recover.

 

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