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.