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	<updated>2026-05-02T14:24:54Z</updated>
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	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Conan_Chronicles)&amp;diff=8551</id>
		<title>Campaign Rules (Conan Chronicles)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Conan_Chronicles)&amp;diff=8551"/>
		<updated>2026-04-12T17:14:39Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Adventure Start Rules =&lt;br /&gt;
&lt;br /&gt;
These rules apply at the &amp;#039;&amp;#039;&amp;#039;beginning of a new adventure&amp;#039;&amp;#039;&amp;#039; only — not at the start of individual sessions. They govern how characters set up their inventory, adjust their traits, and determine starting funds before play begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Inventory ==&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Starting Gear ===&lt;br /&gt;
&lt;br /&gt;
At the start of a new adventure, each character may begin with any mundane gear that makes sense given the campaign setting and the character&amp;#039;s location and circumstances. Use good judgment — if it&amp;#039;s plausible the character would have it, they can have it.&lt;br /&gt;
&lt;br /&gt;
* All gear acquired this way is assumed to be &amp;#039;&amp;#039;Good quality&amp;#039;&amp;#039; by default (per GURPS 4e equipment quality levels: Cheap → Good → Fine → Very Fine).&lt;br /&gt;
* Rare or unusual items, or anything that might strain plausibility, require GM approval. The GM may resolve borderline cases with a &amp;#039;&amp;#039;Universe Reaction Roll&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Upgrading Gear ===&lt;br /&gt;
&lt;br /&gt;
Once your adventure inventory is established, you may attempt to upgrade any item that has applicable quality levels, features, modifiers, or options (e.g. weapons, armour, tools).&lt;br /&gt;
&lt;br /&gt;
Make a &amp;#039;&amp;#039;Universe Reaction Roll&amp;#039;&amp;#039;. The result determines the outcome:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Result !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Very Good&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Two&amp;#039;&amp;#039;&amp;#039; quality shifts, or feature improvements upward. &amp;#039;&amp;#039;Example: Good → Fine → Very Fine&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Good&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;One&amp;#039;&amp;#039;&amp;#039; quality shift upward. &amp;#039;&amp;#039;Example: Good → Fine&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Neutral&amp;#039;&amp;#039;&amp;#039; || No change. The item stays as-is.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Poor&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;One&amp;#039;&amp;#039;&amp;#039; quality shift downward. &amp;#039;&amp;#039;Example: Good → Cheap&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bad&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Two&amp;#039;&amp;#039;&amp;#039; quality shifts downward. The item may be dangerously degraded — it might break on first use, carry hidden flaws, or otherwise cause problems. GM discretion applies; have fun with it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Caveats ====&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Signature Gear:&amp;#039;&amp;#039;&amp;#039; Characters with Signature Gear must have the appropriate character points spent to cover the item&amp;#039;s cost. &amp;#039;&amp;#039;&amp;#039;Poor&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Bad&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Reaction Roll&amp;#039;&amp;#039; results have no effect on Signature Gear — the universe won&amp;#039;t trash something that central to your character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Purchased gear:&amp;#039;&amp;#039;&amp;#039; Items bought outright with money may be acquired at any quality level the character can afford, with no &amp;#039;&amp;#039;Reaction Roll&amp;#039;&amp;#039; required.&lt;br /&gt;
&lt;br /&gt;
Once inventory is finalised, it is &amp;#039;&amp;#039;&amp;#039;locked in&amp;#039;&amp;#039;&amp;#039;. Any changes after this point must occur through &amp;#039;&amp;#039;&amp;#039;in-play means&amp;#039;&amp;#039;&amp;#039; — buying, finding, trading, or crafting — and require money or other in-game resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Atrophy and Advancement ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of a new adventure, players may redistribute character points to reflect the passage of time, shifting priorities, new experiences, or fading skills. This represents what has changed for the character between adventures.&lt;br /&gt;
&lt;br /&gt;
Normal between-session point expenditure (from earned character points) proceeds as usual and is separate from these rules.&lt;br /&gt;
&lt;br /&gt;
=== Atrophy ===&lt;br /&gt;
&lt;br /&gt;
Any &amp;#039;&amp;#039;&amp;#039;skill, levelled trait, attribute, or language&amp;#039;&amp;#039;&amp;#039; may be reduced by &amp;#039;&amp;#039;&amp;#039;1 level&amp;#039;&amp;#039;&amp;#039; to reclaim the points that were spent on it.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;You cannot atrophy a trait away entirely.&amp;#039;&amp;#039;&amp;#039; A skill cannot drop below the level 1pt would place it at, and a trait cannot be removed completely through atrophy.&lt;br /&gt;
&lt;br /&gt;
=== Advancement ===&lt;br /&gt;
&lt;br /&gt;
Points recovered through atrophy may be immediately reallocated to:&lt;br /&gt;
&lt;br /&gt;
* New skills&lt;br /&gt;
* Increases to existing skills&lt;br /&gt;
* Traits&lt;br /&gt;
* Improved Attributes&lt;br /&gt;
* Languages and Cultural Familiarities&lt;br /&gt;
* Paying off disadvantages&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Skill levels may only &amp;#039;&amp;#039;&amp;#039;increase by 1&amp;#039;&amp;#039;&amp;#039; through this process (you can&amp;#039;t jump multiple levels at once).&lt;br /&gt;
* You cannot acquire traits that would not have been available to your character from the start of the campaign. &amp;#039;&amp;#039;Example: If your character did not begin with Magery, you cannot acquire it through advancement.&amp;#039;&amp;#039;&lt;br /&gt;
* Social or narrative traits — such as Reputation, Status, or Contacts — should be accompanied by a brief in-character explanation or story beat. Have fun with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starting Wealth ==&lt;br /&gt;
&lt;br /&gt;
All money carried over from a previous adventure is &amp;#039;&amp;#039;&amp;#039;lost&amp;#039;&amp;#039;&amp;#039; at the start of a new one. Whether it was spent, stolen, lost in transit, or simply burned through during downtime is up to you. Any monetary loot acquired at the end of the previous adventure should be spent before the new adventure begins — it won&amp;#039;t carry over. Loot items, not sold, may be kept.&lt;br /&gt;
&lt;br /&gt;
At the start of each new adventure, every character receives:&lt;br /&gt;
&lt;br /&gt;
: &amp;#039;&amp;#039;&amp;#039;Campaign Starting Wealth × d100%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Roll d100 to determine the percentage of Starting Wealth the character has available.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Example: The campaign Starting Wealth is $1,000. A roll of 42 means the character begins with $420.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:War of the Wolf]][[Category:Campaign_Information_(Conan Chronicles)]][[Category:Rules (Conan Chronicles)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Epentius&amp;diff=8550</id>
		<title>Epentius</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Epentius&amp;diff=8550"/>
		<updated>2026-04-12T17:13:01Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Conan Character&lt;br /&gt;
|Image           = [[File:Epentius-portrait.jpg|210px]]&lt;br /&gt;
|Name            = Epentius&lt;br /&gt;
|Nationality     = Aquilonia&lt;br /&gt;
|Occupation      = Mercenary/Scribe&lt;br /&gt;
|Status          = &amp;quot;Retired&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= &amp;#039;&amp;#039;&amp;#039;&amp;lt;nowiki&amp;gt;Epentius&amp;lt;/nowiki&amp;gt;&amp;#039;&amp;#039;&amp;#039; (200 points) =&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ST&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;11 [10]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;DX&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;11 [20]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;IQ&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;14 [80]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;HT&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;12 [20]&amp;lt;/nowiki&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Damage 1d-1/1d+1; BL 24&amp;amp;nbsp;lb; HP 14 [6]; Will 14 [0]; Per 14 [0]; FP 12 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Basic Speed 5.75 [0]; Basic Move 4* [0]; Dodge 8.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;4&amp;#039; 1&amp;amp;quot;; 68lbs (SM -2*).&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Social Background&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;#039;&amp;#039;TL:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;3 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;CF:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Hyborian (Native) [0]; Picts [1].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Languages:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Aquilonian (Native) [0]; Kothian (Broken/None) [1]; Pictish (Broken/None) [1].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Advantages&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Incantation Gift 3 [30]; Talker 2 [10]; Unusual Background (Incantation Magic) [15].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Disadvantages&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Curious (6 or less) [-10]; Disturbing Voice [-10]; Dwarfism [-15]; Pacifism (Reluctant Killer) [-5]; Phantom Voices (Annoying) [-5]; Selfless (12 or less) [-5]; Social Stigma (Minority Group) [-10]; Xenophilia (12 or less) [-10].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Quirks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Gets annoyed when his sleep is disturbed; If he is physically removed from something that piques his curiosity, he resigns himself in a toddler-like way; &amp;quot;By Ishtar&amp;#039;s _____!; _Unused Quirk 4; _Unused Quirk 5. [-5]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Skills&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Alchemy/TL3 (VH) IQ-2 [2]-12; Diplomacy (H) IQ+1 [8]-15&amp;amp;dagger;; Fast-Talk (A) IQ+1 [4]-15&amp;amp;dagger;; Hiking (A) HT [2]-12; Incantation Path (Arcanum) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Incantation Path (Augury) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Incantation Path (Demonology) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Incantation Path (Elementalism) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Incantation Path (Mesmerism) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Incantation Path (Necromancy) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Incantation Path (Protection) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Incantation Path (Transfiguration) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Merchant (A) IQ [2]-14; Occultism (A) IQ [2]-14; Professional Skill (Dungeon Butcher) (A) DX+2 [8]-13; Professional Skill (Scribe) (A) IQ [2]-14; Research/TL3 (A) IQ-1 [1]-13; Ritual Magic (Incantation) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Staff (A) DX+1 [4]-12; Stealth (A) DX+1 [4]-12; Swimming (E) HT+1 [2]-13; Symbol Drawing (Scripts) (H) IQ-1 [2]-13; Thaumatology (VH) IQ-2 [2]-12.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Footnotes&amp;#039;&amp;#039; ==&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;*&amp;amp;nbsp;Includes -1 from &amp;#039;Dwarfism&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;dagger;&amp;amp;nbsp;Includes +2 from &amp;#039;Talker&amp;#039;, -2 from &amp;#039;Disturbing Voice&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;Dagger;&amp;amp;nbsp;Includes +3 from &amp;#039;Incantation Gift&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Defenses&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Parry: 8 (DX).  Block: 6 (DX).  Dodge: 8.  DR: 0 (Torso).&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Melee Attacks&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Bite (11): 1d-2 cr.  Reach C.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Kick (9): 1d-1 cr.  Reach C.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Punch (11): 1d-2 cr.  Reach C.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:War_of_the_Wolf]][[Category:War_of_the_Wolf_(PCs)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Epentius&amp;diff=8549</id>
		<title>Epentius</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Epentius&amp;diff=8549"/>
		<updated>2026-04-12T17:12:51Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Conan Character&lt;br /&gt;
|Image           = [[File:Epentius-portrait.jpg|210px]]&lt;br /&gt;
|Name            = Epentius&lt;br /&gt;
|Nationality     = Aquilonia&lt;br /&gt;
|Occupation      = Mercenary/Scribe&lt;br /&gt;
|Status          = Retired&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= &amp;#039;&amp;#039;&amp;#039;&amp;lt;nowiki&amp;gt;Epentius&amp;lt;/nowiki&amp;gt;&amp;#039;&amp;#039;&amp;#039; (200 points) =&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ST&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;11 [10]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;DX&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;11 [20]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;IQ&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;14 [80]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;HT&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;12 [20]&amp;lt;/nowiki&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Damage 1d-1/1d+1; BL 24&amp;amp;nbsp;lb; HP 14 [6]; Will 14 [0]; Per 14 [0]; FP 12 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Basic Speed 5.75 [0]; Basic Move 4* [0]; Dodge 8.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;4&amp;#039; 1&amp;amp;quot;; 68lbs (SM -2*).&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Social Background&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;#039;&amp;#039;TL:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;3 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;CF:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Hyborian (Native) [0]; Picts [1].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Languages:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Aquilonian (Native) [0]; Kothian (Broken/None) [1]; Pictish (Broken/None) [1].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Advantages&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Incantation Gift 3 [30]; Talker 2 [10]; Unusual Background (Incantation Magic) [15].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Disadvantages&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Curious (6 or less) [-10]; Disturbing Voice [-10]; Dwarfism [-15]; Pacifism (Reluctant Killer) [-5]; Phantom Voices (Annoying) [-5]; Selfless (12 or less) [-5]; Social Stigma (Minority Group) [-10]; Xenophilia (12 or less) [-10].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Quirks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Gets annoyed when his sleep is disturbed; If he is physically removed from something that piques his curiosity, he resigns himself in a toddler-like way; &amp;quot;By Ishtar&amp;#039;s _____!; _Unused Quirk 4; _Unused Quirk 5. [-5]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Skills&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Alchemy/TL3 (VH) IQ-2 [2]-12; Diplomacy (H) IQ+1 [8]-15&amp;amp;dagger;; Fast-Talk (A) IQ+1 [4]-15&amp;amp;dagger;; Hiking (A) HT [2]-12; Incantation Path (Arcanum) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Incantation Path (Augury) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Incantation Path (Demonology) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Incantation Path (Elementalism) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Incantation Path (Mesmerism) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Incantation Path (Necromancy) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Incantation Path (Protection) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Incantation Path (Transfiguration) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Merchant (A) IQ [2]-14; Occultism (A) IQ [2]-14; Professional Skill (Dungeon Butcher) (A) DX+2 [8]-13; Professional Skill (Scribe) (A) IQ [2]-14; Research/TL3 (A) IQ-1 [1]-13; Ritual Magic (Incantation) (VH) IQ+2 [4]-16&amp;amp;Dagger;; Staff (A) DX+1 [4]-12; Stealth (A) DX+1 [4]-12; Swimming (E) HT+1 [2]-13; Symbol Drawing (Scripts) (H) IQ-1 [2]-13; Thaumatology (VH) IQ-2 [2]-12.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Footnotes&amp;#039;&amp;#039; ==&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;*&amp;amp;nbsp;Includes -1 from &amp;#039;Dwarfism&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;dagger;&amp;amp;nbsp;Includes +2 from &amp;#039;Talker&amp;#039;, -2 from &amp;#039;Disturbing Voice&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;Dagger;&amp;amp;nbsp;Includes +3 from &amp;#039;Incantation Gift&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Defenses&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Parry: 8 (DX).  Block: 6 (DX).  Dodge: 8.  DR: 0 (Torso).&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Melee Attacks&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Bite (11): 1d-2 cr.  Reach C.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Kick (9): 1d-1 cr.  Reach C.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Punch (11): 1d-2 cr.  Reach C.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:War_of_the_Wolf]][[Category:War_of_the_Wolf_(PCs)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Berenike_Death-Seeker&amp;diff=8548</id>
		<title>Berenike Death-Seeker</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Berenike_Death-Seeker&amp;diff=8548"/>
		<updated>2026-04-12T17:11:57Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Conan Character&lt;br /&gt;
|Image           = [[File:Berenike-portrait.jpg|210px]]&lt;br /&gt;
|Name            = Berenike&lt;br /&gt;
|Nationality     = Corinthia&lt;br /&gt;
|Occupation      = Mercenary&lt;br /&gt;
|Status          = Living&lt;br /&gt;
}}&lt;br /&gt;
=Background=&lt;br /&gt;
*Average son of an average Corinthian citizen, born and raised for war&lt;br /&gt;
*Myrmidon in the host of a legendary warrior&lt;br /&gt;
*Epic battle where all the other brothers-at-arms were gloriously killed&lt;br /&gt;
*Somehow survived three arrows to the torso, a spear to the abdomen, and other more superficial wounds.&lt;br /&gt;
*Found and nursed to health by a stranger, a looter who took pity (or maybe guided by fate)&lt;br /&gt;
*Had a wife back in [City]; didn&amp;#039;t want to disappoint her by coming back with his shield, rather than on it, after all the goodbyes and such—he presumes she remarried.&lt;br /&gt;
*Wandered in search of mercenary work, hoping to find a properly epic conflict to take part in, so he can die properly, and rejoin his brothers in the afterlife&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
===Starting===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;204 points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ST&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;14 [40]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;DX&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;14 [80]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;IQ&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;10* [0]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;HT&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;12&amp;amp;dagger; [20]&amp;lt;/nowiki&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Damage 1d/2d; BL 39&amp;amp;nbsp;lb; HP 14 [0]; Will 12 [10]; Per 10 [0]; FP 12 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 10&amp;amp;Dagger;.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;5&amp;#039; 9&amp;amp;quot;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Social Background&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;#039;&amp;#039;TL:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;3 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;CF:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Corinthian (Native) [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Languages:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Aquilonian (Native/None) [3]; Corinthian (Native/None) [-3]; Pictish (Broken/None) [0].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Templates and Meta-Traits&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Boxing - Ancient Greek Boxing (Martial Arts; p.&amp;amp;nbsp;MA153) [0]; Hoplomachia (Martial Arts; p.&amp;amp;nbsp;MA161) [0]; Knight - 200 (Dungeon Fantasy; p.&amp;amp;nbsp;DF1:8) [0]; Pankration (Martial Arts; p.&amp;amp;nbsp;MA188) [0].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Advantages&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Born Soldier 2 [10]; Charisma 1 [5]; Combat Reflexes [15]; Fit [5]; High Pain Threshold [10]; Luck (Aspected (Combat)) [12]; Military Rank 2 (Free) [0]; Trading Character Points for Money $2,000 [4].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Perks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Brave; Form Mastery (Spear); Grip Mastery (Spear); Reach Mastery (Spear); Shield-Wall Training; Sure-Footed (Sand); Sure-Footed (Uneven). [7]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Disadvantages&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Bloodlust (12 or less) [-10]; Chummy [-5]; Code of Honor (&amp;amp;quot;Spartan&amp;amp;quot;) [-10]; Innumerate [-5]; Obsession (Martial training and pursuits; 12 or less) [-10]; Sense of Duty (Adventuring companions) [-5]; Sense of Duty (Corinthians; Large Group) [-10]; Vow (Join his brothers-at-arms in glory) [-10]; Wealth (Struggling) [-10].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Quirks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Minor OPH (Gallows humour); No personal nudity taboo whatsoever; Religious (Mitraism); Superstitious (Wizards are bad luck); Talks to animals like they&amp;#039;re people. [-5]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Skills&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Armoury/TL3 (Body Armor) (A) IQ [2]-10; Boxing (A) DX [3]-14&amp;amp;sect;; Climbing (A) DX-1 [1]-13; Diplomacy (H) IQ-1 [2]-9&amp;amp;para;; Fast-Draw (Knife) (E) DX+1 [1]-15&amp;amp;Dagger;; Fast-Draw (Sword) (E) DX+1 [1]-15&amp;amp;Dagger;; Fast-Talk (A) IQ [2]-10&amp;amp;para;; First Aid/TL3 (Human) (E) IQ [1]-10; Hiking (A) HT [2]-12; Hobby Skill (Feats of Strength) (E) DX [1]-14; Intimidation (A) Will [2]-12&amp;amp;para;; Judo (H) DX-2 [1]-12; Jumping (E) DX [1]-14; Karate (H) DX-2 [3]-12; Knife (E) DX [1]-14; Leadership (A) IQ+2 [1]-12**; Lifting (A) HT [2]-12; Observation (A) Per [2]-10; Polearm (A) DX [2]-14; Riding (Equines) (A) DX-1 [1]-13; Running (A) HT [2]-12; Savoir-Faire (Military) (E) IQ+2 [1]-12&amp;amp;dagger;&amp;amp;dagger;; Scrounging (E) Per+2 [1]-12&amp;amp;Dagger;&amp;amp;Dagger;; Shield (Shield) (E) DX+1 [4]-15; Shortsword (A) DX [2]-14; Sling (H) DX-2 [1]-12; Soldier/TL3 (A) IQ+2 [2]-12&amp;amp;Dagger;&amp;amp;Dagger;; Spear (A) DX+2 [10]-16; Staff (A) DX [1]-14; Stealth (A) DX-1 [1]-13; Swimming (E) HT [1]-12&amp;amp;sect;&amp;amp;sect;; Tactics (H) IQ [1]-10&amp;amp;Dagger;&amp;amp;Dagger;; Teamster (Equines) (A) IQ+1 [1]-11; Thrown Weapon (Spear) (E) DX+2 [4]-16; Wrestling (A) DX [2]-14.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Techniques:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Arm Lock (Wrestling) (A) [0]-14; Close Combat (Spear) (H) [0]-8; Elbow Strike (Karate) (A) [0]-10; Feint (Shield (Shield)) (H) [2]-16; Feint (Spear) (H) [0]-16; Hammer Fist (Karate) (A) [0]-11; Knee Strike (Karate) (A) [0]-11; Leg Grapple (Wrestling) (H) [0]-14; Push Kick (Karate) (H) [2]-10; Reverse Grip (Spear) (A) [0]-12; Spinning Strike (Spear) (H) [2]-15; Stamp Kick (Karate) (H) [0]-9; Targeted Attack (Boxing Punch/Face) (H) [0]-9; Targeted Attack (Spear Thrust/Face) (H) [0]-11; Targeted Attack (Spear Thrust/Neck) (H) [0]-11; Targeted Attack (Uppercut (Boxing) punch/Face) (H) [0]-9; Uppercut (Boxing) (A) [1]-14.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Footnotes&amp;#039;&amp;#039; ====&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;*&amp;amp;nbsp;Conditional -1 from &amp;#039;Chummy&amp;#039; when alone.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;dagger;&amp;amp;nbsp;Conditional +1 from &amp;#039;Fit&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;Dagger;&amp;amp;nbsp;Includes +1 from &amp;#039;Combat Reflexes&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;sect;&amp;amp;nbsp;Conditional -2 from &amp;#039;Boxing&amp;#039; when parrying kicks, -3 from &amp;#039;Boxing&amp;#039; when parrying non-thrusting attacks.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;para;&amp;amp;nbsp;Conditional +1 from &amp;#039;Charisma&amp;#039; when making Influence rolls.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;**&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;, +1 from &amp;#039;Charisma&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;dagger;&amp;amp;dagger;&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;; Conditional +1 from &amp;#039;Charisma&amp;#039; when making Influence rolls.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;Dagger;&amp;amp;Dagger;&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;sect;&amp;amp;sect;&amp;amp;nbsp;Conditional -2 from &amp;#039;Encumbrance Penalty&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Current (S2E3)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;250 points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ST&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;14* [40]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;DX&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;14 [80]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;IQ&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;10&amp;amp;dagger; [0]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;HT&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;12&amp;amp;Dagger; [20]&amp;lt;/nowiki&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Damage 1d/2d; BL 45&amp;amp;nbsp;lb; HP 15 [2]; Will 12 [10]; Per 10 [0]; FP 12 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 10&amp;amp;sect;.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;5&amp;#039; 9&amp;amp;quot;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Social Background&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;#039;&amp;#039;TL:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;3 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;CF:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Corinthian (Native) [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Languages:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Aquilonian (Native/None) [3]; Corinthian (Native/None) [-3]; Pictish (Broken/None) [0].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Templates and Meta-Traits&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Boxing - Ancient Greek Boxing (Martial Arts; p.&amp;amp;nbsp;MA153) [0]; Hoplomachia (Martial Arts; p.&amp;amp;nbsp;MA161) [0]; Knight - 200 (Dungeon Fantasy; p.&amp;amp;nbsp;DF1:8) [0]; Pankration (Martial Arts; p.&amp;amp;nbsp;MA188) [0].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Advantages&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Born Soldier 2 [10]; Charisma 1 [5]; Combat Reflexes [15]; Fearlessness 1 [2]; Fit [5]; High Pain Threshold [10]; Lifting ST 1 [3]; Luck (Aspected (Combat)) [12]; Military Rank 2 (Free) [0]; Trading Character Points for Money $2,000 [4].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Perks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Brave; Form Mastery (Spear); Grip Mastery (Spear); Huge Weapons 1 (ST); Reach Mastery (Spear); Shield-Wall Training; Shoves and Tackles (Shield); Sure-Footed (Sand); Sure-Footed (Uneven); Teamwork (PCs). [10]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Disadvantages&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Bloodlust (12 or less) [-10]; Chummy [-5]; Code of Honor (&amp;amp;quot;Spartan&amp;amp;quot;) [-10]; Innumerate [-5]; Obsession (Martial training and pursuits; 12 or less) [-10]; Sense of Duty (Adventuring companions) [-5]; Sense of Duty (Corinthians; Large Group) [-10]; Vow (Join his brothers-at-arms in glory) [-10].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Quirks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Hates lizards/dinosaurs; Minor OPH (Gallows humour); No personal nudity taboo whatsoever; Religious (Mitraism); Superstitious (Wizards are bad luck); Talks to animals like they&amp;#039;re people. [-6]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Skills&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Armoury/TL3 (Body Armor) (A) IQ [2]-10; Boating/TL3 (Unpowered) (A) DX-1 [1]-13; Boxing (A) DX [3]-14&amp;amp;para;; Carousing (E) HT [1]-12; Climbing (A) DX-1 [1]-13; Diplomacy (H) IQ-1 [2]-9**; Fast-Draw (Knife) (E) DX+1 [1]-15&amp;amp;sect;; Fast-Draw (Shield) (E) DX+1 [1]-15&amp;amp;sect;; Fast-Draw (Sword) (E) DX+1 [1]-15&amp;amp;sect;; Fast-Talk (A) IQ [2]-10**; First Aid/TL3 (Human) (E) IQ [1]-10; Hiking (A) HT [2]-12; Hobby Skill (Feats of Strength) (E) DX [1]-14; Intimidation (A) Will [2]-12**; Judo (H) DX-2 [1]-12; Jumping (E) DX [1]-14; Karate (H) DX-2 [3]-12; Knife (E) DX [1]-14; Leadership (A) IQ+2 [1]-12&amp;amp;dagger;&amp;amp;dagger;; Lifting (A) HT [2]-12; Observation (A) Per [2]-10; Polearm (A) DX [2]-14; Riding (Equines) (A) DX-1 [1]-13; Running (A) HT [2]-12; Savoir-Faire (Military) (E) IQ+2 [1]-12&amp;amp;Dagger;&amp;amp;Dagger;; Scrounging (E) Per+2 [1]-12&amp;amp;sect;&amp;amp;sect;; Seamanship/TL3 (E) IQ [1]-10; Shield (Shield) (E) DX+2 [8]-16; Shortsword (A) DX [2]-14; Sling (H) DX-2 [1]-12; Soldier/TL3 (A) IQ+2 [2]-12&amp;amp;sect;&amp;amp;sect;; Spear (A) DX+3 [22]-17; Staff (A) DX+1 [1]-15; Stealth (A) DX-1 [1]-13; Swimming (E) HT [1]-12; Tactics (H) IQ [1]-10&amp;amp;sect;&amp;amp;sect;; Teamster (Equines) (A) IQ+1 [1]-11; Thrown Weapon (Spear) (E) DX+2 [4]-16; Wrestling (A) DX [2]-14.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Techniques:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Arm Lock (Wrestling) (A) [0]-14; Close Combat (Shield (Shield)) (H) [2]-13; Close Combat (Spear) (H) [2]-10; Counterattack (Spear) (H) [6]-17; Elbow Strike (Karate) (A) [0]-10; Feint (Shield (Shield)) (H) [2]-17; Feint (Spear) (H) [0]-17; Hammer Fist (Karate) (A) [0]-11; Knee Strike (Karate) (A) [0]-11; Leg Grapple (Wrestling) (H) [0]-14; Push Kick (Karate) (H) [2]-10; Reverse Grip (Spear) (A) [0]-13; Spinning Strike (Spear) (H) [2]-16; Stamp Kick (Karate) (H) [0]-9; Sweep (Spear) (H) [0]-14; Targeted Attack (Boxing Punch/Face) (H) [0]-9; Targeted Attack (Shield (Shield) Shove/Torso) (H) [0]-16; Targeted Attack (Spear Thrust/Face) (H) [0]-12; Targeted Attack (Spear Thrust/Neck) (H) [0]-12; Targeted Attack (Spear Thrust/Torso) (H) [0]-17; Targeted Attack (Uppercut (Boxing) punch/Face) (H) [0]-9; Uppercut (Boxing) (A) [1]-14.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Combinations:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Shove &amp;amp;amp; Stab (Shield (Shield) Shove/Torso + Spear Thrust/Torso) [7]-14+15.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Footnotes&amp;#039;&amp;#039; ====&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;*&amp;amp;nbsp;Conditional +1 from &amp;#039;Lifting ST&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;dagger;&amp;amp;nbsp;Conditional -1 from &amp;#039;Chummy&amp;#039; when alone.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;Dagger;&amp;amp;nbsp;Conditional +1 from &amp;#039;Fit&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;sect;&amp;amp;nbsp;Includes +1 from &amp;#039;Combat Reflexes&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;para;&amp;amp;nbsp;Conditional -2 from &amp;#039;Boxing&amp;#039; when parrying kicks, -3 from &amp;#039;Boxing&amp;#039; when parrying non-thrusting attacks.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;**&amp;amp;nbsp;Conditional +1 from &amp;#039;Charisma&amp;#039; when making Influence rolls.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;dagger;&amp;amp;dagger;&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;, +1 from &amp;#039;Charisma&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;Dagger;&amp;amp;Dagger;&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;; Conditional +1 from &amp;#039;Charisma&amp;#039; when making Influence rolls.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;sect;&amp;amp;sect;&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:War_of_the_Wolf]][[Category:War_of_the_Wolf_(PCs)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Berenike_Death-Seeker&amp;diff=8547</id>
		<title>Berenike Death-Seeker</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Berenike_Death-Seeker&amp;diff=8547"/>
		<updated>2026-04-12T17:10:33Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Conan Character&lt;br /&gt;
|Image           = [[File:Berenike-portrait.jpg|210px]]&lt;br /&gt;
|Name            = Berenike&lt;br /&gt;
|Nationality     = Corinthia&lt;br /&gt;
|Occupation      = Mercenary&lt;br /&gt;
|Status          = Living&lt;br /&gt;
}}&lt;br /&gt;
=Background=&lt;br /&gt;
*Average son of an average Corinthian citizen, born and raised for war&lt;br /&gt;
*Myrmidon in the host of a legendary warrior&lt;br /&gt;
*Epic battle where all the other brothers-at-arms were gloriously killed&lt;br /&gt;
*Somehow survived three arrows to the torso, a spear to the abdomen, and other more superficial wounds.&lt;br /&gt;
*Found and nursed to health by a stranger, a looter who took pity (or maybe guided by fate)&lt;br /&gt;
*Had a wife back in [City]; didn&amp;#039;t want to disappoint her by coming back with his shield, rather than on it, after all the goodbyes and such—he presumes she remarried.&lt;br /&gt;
*Wandered in search of mercenary work, hoping to find a properly epic conflict to take part in, so he can die properly, and rejoin his brothers in the afterlife&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
===Starting===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;204 points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ST&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;14 [40]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;DX&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;14 [80]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;IQ&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;10* [0]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;HT&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;12&amp;amp;dagger; [20]&amp;lt;/nowiki&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Damage 1d/2d; BL 39&amp;amp;nbsp;lb; HP 14 [0]; Will 12 [10]; Per 10 [0]; FP 12 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 10&amp;amp;Dagger;.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;5&amp;#039; 9&amp;amp;quot;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Social Background&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;#039;&amp;#039;TL:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;3 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;CF:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Corinthian (Native) [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Languages:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Aquilonian (Native/None) [3]; Corinthian (Native/None) [-3]; Pictish (Broken/None) [0].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Templates and Meta-Traits&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Boxing - Ancient Greek Boxing (Martial Arts; p.&amp;amp;nbsp;MA153) [0]; Hoplomachia (Martial Arts; p.&amp;amp;nbsp;MA161) [0]; Knight - 200 (Dungeon Fantasy; p.&amp;amp;nbsp;DF1:8) [0]; Pankration (Martial Arts; p.&amp;amp;nbsp;MA188) [0].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Advantages&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Born Soldier 2 [10]; Charisma 1 [5]; Combat Reflexes [15]; Fit [5]; High Pain Threshold [10]; Luck (Aspected (Combat)) [12]; Military Rank 2 (Free) [0]; Trading Character Points for Money $2,000 [4].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Perks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Brave; Form Mastery (Spear); Grip Mastery (Spear); Reach Mastery (Spear); Shield-Wall Training; Sure-Footed (Sand); Sure-Footed (Uneven). [7]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Disadvantages&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Bloodlust (12 or less) [-10]; Chummy [-5]; Code of Honor (&amp;amp;quot;Spartan&amp;amp;quot;) [-10]; Innumerate [-5]; Obsession (Martial training and pursuits; 12 or less) [-10]; Sense of Duty (Adventuring companions) [-5]; Sense of Duty (Corinthians; Large Group) [-10]; Vow (Join his brothers-at-arms in glory) [-10]; Wealth (Struggling) [-10].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Quirks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Minor OPH (Gallows humour); No personal nudity taboo whatsoever; Religious (Mitraism); Superstitious (Wizards are bad luck); Talks to animals like they&amp;#039;re people. [-5]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Skills&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Armoury/TL3 (Body Armor) (A) IQ [2]-10; Boxing (A) DX [3]-14&amp;amp;sect;; Climbing (A) DX-1 [1]-13; Diplomacy (H) IQ-1 [2]-9&amp;amp;para;; Fast-Draw (Knife) (E) DX+1 [1]-15&amp;amp;Dagger;; Fast-Draw (Sword) (E) DX+1 [1]-15&amp;amp;Dagger;; Fast-Talk (A) IQ [2]-10&amp;amp;para;; First Aid/TL3 (Human) (E) IQ [1]-10; Hiking (A) HT [2]-12; Hobby Skill (Feats of Strength) (E) DX [1]-14; Intimidation (A) Will [2]-12&amp;amp;para;; Judo (H) DX-2 [1]-12; Jumping (E) DX [1]-14; Karate (H) DX-2 [3]-12; Knife (E) DX [1]-14; Leadership (A) IQ+2 [1]-12**; Lifting (A) HT [2]-12; Observation (A) Per [2]-10; Polearm (A) DX [2]-14; Riding (Equines) (A) DX-1 [1]-13; Running (A) HT [2]-12; Savoir-Faire (Military) (E) IQ+2 [1]-12&amp;amp;dagger;&amp;amp;dagger;; Scrounging (E) Per+2 [1]-12&amp;amp;Dagger;&amp;amp;Dagger;; Shield (Shield) (E) DX+1 [4]-15; Shortsword (A) DX [2]-14; Sling (H) DX-2 [1]-12; Soldier/TL3 (A) IQ+2 [2]-12&amp;amp;Dagger;&amp;amp;Dagger;; Spear (A) DX+2 [10]-16; Staff (A) DX [1]-14; Stealth (A) DX-1 [1]-13; Swimming (E) HT [1]-12&amp;amp;sect;&amp;amp;sect;; Tactics (H) IQ [1]-10&amp;amp;Dagger;&amp;amp;Dagger;; Teamster (Equines) (A) IQ+1 [1]-11; Thrown Weapon (Spear) (E) DX+2 [4]-16; Wrestling (A) DX [2]-14.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Techniques:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Arm Lock (Wrestling) (A) [0]-14; Close Combat (Spear) (H) [0]-8; Elbow Strike (Karate) (A) [0]-10; Feint (Shield (Shield)) (H) [2]-16; Feint (Spear) (H) [0]-16; Hammer Fist (Karate) (A) [0]-11; Knee Strike (Karate) (A) [0]-11; Leg Grapple (Wrestling) (H) [0]-14; Push Kick (Karate) (H) [2]-10; Reverse Grip (Spear) (A) [0]-12; Spinning Strike (Spear) (H) [2]-15; Stamp Kick (Karate) (H) [0]-9; Targeted Attack (Boxing Punch/Face) (H) [0]-9; Targeted Attack (Spear Thrust/Face) (H) [0]-11; Targeted Attack (Spear Thrust/Neck) (H) [0]-11; Targeted Attack (Uppercut (Boxing) punch/Face) (H) [0]-9; Uppercut (Boxing) (A) [1]-14.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Footnotes&amp;#039;&amp;#039; ==&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;*&amp;amp;nbsp;Conditional -1 from &amp;#039;Chummy&amp;#039; when alone.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;dagger;&amp;amp;nbsp;Conditional +1 from &amp;#039;Fit&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;Dagger;&amp;amp;nbsp;Includes +1 from &amp;#039;Combat Reflexes&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;sect;&amp;amp;nbsp;Conditional -2 from &amp;#039;Boxing&amp;#039; when parrying kicks, -3 from &amp;#039;Boxing&amp;#039; when parrying non-thrusting attacks.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;para;&amp;amp;nbsp;Conditional +1 from &amp;#039;Charisma&amp;#039; when making Influence rolls.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;**&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;, +1 from &amp;#039;Charisma&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;dagger;&amp;amp;dagger;&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;; Conditional +1 from &amp;#039;Charisma&amp;#039; when making Influence rolls.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;Dagger;&amp;amp;Dagger;&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;sect;&amp;amp;sect;&amp;amp;nbsp;Conditional -2 from &amp;#039;Encumbrance Penalty&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Current (S2E3)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;250 points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ST&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;14* [40]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;DX&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;14 [80]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;IQ&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;10&amp;amp;dagger; [0]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;HT&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;12&amp;amp;Dagger; [20]&amp;lt;/nowiki&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Damage 1d/2d; BL 45&amp;amp;nbsp;lb; HP 15 [2]; Will 12 [10]; Per 10 [0]; FP 12 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 10&amp;amp;sect;.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;5&amp;#039; 9&amp;amp;quot;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Social Background&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;#039;&amp;#039;TL:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;3 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;CF:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Corinthian (Native) [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Languages:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Aquilonian (Native/None) [3]; Corinthian (Native/None) [-3]; Pictish (Broken/None) [0].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Templates and Meta-Traits&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Boxing - Ancient Greek Boxing (Martial Arts; p.&amp;amp;nbsp;MA153) [0]; Hoplomachia (Martial Arts; p.&amp;amp;nbsp;MA161) [0]; Knight - 200 (Dungeon Fantasy; p.&amp;amp;nbsp;DF1:8) [0]; Pankration (Martial Arts; p.&amp;amp;nbsp;MA188) [0].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Advantages&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Born Soldier 2 [10]; Charisma 1 [5]; Combat Reflexes [15]; Fearlessness 1 [2]; Fit [5]; High Pain Threshold [10]; Lifting ST 1 [3]; Luck (Aspected (Combat)) [12]; Military Rank 2 (Free) [0]; Trading Character Points for Money $2,000 [4].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Perks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Brave; Form Mastery (Spear); Grip Mastery (Spear); Huge Weapons 1 (ST); Reach Mastery (Spear); Shield-Wall Training; Shoves and Tackles (Shield); Sure-Footed (Sand); Sure-Footed (Uneven); Teamwork (PCs). [10]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Disadvantages&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Bloodlust (12 or less) [-10]; Chummy [-5]; Code of Honor (&amp;amp;quot;Spartan&amp;amp;quot;) [-10]; Innumerate [-5]; Obsession (Martial training and pursuits; 12 or less) [-10]; Sense of Duty (Adventuring companions) [-5]; Sense of Duty (Corinthians; Large Group) [-10]; Vow (Join his brothers-at-arms in glory) [-10].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Quirks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Hates lizards/dinosaurs; Minor OPH (Gallows humour); No personal nudity taboo whatsoever; Religious (Mitraism); Superstitious (Wizards are bad luck); Talks to animals like they&amp;#039;re people. [-6]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Skills&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Armoury/TL3 (Body Armor) (A) IQ [2]-10; Boating/TL3 (Unpowered) (A) DX-1 [1]-13; Boxing (A) DX [3]-14&amp;amp;para;; Carousing (E) HT [1]-12; Climbing (A) DX-1 [1]-13; Diplomacy (H) IQ-1 [2]-9**; Fast-Draw (Knife) (E) DX+1 [1]-15&amp;amp;sect;; Fast-Draw (Shield) (E) DX+1 [1]-15&amp;amp;sect;; Fast-Draw (Sword) (E) DX+1 [1]-15&amp;amp;sect;; Fast-Talk (A) IQ [2]-10**; First Aid/TL3 (Human) (E) IQ [1]-10; Hiking (A) HT [2]-12; Hobby Skill (Feats of Strength) (E) DX [1]-14; Intimidation (A) Will [2]-12**; Judo (H) DX-2 [1]-12; Jumping (E) DX [1]-14; Karate (H) DX-2 [3]-12; Knife (E) DX [1]-14; Leadership (A) IQ+2 [1]-12&amp;amp;dagger;&amp;amp;dagger;; Lifting (A) HT [2]-12; Observation (A) Per [2]-10; Polearm (A) DX [2]-14; Riding (Equines) (A) DX-1 [1]-13; Running (A) HT [2]-12; Savoir-Faire (Military) (E) IQ+2 [1]-12&amp;amp;Dagger;&amp;amp;Dagger;; Scrounging (E) Per+2 [1]-12&amp;amp;sect;&amp;amp;sect;; Seamanship/TL3 (E) IQ [1]-10; Shield (Shield) (E) DX+2 [8]-16; Shortsword (A) DX [2]-14; Sling (H) DX-2 [1]-12; Soldier/TL3 (A) IQ+2 [2]-12&amp;amp;sect;&amp;amp;sect;; Spear (A) DX+3 [22]-17; Staff (A) DX+1 [1]-15; Stealth (A) DX-1 [1]-13; Swimming (E) HT [1]-12; Tactics (H) IQ [1]-10&amp;amp;sect;&amp;amp;sect;; Teamster (Equines) (A) IQ+1 [1]-11; Thrown Weapon (Spear) (E) DX+2 [4]-16; Wrestling (A) DX [2]-14.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Techniques:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Arm Lock (Wrestling) (A) [0]-14; Close Combat (Shield (Shield)) (H) [2]-13; Close Combat (Spear) (H) [2]-10; Counterattack (Spear) (H) [6]-17; Elbow Strike (Karate) (A) [0]-10; Feint (Shield (Shield)) (H) [2]-17; Feint (Spear) (H) [0]-17; Hammer Fist (Karate) (A) [0]-11; Knee Strike (Karate) (A) [0]-11; Leg Grapple (Wrestling) (H) [0]-14; Push Kick (Karate) (H) [2]-10; Reverse Grip (Spear) (A) [0]-13; Spinning Strike (Spear) (H) [2]-16; Stamp Kick (Karate) (H) [0]-9; Sweep (Spear) (H) [0]-14; Targeted Attack (Boxing Punch/Face) (H) [0]-9; Targeted Attack (Shield (Shield) Shove/Torso) (H) [0]-16; Targeted Attack (Spear Thrust/Face) (H) [0]-12; Targeted Attack (Spear Thrust/Neck) (H) [0]-12; Targeted Attack (Spear Thrust/Torso) (H) [0]-17; Targeted Attack (Uppercut (Boxing) punch/Face) (H) [0]-9; Uppercut (Boxing) (A) [1]-14.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Combinations:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Shove &amp;amp;amp; Stab (Shield (Shield) Shove/Torso + Spear Thrust/Torso) [7]-14+15.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Footnotes&amp;#039;&amp;#039; ====&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;*&amp;amp;nbsp;Conditional +1 from &amp;#039;Lifting ST&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;dagger;&amp;amp;nbsp;Conditional -1 from &amp;#039;Chummy&amp;#039; when alone.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;Dagger;&amp;amp;nbsp;Conditional +1 from &amp;#039;Fit&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;sect;&amp;amp;nbsp;Includes +1 from &amp;#039;Combat Reflexes&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;para;&amp;amp;nbsp;Conditional -2 from &amp;#039;Boxing&amp;#039; when parrying kicks, -3 from &amp;#039;Boxing&amp;#039; when parrying non-thrusting attacks.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;**&amp;amp;nbsp;Conditional +1 from &amp;#039;Charisma&amp;#039; when making Influence rolls.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;dagger;&amp;amp;dagger;&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;, +1 from &amp;#039;Charisma&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;Dagger;&amp;amp;Dagger;&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;; Conditional +1 from &amp;#039;Charisma&amp;#039; when making Influence rolls.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;sect;&amp;amp;sect;&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:War_of_the_Wolf]][[Category:War_of_the_Wolf_(PCs)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Berenike_Death-Seeker&amp;diff=8546</id>
		<title>Berenike Death-Seeker</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Berenike_Death-Seeker&amp;diff=8546"/>
		<updated>2026-04-12T17:07:07Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Conan Character&lt;br /&gt;
|Image           = [[File:Berenike-portrait.jpg|210px]]&lt;br /&gt;
|Name            = Berenike&lt;br /&gt;
|Nationality     = Corinthia&lt;br /&gt;
|Occupation      = Mercenary&lt;br /&gt;
|Status          = Living&lt;br /&gt;
}}&lt;br /&gt;
=Background=&lt;br /&gt;
*Average son of an average Corinthian citizen, born and raised for war&lt;br /&gt;
*Myrmidon in the host of a legendary warrior&lt;br /&gt;
*Epic battle where all the other brothers-at-arms were gloriously killed&lt;br /&gt;
*Somehow survived three arrows to the torso, a spear to the abdomen, and other more superficial wounds.&lt;br /&gt;
*Found and nursed to health by a stranger, a looter who took pity (or maybe guided by fate)&lt;br /&gt;
*Had a wife back in [City]; didn&amp;#039;t want to disappoint her by coming back with his shield, rather than on it, after all the goodbyes and such—he presumes she remarried.&lt;br /&gt;
*Wandered in search of mercenary work, hoping to find a properly epic conflict to take part in, so he can die properly, and rejoin his brothers in the afterlife&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
===Starting===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;204 points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ST&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;14 [40]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;DX&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;14 [80]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;IQ&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;10* [0]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;HT&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;12&amp;amp;dagger; [20]&amp;lt;/nowiki&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Damage 1d/2d; BL 39&amp;amp;nbsp;lb; HP 14 [0]; Will 12 [10]; Per 10 [0]; FP 12 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 10&amp;amp;Dagger;.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;5&amp;#039; 9&amp;amp;quot;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Social Background&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;#039;&amp;#039;TL:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;3 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;CF:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Corinthian (Native) [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Languages:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Aquilonian (Native/None) [3]; Corinthian (Native/None) [-3]; Pictish (Broken/None) [0].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Templates and Meta-Traits&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Boxing - Ancient Greek Boxing (Martial Arts; p.&amp;amp;nbsp;MA153) [0]; Hoplomachia (Martial Arts; p.&amp;amp;nbsp;MA161) [0]; Knight - 200 (Dungeon Fantasy; p.&amp;amp;nbsp;DF1:8) [0]; Pankration (Martial Arts; p.&amp;amp;nbsp;MA188) [0].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Advantages&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Born Soldier 2 [10]; Charisma 1 [5]; Combat Reflexes [15]; Fit [5]; High Pain Threshold [10]; Luck (Aspected (Combat)) [12]; Military Rank 2 (Free) [0]; Trading Character Points for Money $2,000 [4].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Perks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Brave; Form Mastery (Spear); Grip Mastery (Spear); Reach Mastery (Spear); Shield-Wall Training; Sure-Footed (Sand); Sure-Footed (Uneven). [7]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Disadvantages&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Bloodlust (12 or less) [-10]; Chummy [-5]; Code of Honor (&amp;amp;quot;Spartan&amp;amp;quot;) [-10]; Innumerate [-5]; Obsession (Martial training and pursuits; 12 or less) [-10]; Sense of Duty (Adventuring companions) [-5]; Sense of Duty (Corinthians; Large Group) [-10]; Vow (Join his brothers-at-arms in glory) [-10]; Wealth (Struggling) [-10].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Quirks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Minor OPH (Gallows humour); No personal nudity taboo whatsoever; Religious (Mitraism); Superstitious (Wizards are bad luck); Talks to animals like they&amp;#039;re people. [-5]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Skills&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Armoury/TL3 (Body Armor) (A) IQ [2]-10; Boxing (A) DX [3]-14&amp;amp;sect;; Climbing (A) DX-1 [1]-13; Diplomacy (H) IQ-1 [2]-9&amp;amp;para;; Fast-Draw (Knife) (E) DX+1 [1]-15&amp;amp;Dagger;; Fast-Draw (Sword) (E) DX+1 [1]-15&amp;amp;Dagger;; Fast-Talk (A) IQ [2]-10&amp;amp;para;; First Aid/TL3 (Human) (E) IQ [1]-10; Hiking (A) HT [2]-12; Hobby Skill (Feats of Strength) (E) DX [1]-14; Intimidation (A) Will [2]-12&amp;amp;para;; Judo (H) DX-2 [1]-12; Jumping (E) DX [1]-14; Karate (H) DX-2 [3]-12; Knife (E) DX [1]-14; Leadership (A) IQ+2 [1]-12**; Lifting (A) HT [2]-12; Observation (A) Per [2]-10; Polearm (A) DX [2]-14; Riding (Equines) (A) DX-1 [1]-13; Running (A) HT [2]-12; Savoir-Faire (Military) (E) IQ+2 [1]-12&amp;amp;dagger;&amp;amp;dagger;; Scrounging (E) Per+2 [1]-12&amp;amp;Dagger;&amp;amp;Dagger;; Shield (Shield) (E) DX+1 [4]-15; Shortsword (A) DX [2]-14; Sling (H) DX-2 [1]-12; Soldier/TL3 (A) IQ+2 [2]-12&amp;amp;Dagger;&amp;amp;Dagger;; Spear (A) DX+2 [10]-16; Staff (A) DX [1]-14; Stealth (A) DX-1 [1]-13; Swimming (E) HT [1]-12&amp;amp;sect;&amp;amp;sect;; Tactics (H) IQ [1]-10&amp;amp;Dagger;&amp;amp;Dagger;; Teamster (Equines) (A) IQ+1 [1]-11; Thrown Weapon (Spear) (E) DX+2 [4]-16; Wrestling (A) DX [2]-14.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Techniques:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Arm Lock (Wrestling) (A) [0]-14; Close Combat (Spear) (H) [0]-8; Elbow Strike (Karate) (A) [0]-10; Feint (Shield (Shield)) (H) [2]-16; Feint (Spear) (H) [0]-16; Hammer Fist (Karate) (A) [0]-11; Knee Strike (Karate) (A) [0]-11; Leg Grapple (Wrestling) (H) [0]-14; Push Kick (Karate) (H) [2]-10; Reverse Grip (Spear) (A) [0]-12; Spinning Strike (Spear) (H) [2]-15; Stamp Kick (Karate) (H) [0]-9; Targeted Attack (Boxing Punch/Face) (H) [0]-9; Targeted Attack (Spear Thrust/Face) (H) [0]-11; Targeted Attack (Spear Thrust/Neck) (H) [0]-11; Targeted Attack (Uppercut (Boxing) punch/Face) (H) [0]-9; Uppercut (Boxing) (A) [1]-14.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Footnotes&amp;#039;&amp;#039; ==&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;*&amp;amp;nbsp;Conditional -1 from &amp;#039;Chummy&amp;#039; when alone.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;dagger;&amp;amp;nbsp;Conditional +1 from &amp;#039;Fit&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;Dagger;&amp;amp;nbsp;Includes +1 from &amp;#039;Combat Reflexes&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;sect;&amp;amp;nbsp;Conditional -2 from &amp;#039;Boxing&amp;#039; when parrying kicks, -3 from &amp;#039;Boxing&amp;#039; when parrying non-thrusting attacks.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;para;&amp;amp;nbsp;Conditional +1 from &amp;#039;Charisma&amp;#039; when making Influence rolls.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;**&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;, +1 from &amp;#039;Charisma&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;dagger;&amp;amp;dagger;&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;; Conditional +1 from &amp;#039;Charisma&amp;#039; when making Influence rolls.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;Dagger;&amp;amp;Dagger;&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;sect;&amp;amp;sect;&amp;amp;nbsp;Conditional -2 from &amp;#039;Encumbrance Penalty&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Current===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;## points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:War_of_the_Wolf]][[Category:War_of_the_Wolf_(PCs)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Berenike_Death-Seeker&amp;diff=8545</id>
		<title>Berenike Death-Seeker</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Berenike_Death-Seeker&amp;diff=8545"/>
		<updated>2026-04-12T17:04:20Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Conan Character&lt;br /&gt;
|Image           = [[File:Berenike-portrait.jpg|210px]]&lt;br /&gt;
|Name            = Berenike&lt;br /&gt;
|Nationality     = Corinthia&lt;br /&gt;
|Occupation      = Mercenary&lt;br /&gt;
|Status          = Living&lt;br /&gt;
}}&lt;br /&gt;
=Background=&lt;br /&gt;
*Average son of an average Corinthian citizen, born and raised for war&lt;br /&gt;
*Myrmidon in the host of a legendary warrior&lt;br /&gt;
*Epic battle where all the other brothers-at-arms were gloriously killed&lt;br /&gt;
*Somehow survived three arrows to the torso, a spear to the abdomen, and other more superficial wounds.&lt;br /&gt;
*Found and nursed to health by a stranger, a looter who took pity (or maybe guided by fate)&lt;br /&gt;
*Had a wife back in [City]; didn&amp;#039;t want to disappoint her by coming back with his shield, rather than on it, after all the goodbyes and such—he presumes she remarried.&lt;br /&gt;
*Wandered in search of mercenary work, hoping to find a properly epic conflict to take part in, so he can die properly, and rejoin his brothers in the afterlife&lt;br /&gt;
&lt;br /&gt;
= &amp;#039;&amp;#039;&amp;#039;&amp;lt;nowiki&amp;gt;Berenike Death-Seeker&amp;lt;/nowiki&amp;gt;&amp;#039;&amp;#039;&amp;#039; (204 points) =&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ST&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;14 [40]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;DX&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;14 [80]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;IQ&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;10* [0]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;HT&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;12&amp;amp;dagger; [20]&amp;lt;/nowiki&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Damage 1d/2d; BL 39&amp;amp;nbsp;lb; HP 14 [0]; Will 12 [10]; Per 10 [0]; FP 12 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Basic Speed 6.50 [0]; Basic Move 6 [0]; Dodge 10&amp;amp;Dagger;.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;5&amp;#039; 9&amp;amp;quot;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Social Background&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;#039;&amp;#039;TL:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;3 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;CF:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Corinthian (Native) [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Languages:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Aquilonian (Native/None) [3]; Corinthian (Native/None) [-3]; Pictish (Broken/None) [0].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Templates and Meta-Traits&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Boxing - Ancient Greek Boxing (Martial Arts; p.&amp;amp;nbsp;MA153) [0]; Hoplomachia (Martial Arts; p.&amp;amp;nbsp;MA161) [0]; Knight - 200 (Dungeon Fantasy; p.&amp;amp;nbsp;DF1:8) [0]; Pankration (Martial Arts; p.&amp;amp;nbsp;MA188) [0].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Advantages&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Born Soldier 2 [10]; Charisma 1 [5]; Combat Reflexes [15]; Fit [5]; High Pain Threshold [10]; Luck (Aspected (Combat)) [12]; Military Rank 2 (Free) [0]; Trading Character Points for Money $2,000 [4].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Perks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Brave; Form Mastery (Spear); Grip Mastery (Spear); Reach Mastery (Spear); Shield-Wall Training; Sure-Footed (Sand); Sure-Footed (Uneven). [7]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Disadvantages&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Bloodlust (12 or less) [-10]; Chummy [-5]; Code of Honor (&amp;amp;quot;Spartan&amp;amp;quot;) [-10]; Innumerate [-5]; Obsession (Martial training and pursuits; 12 or less) [-10]; Sense of Duty (Adventuring companions) [-5]; Sense of Duty (Corinthians; Large Group) [-10]; Vow (Join his brothers-at-arms in glory) [-10]; Wealth (Struggling) [-10].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Quirks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Minor OPH (Gallows humour); No personal nudity taboo whatsoever; Religious (Mitraism); Superstitious (Wizards are bad luck); Talks to animals like they&amp;#039;re people. [-5]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Skills&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Armoury/TL3 (Body Armor) (A) IQ [2]-10; Boxing (A) DX [3]-14&amp;amp;sect;; Climbing (A) DX-1 [1]-13; Diplomacy (H) IQ-1 [2]-9&amp;amp;para;; Fast-Draw (Knife) (E) DX+1 [1]-15&amp;amp;Dagger;; Fast-Draw (Sword) (E) DX+1 [1]-15&amp;amp;Dagger;; Fast-Talk (A) IQ [2]-10&amp;amp;para;; First Aid/TL3 (Human) (E) IQ [1]-10; Hiking (A) HT [2]-12; Hobby Skill (Feats of Strength) (E) DX [1]-14; Intimidation (A) Will [2]-12&amp;amp;para;; Judo (H) DX-2 [1]-12; Jumping (E) DX [1]-14; Karate (H) DX-2 [3]-12; Knife (E) DX [1]-14; Leadership (A) IQ+2 [1]-12**; Lifting (A) HT [2]-12; Observation (A) Per [2]-10; Polearm (A) DX [2]-14; Riding (Equines) (A) DX-1 [1]-13; Running (A) HT [2]-12; Savoir-Faire (Military) (E) IQ+2 [1]-12&amp;amp;dagger;&amp;amp;dagger;; Scrounging (E) Per+2 [1]-12&amp;amp;Dagger;&amp;amp;Dagger;; Shield (Shield) (E) DX+1 [4]-15; Shortsword (A) DX [2]-14; Sling (H) DX-2 [1]-12; Soldier/TL3 (A) IQ+2 [2]-12&amp;amp;Dagger;&amp;amp;Dagger;; Spear (A) DX+2 [10]-16; Staff (A) DX [1]-14; Stealth (A) DX-1 [1]-13; Swimming (E) HT [1]-12&amp;amp;sect;&amp;amp;sect;; Tactics (H) IQ [1]-10&amp;amp;Dagger;&amp;amp;Dagger;; Teamster (Equines) (A) IQ+1 [1]-11; Thrown Weapon (Spear) (E) DX+2 [4]-16; Wrestling (A) DX [2]-14.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Techniques:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Arm Lock (Wrestling) (A) [0]-14; Close Combat (Spear) (H) [0]-8; Elbow Strike (Karate) (A) [0]-10; Feint (Shield (Shield)) (H) [2]-16; Feint (Spear) (H) [0]-16; Hammer Fist (Karate) (A) [0]-11; Knee Strike (Karate) (A) [0]-11; Leg Grapple (Wrestling) (H) [0]-14; Push Kick (Karate) (H) [2]-10; Reverse Grip (Spear) (A) [0]-12; Spinning Strike (Spear) (H) [2]-15; Stamp Kick (Karate) (H) [0]-9; Targeted Attack (Boxing Punch/Face) (H) [0]-9; Targeted Attack (Spear Thrust/Face) (H) [0]-11; Targeted Attack (Spear Thrust/Neck) (H) [0]-11; Targeted Attack (Uppercut (Boxing) punch/Face) (H) [0]-9; Uppercut (Boxing) (A) [1]-14.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;Footnotes&amp;#039;&amp;#039; ==&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;*&amp;amp;nbsp;Conditional -1 from &amp;#039;Chummy&amp;#039; when alone.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;dagger;&amp;amp;nbsp;Conditional +1 from &amp;#039;Fit&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;Dagger;&amp;amp;nbsp;Includes +1 from &amp;#039;Combat Reflexes&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;sect;&amp;amp;nbsp;Conditional -2 from &amp;#039;Boxing&amp;#039; when parrying kicks, -3 from &amp;#039;Boxing&amp;#039; when parrying non-thrusting attacks.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;para;&amp;amp;nbsp;Conditional +1 from &amp;#039;Charisma&amp;#039; when making Influence rolls.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;**&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;, +1 from &amp;#039;Charisma&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;dagger;&amp;amp;dagger;&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;; Conditional +1 from &amp;#039;Charisma&amp;#039; when making Influence rolls.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;Dagger;&amp;amp;Dagger;&amp;amp;nbsp;Includes +2 from &amp;#039;Born Soldier&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;sect;&amp;amp;sect;&amp;amp;nbsp;Conditional -2 from &amp;#039;Encumbrance Penalty&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:War_of_the_Wolf]][[Category:War_of_the_Wolf_(PCs)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8542</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8542"/>
		<updated>2026-03-21T14:58:05Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* New/Changed Maneuvers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; In this campaign, Hidden Lore is considered the base, practical, &amp;quot;know stuff about [creature]&amp;quot; skill (neverminding the skill description in Basic rules). As for Expert Skill (Vampirology), &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29, it can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology for this purpose. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
* Battle won vs vamp: 1&lt;br /&gt;
* Battle won vs master: 2&lt;br /&gt;
* Battle won vs &amp;gt; master: 3&lt;br /&gt;
* Battle v &amp;quot;horde&amp;quot;: +1&lt;br /&gt;
* PC lost: -1 ea&lt;br /&gt;
* Case closed: 1&lt;br /&gt;
&lt;br /&gt;
=New, Backup, Inactive Characters=&lt;br /&gt;
===New===&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
===Backup===&lt;br /&gt;
Backup/replacements can be created at any time, and swapped in/out during the campaign with agreement of the other players+GM. Follows the same conditions as &amp;quot;new&amp;quot; above.&lt;br /&gt;
===Inactive===&lt;br /&gt;
PCs whose player is away, backup/replacements not currently being played, etc., can be treated as a campaign Contact at GM&amp;#039;s discretion under the usual mechanics. Frequency of appearance is &amp;quot;GM-says-so&amp;quot;; skills and abilities per the character as-is. May be subject to approval of the player-owner of the character.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Basic&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Bleeding,&amp;quot; just the basics, p. 420&lt;br /&gt;
*&amp;quot;Skill improvement,&amp;quot; &amp;quot;Significant Use&amp;quot; and &amp;quot;IQ roll for defaults,&amp;quot; p. 292 &lt;br /&gt;
*&amp;quot;Improvement Through Study,&amp;quot; pp. 292-294&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Martial Arts&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Tricky Shooting&amp;quot; p.121&lt;br /&gt;
*&amp;quot;Rapid Strike&amp;quot; p.127 (also see &amp;#039;&amp;#039;Action3&amp;#039;&amp;#039;)&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New:&amp;#039;&amp;#039;&amp;#039; Attack targeting both legs/arms of an individual can be done with a single attack at double the single-limb penalty, @GMD&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Step and Move (and Attack):&amp;#039;&amp;#039;&amp;#039; Standing from a kneeling posture is allowed during any maneuver allowing movement of more than a Step at the cost of half your available Movement Points (minimum of two), or all Movement Points in the case of an All-Out maneuver. With an Acrobatic Stand success, the same may apply from a prone posture.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Change Posture and Attack:&amp;#039;&amp;#039;&amp;#039; An attack is allowed during any Change Posture maneuver. Treat this as a Move and Attack in all respects (replacing the normally-allotted movement).&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Vampire_Lore&amp;diff=8541</id>
		<title>Vampire Lore</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Vampire_Lore&amp;diff=8541"/>
		<updated>2026-03-21T02:51:11Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Slightly Obscure/Trained (Skill 10-13) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;color:#f00;&amp;quot;&amp;gt;Still WIP&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Refer to &amp;#039;&amp;#039;Monster Hunters 3: The Enemy&amp;#039;&amp;#039; pp. 8-12, though many of the particulars will differ in this campaign.&amp;lt;/p&amp;gt;&lt;br /&gt;
=Obvious=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: No roll required with Hidden Lore (Vampires); Occultism+2. Note: This is, essentially, a &amp;#039;&amp;#039;confirmation&amp;#039;&amp;#039; or &amp;#039;&amp;#039;negation&amp;#039;&amp;#039; of what can be gleaned from popular media.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;It presents itself as mild anemia&amp;quot; ([https://en.wikipedia.org/wiki/Porphyria Porphyria])&lt;br /&gt;
*Nature: Supernatural undead (that is, not a virus)&lt;br /&gt;
*Contagion: Can (not always) spread to others&lt;br /&gt;
*Feeding: Consumes blood&lt;br /&gt;
*Sleep: Sleeps during the day&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*Fangs; Pallor&lt;br /&gt;
:*No reflection&lt;br /&gt;
:*Requires invitation to enter&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Beheading, stake-to-the-heart is bad for them (no surprise; works on the living, too)&lt;br /&gt;
:*Sunlight is bad for them (&amp;amp; they &amp;#039;&amp;#039;don&amp;#039;t&amp;#039;&amp;#039; sparkle)&lt;br /&gt;
:*Garlic is bad for them&lt;br /&gt;
:*&amp;quot;Good&amp;quot;/&amp;quot;Holy&amp;quot; is bad for them&lt;br /&gt;
*Support:&lt;br /&gt;
:*Powerful vampires can compel humans into their service; &amp;quot;mind control&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Known/Common (Skill 6-9)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)+4; Occultism+0. Note: Knows what is &amp;#039;&amp;#039;not&amp;#039;&amp;#039; true.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;One thing about living in Santa Carla I never could stomach; all the damn vampires.&amp;quot;&lt;br /&gt;
*Nature: &lt;br /&gt;
:*Really &amp;quot;hard to kill&amp;quot;&lt;br /&gt;
:*Something of the former-self remains after &amp;quot;death&amp;quot;&lt;br /&gt;
:*Older = more powerful; new vamps are &amp;quot;mooks&amp;quot;&lt;br /&gt;
*Contagion: Turning requires ingestion of vampire blood&lt;br /&gt;
*Feeding: Extra-aggressive, &amp;quot;frenzy/berserk,&amp;quot; when hungry&lt;br /&gt;
*Sleep: Tends to return to the grave to sleep during the day, but not always&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*[https://en.wikipedia.org/wiki/Tapetum_lucidum#Eyeshine Eyeshine]; &amp;quot;Demon face&amp;quot; (when attacking, agitated; Ref: &amp;#039;&amp;#039;Buffy&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Lost Boys&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Dusk Till Dawn&amp;#039;&amp;#039;, etc.)&lt;br /&gt;
:*No reflection, and doesn&amp;#039;t appear on film&lt;br /&gt;
:*Prefers the cold&lt;br /&gt;
:*Invitation required for entry into private residence; not required for public places&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Vulnerable to silver, sunlight, &amp;quot;Good&amp;quot;/&amp;quot;Holy&amp;quot;, and will generally avoid them&lt;br /&gt;
:*Irritated by garlic (like tear-gas/ammonia)&lt;br /&gt;
*Destruction: Vampires don&amp;#039;t all &amp;quot;go out&amp;quot; the same way when killed&lt;br /&gt;
*Support:&lt;br /&gt;
:*Familiars (Bug-Eaters, Renfields, etc.): Some humans serve by choice, and are not mind-controlled, usually for the promise of eternal-life (and are just evil assholes)&lt;br /&gt;
&lt;br /&gt;
===Rudimentary Taxonomy===&lt;br /&gt;
*Alternate names (versions?): [https://en.wikipedia.org/wiki/Upi%C3%B3r Upir/Upiór], [https://en.wikipedia.org/wiki/Strigoi Strigoi]&lt;br /&gt;
*There are different &amp;quot;varieties,&amp;quot; and &amp;quot;stages&amp;quot; of development&lt;br /&gt;
*Commonly Eastern-European&lt;br /&gt;
&lt;br /&gt;
=Slightly Obscure/Trained (Skill 10-13)= &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)+0; Occultism-4. Note: has direct/second-hand-direct experience.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;You aim for the head or the heart. Anything else, it&amp;#039;s your ass.&amp;quot;&lt;br /&gt;
:TBD In-game&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
*Nature:&lt;br /&gt;
:*Essentially an &amp;quot;animated corpse&amp;quot; that can make itself look &amp;quot;alive&amp;quot;&lt;br /&gt;
:*Extremely fast, strong, tough, agile, and flexible. Normal weapons/bullets are not very effective, if at all.&lt;br /&gt;
:*Can sometimes survive beheading&lt;br /&gt;
*Contagion: &lt;br /&gt;
*Sleep: Sleep is really just a &amp;quot;standby&amp;quot; condition; they are fully aware when &amp;quot;sleeping&amp;quot;&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*Doesn&amp;#039;t appear in mirrors, and cannot be &amp;quot;directly&amp;quot; recorded on any video/audio medium, physical or electronic (blur/smear/distortion may be recorded). Difficult to track down, as a result.&lt;br /&gt;
:*Invitation granted considered a &amp;quot;permanent precedent&amp;quot; unless ownership changes or magically revoked. Loopholes exist; a &amp;quot;welcome mat&amp;quot; is invitation enough.&lt;br /&gt;
:*Avoids Holy Ground™&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Irritated by [https://en.wikipedia.org/wiki/Allicin allicin] (chemical found in garlic) (like tear-gas/ammonia)&lt;br /&gt;
:*Damaged (burned) on contact with holy water, holy symbols, sunlight; not &amp;quot;repelled/cowed&amp;quot; but will avoid contact&lt;br /&gt;
:*Holy or silver attacks are harder for them to heal, can interfere with powers&lt;br /&gt;
:*Stakes-to-the-heart don&amp;#039;t kill, but can immobilize/stun (and may lead to death)&lt;br /&gt;
*Destruction: When killed, vampires may leave a normal(ish) corpse, or turn to dust/ash, or explode, or possibly other means&lt;br /&gt;
*Support:&lt;br /&gt;
:*Blood-Bond: Humans can be fed vampire blood to gain enhancements, mentally-enslaved (often driven mad)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Basic Taxonomy===&lt;br /&gt;
:TBD In-game&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
*Most-common examples originate around the Carpathian Basin area of SE Europe (Romania, Hungary, Bulgaria, etc.), and often speak those languages&lt;br /&gt;
*Recognized/commonly-encountered &amp;quot;clans&amp;quot;&lt;br /&gt;
*&amp;quot;Levels&amp;quot;: Juvies (sometimes &amp;quot;feral&amp;quot;) &amp;lt; Minions &amp;lt; Masters &amp;lt; Primes &amp;lt; Elders&lt;br /&gt;
*Secret hierarchy/organization, rulership in place; &amp;quot;The Society&amp;quot;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Related===&lt;br /&gt;
:TBD In-game&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
*&amp;quot;Secret&amp;quot; organizations dedicated to hunting or tracking vampires (etc) exist&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Obscure/Expert (Skill 14-17)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)-4; Occultism-10&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;You see the valets over there? They&amp;#039;re vampires. So&amp;#039;s the doorman…and the whore on the corner.&amp;quot; &amp;quot;How can you tell?&amp;quot; &amp;quot;By the way they move. The way they smell.&amp;quot;&lt;br /&gt;
:TBD In-game&lt;br /&gt;
===Advanced Taxonomy===&lt;br /&gt;
:TBD In-game&lt;br /&gt;
&lt;br /&gt;
=Highly Obscure/Authority (Skill 18+)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)-8; Occultism NA. Note: True insider information only available via direct involvement or fly-on-the-wall observation.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
*True details regarding abilities and weaknesses&lt;br /&gt;
*Details of organization and operations&lt;br /&gt;
*Who&amp;#039;s who (&amp;amp; what&amp;#039;s what)&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
===Aggravated Damage===&lt;br /&gt;
* Sunlight: Only to Vampires (and some specific undead/creatures).&lt;br /&gt;
* Silver: Vampires, Werewolves (and some shapeshifters).&lt;br /&gt;
* Fire: Almost universally Aggravated to all supernatural creatures.&lt;br /&gt;
* Supernatural Claws/Fangs: Generally cause Aggravated damage when used by supernatural beings.&lt;br /&gt;
* Magic/Sorcery: Damaging spells almost always inflict Aggravated damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Vampire_Lore&amp;diff=8540</id>
		<title>Vampire Lore</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Vampire_Lore&amp;diff=8540"/>
		<updated>2026-03-21T02:50:47Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;color:#f00;&amp;quot;&amp;gt;Still WIP&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Refer to &amp;#039;&amp;#039;Monster Hunters 3: The Enemy&amp;#039;&amp;#039; pp. 8-12, though many of the particulars will differ in this campaign.&amp;lt;/p&amp;gt;&lt;br /&gt;
=Obvious=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: No roll required with Hidden Lore (Vampires); Occultism+2. Note: This is, essentially, a &amp;#039;&amp;#039;confirmation&amp;#039;&amp;#039; or &amp;#039;&amp;#039;negation&amp;#039;&amp;#039; of what can be gleaned from popular media.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;It presents itself as mild anemia&amp;quot; ([https://en.wikipedia.org/wiki/Porphyria Porphyria])&lt;br /&gt;
*Nature: Supernatural undead (that is, not a virus)&lt;br /&gt;
*Contagion: Can (not always) spread to others&lt;br /&gt;
*Feeding: Consumes blood&lt;br /&gt;
*Sleep: Sleeps during the day&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*Fangs; Pallor&lt;br /&gt;
:*No reflection&lt;br /&gt;
:*Requires invitation to enter&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Beheading, stake-to-the-heart is bad for them (no surprise; works on the living, too)&lt;br /&gt;
:*Sunlight is bad for them (&amp;amp; they &amp;#039;&amp;#039;don&amp;#039;t&amp;#039;&amp;#039; sparkle)&lt;br /&gt;
:*Garlic is bad for them&lt;br /&gt;
:*&amp;quot;Good&amp;quot;/&amp;quot;Holy&amp;quot; is bad for them&lt;br /&gt;
*Support:&lt;br /&gt;
:*Powerful vampires can compel humans into their service; &amp;quot;mind control&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Known/Common (Skill 6-9)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)+4; Occultism+0. Note: Knows what is &amp;#039;&amp;#039;not&amp;#039;&amp;#039; true.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;One thing about living in Santa Carla I never could stomach; all the damn vampires.&amp;quot;&lt;br /&gt;
*Nature: &lt;br /&gt;
:*Really &amp;quot;hard to kill&amp;quot;&lt;br /&gt;
:*Something of the former-self remains after &amp;quot;death&amp;quot;&lt;br /&gt;
:*Older = more powerful; new vamps are &amp;quot;mooks&amp;quot;&lt;br /&gt;
*Contagion: Turning requires ingestion of vampire blood&lt;br /&gt;
*Feeding: Extra-aggressive, &amp;quot;frenzy/berserk,&amp;quot; when hungry&lt;br /&gt;
*Sleep: Tends to return to the grave to sleep during the day, but not always&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*[https://en.wikipedia.org/wiki/Tapetum_lucidum#Eyeshine Eyeshine]; &amp;quot;Demon face&amp;quot; (when attacking, agitated; Ref: &amp;#039;&amp;#039;Buffy&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Lost Boys&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Dusk Till Dawn&amp;#039;&amp;#039;, etc.)&lt;br /&gt;
:*No reflection, and doesn&amp;#039;t appear on film&lt;br /&gt;
:*Prefers the cold&lt;br /&gt;
:*Invitation required for entry into private residence; not required for public places&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Vulnerable to silver, sunlight, &amp;quot;Good&amp;quot;/&amp;quot;Holy&amp;quot;, and will generally avoid them&lt;br /&gt;
:*Irritated by garlic (like tear-gas/ammonia)&lt;br /&gt;
*Destruction: Vampires don&amp;#039;t all &amp;quot;go out&amp;quot; the same way when killed&lt;br /&gt;
*Support:&lt;br /&gt;
:*Familiars (Bug-Eaters, Renfields, etc.): Some humans serve by choice, and are not mind-controlled, usually for the promise of eternal-life (and are just evil assholes)&lt;br /&gt;
&lt;br /&gt;
===Rudimentary Taxonomy===&lt;br /&gt;
*Alternate names (versions?): [https://en.wikipedia.org/wiki/Upi%C3%B3r Upir/Upiór], [https://en.wikipedia.org/wiki/Strigoi Strigoi]&lt;br /&gt;
*There are different &amp;quot;varieties,&amp;quot; and &amp;quot;stages&amp;quot; of development&lt;br /&gt;
*Commonly Eastern-European&lt;br /&gt;
&lt;br /&gt;
=Slightly Obscure/Trained (Skill 10-13)= &lt;br /&gt;
:TBD In-game&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)+0; Occultism-4. Note: has direct/second-hand-direct experience.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;You aim for the head or the heart. Anything else, it&amp;#039;s your ass.&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
*Nature:&lt;br /&gt;
:*Essentially an &amp;quot;animated corpse&amp;quot; that can make itself look &amp;quot;alive&amp;quot;&lt;br /&gt;
:*Extremely fast, strong, tough, agile, and flexible. Normal weapons/bullets are not very effective, if at all.&lt;br /&gt;
:*Can sometimes survive beheading&lt;br /&gt;
*Contagion: &lt;br /&gt;
*Sleep: Sleep is really just a &amp;quot;standby&amp;quot; condition; they are fully aware when &amp;quot;sleeping&amp;quot;&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*Doesn&amp;#039;t appear in mirrors, and cannot be &amp;quot;directly&amp;quot; recorded on any video/audio medium, physical or electronic (blur/smear/distortion may be recorded). Difficult to track down, as a result.&lt;br /&gt;
:*Invitation granted considered a &amp;quot;permanent precedent&amp;quot; unless ownership changes or magically revoked. Loopholes exist; a &amp;quot;welcome mat&amp;quot; is invitation enough.&lt;br /&gt;
:*Avoids Holy Ground™&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Irritated by [https://en.wikipedia.org/wiki/Allicin allicin] (chemical found in garlic) (like tear-gas/ammonia)&lt;br /&gt;
:*Damaged (burned) on contact with holy water, holy symbols, sunlight; not &amp;quot;repelled/cowed&amp;quot; but will avoid contact&lt;br /&gt;
:*Holy or silver attacks are harder for them to heal, can interfere with powers&lt;br /&gt;
:*Stakes-to-the-heart don&amp;#039;t kill, but can immobilize/stun (and may lead to death)&lt;br /&gt;
*Destruction: When killed, vampires may leave a normal(ish) corpse, or turn to dust/ash, or explode, or possibly other means&lt;br /&gt;
*Support:&lt;br /&gt;
:*Blood-Bond: Humans can be fed vampire blood to gain enhancements, mentally-enslaved (often driven mad)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Basic Taxonomy===&lt;br /&gt;
:TBD In-game&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
*Most-common examples originate around the Carpathian Basin area of SE Europe (Romania, Hungary, Bulgaria, etc.), and often speak those languages&lt;br /&gt;
*Recognized/commonly-encountered &amp;quot;clans&amp;quot;&lt;br /&gt;
*&amp;quot;Levels&amp;quot;: Juvies (sometimes &amp;quot;feral&amp;quot;) &amp;lt; Minions &amp;lt; Masters &amp;lt; Primes &amp;lt; Elders&lt;br /&gt;
*Secret hierarchy/organization, rulership in place; &amp;quot;The Society&amp;quot;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Related===&lt;br /&gt;
:TBD In-game&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
*&amp;quot;Secret&amp;quot; organizations dedicated to hunting or tracking vampires (etc) exist&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Obscure/Expert (Skill 14-17)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)-4; Occultism-10&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;You see the valets over there? They&amp;#039;re vampires. So&amp;#039;s the doorman…and the whore on the corner.&amp;quot; &amp;quot;How can you tell?&amp;quot; &amp;quot;By the way they move. The way they smell.&amp;quot;&lt;br /&gt;
:TBD In-game&lt;br /&gt;
===Advanced Taxonomy===&lt;br /&gt;
:TBD In-game&lt;br /&gt;
&lt;br /&gt;
=Highly Obscure/Authority (Skill 18+)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)-8; Occultism NA. Note: True insider information only available via direct involvement or fly-on-the-wall observation.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
*True details regarding abilities and weaknesses&lt;br /&gt;
*Details of organization and operations&lt;br /&gt;
*Who&amp;#039;s who (&amp;amp; what&amp;#039;s what)&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
===Aggravated Damage===&lt;br /&gt;
* Sunlight: Only to Vampires (and some specific undead/creatures).&lt;br /&gt;
* Silver: Vampires, Werewolves (and some shapeshifters).&lt;br /&gt;
* Fire: Almost universally Aggravated to all supernatural creatures.&lt;br /&gt;
* Supernatural Claws/Fangs: Generally cause Aggravated damage when used by supernatural beings.&lt;br /&gt;
* Magic/Sorcery: Damaging spells almost always inflict Aggravated damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Vampire_Lore&amp;diff=8539</id>
		<title>Vampire Lore</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Vampire_Lore&amp;diff=8539"/>
		<updated>2026-03-21T02:50:11Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Slightly Obscure/Trained (Skill 10-13) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;color:#f00;&amp;quot;&amp;gt;Still WIP&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Refer to &amp;#039;&amp;#039;Monster Hunters 3: The Enemy&amp;#039;&amp;#039; pp. 8-12, though many of the particulars will differ in this campaign.&amp;lt;/p&amp;gt;&lt;br /&gt;
=Obvious=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: No roll required with Hidden Lore (Vampires); Occultism+2. Note: This is, essentially, a &amp;#039;&amp;#039;confirmation&amp;#039;&amp;#039; or &amp;#039;&amp;#039;negation&amp;#039;&amp;#039; of what can be gleaned from popular media.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;It presents itself as mild anemia&amp;quot; ([https://en.wikipedia.org/wiki/Porphyria Porphyria])&lt;br /&gt;
*Nature: Supernatural undead (that is, not a virus)&lt;br /&gt;
*Contagion: Can (not always) spread to others&lt;br /&gt;
*Feeding: Consumes blood&lt;br /&gt;
*Sleep: Sleeps during the day&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*Fangs; Pallor&lt;br /&gt;
:*No reflection&lt;br /&gt;
:*Requires invitation to enter&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Beheading, stake-to-the-heart is bad for them (no surprise; works on the living, too)&lt;br /&gt;
:*Sunlight is bad for them (&amp;amp; they &amp;#039;&amp;#039;don&amp;#039;t&amp;#039;&amp;#039; sparkle)&lt;br /&gt;
:*Garlic is bad for them&lt;br /&gt;
:*&amp;quot;Good&amp;quot;/&amp;quot;Holy&amp;quot; is bad for them&lt;br /&gt;
*Support:&lt;br /&gt;
:*Powerful vampires can compel humans into their service; &amp;quot;mind control&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Known/Common (Skill 6-9)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)+4; Occultism+0. Note: Knows what is &amp;#039;&amp;#039;not&amp;#039;&amp;#039; true.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;One thing about living in Santa Carla I never could stomach; all the damn vampires.&amp;quot;&lt;br /&gt;
*Nature: &lt;br /&gt;
:*Really &amp;quot;hard to kill&amp;quot;&lt;br /&gt;
:*Something of the former-self remains after &amp;quot;death&amp;quot;&lt;br /&gt;
:*Older = more powerful; new vamps are &amp;quot;mooks&amp;quot;&lt;br /&gt;
*Contagion: Turning requires ingestion of vampire blood&lt;br /&gt;
*Feeding: Extra-aggressive, &amp;quot;frenzy/berserk,&amp;quot; when hungry&lt;br /&gt;
*Sleep: Tends to return to the grave to sleep during the day, but not always&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*[https://en.wikipedia.org/wiki/Tapetum_lucidum#Eyeshine Eyeshine]; &amp;quot;Demon face&amp;quot; (when attacking, agitated; Ref: &amp;#039;&amp;#039;Buffy&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Lost Boys&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Dusk Till Dawn&amp;#039;&amp;#039;, etc.)&lt;br /&gt;
:*No reflection, and doesn&amp;#039;t appear on film&lt;br /&gt;
:*Prefers the cold&lt;br /&gt;
:*Invitation required for entry into private residence; not required for public places&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Vulnerable to silver, sunlight, &amp;quot;Good&amp;quot;/&amp;quot;Holy&amp;quot;, and will generally avoid them&lt;br /&gt;
:*Irritated by garlic (like tear-gas/ammonia)&lt;br /&gt;
*Destruction: Vampires don&amp;#039;t all &amp;quot;go out&amp;quot; the same way when killed&lt;br /&gt;
*Support:&lt;br /&gt;
:*Familiars (Bug-Eaters, Renfields, etc.): Some humans serve by choice, and are not mind-controlled, usually for the promise of eternal-life (and are just evil assholes)&lt;br /&gt;
&lt;br /&gt;
===Rudimentary Taxonomy===&lt;br /&gt;
*Alternate names (versions?): [https://en.wikipedia.org/wiki/Upi%C3%B3r Upir/Upiór], [https://en.wikipedia.org/wiki/Strigoi Strigoi]&lt;br /&gt;
*There are different &amp;quot;varieties,&amp;quot; and &amp;quot;stages&amp;quot; of development&lt;br /&gt;
*Commonly Eastern-European&lt;br /&gt;
&lt;br /&gt;
=Slightly Obscure/Trained (Skill 10-13)= &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)+0; Occultism-4. Note: has direct/second-hand-direct experience.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;You aim for the head or the heart. Anything else, it&amp;#039;s your ass.&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
*Nature:&lt;br /&gt;
:*Essentially an &amp;quot;animated corpse&amp;quot; that can make itself look &amp;quot;alive&amp;quot;&lt;br /&gt;
:*Extremely fast, strong, tough, agile, and flexible. Normal weapons/bullets are not very effective, if at all.&lt;br /&gt;
:*Can sometimes survive beheading&lt;br /&gt;
*Contagion: &lt;br /&gt;
*Sleep: Sleep is really just a &amp;quot;standby&amp;quot; condition; they are fully aware when &amp;quot;sleeping&amp;quot;&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*Doesn&amp;#039;t appear in mirrors, and cannot be &amp;quot;directly&amp;quot; recorded on any video/audio medium, physical or electronic (blur/smear/distortion may be recorded). Difficult to track down, as a result.&lt;br /&gt;
:*Invitation granted considered a &amp;quot;permanent precedent&amp;quot; unless ownership changes or magically revoked. Loopholes exist; a &amp;quot;welcome mat&amp;quot; is invitation enough.&lt;br /&gt;
:*Avoids Holy Ground™&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Irritated by [https://en.wikipedia.org/wiki/Allicin allicin] (chemical found in garlic) (like tear-gas/ammonia)&lt;br /&gt;
:*Damaged (burned) on contact with holy water, holy symbols, sunlight; not &amp;quot;repelled/cowed&amp;quot; but will avoid contact&lt;br /&gt;
:*Holy or silver attacks are harder for them to heal, can interfere with powers&lt;br /&gt;
:*Stakes-to-the-heart don&amp;#039;t kill, but can immobilize/stun (and may lead to death)&lt;br /&gt;
*Destruction: When killed, vampires may leave a normal(ish) corpse, or turn to dust/ash, or explode, or possibly other means&lt;br /&gt;
*Support:&lt;br /&gt;
:*Blood-Bond: Humans can be fed vampire blood to gain enhancements, mentally-enslaved (often driven mad)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Basic Taxonomy===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
*Most-common examples originate around the Carpathian Basin area of SE Europe (Romania, Hungary, Bulgaria, etc.), and often speak those languages&lt;br /&gt;
*Recognized/commonly-encountered &amp;quot;clans&amp;quot;&lt;br /&gt;
*&amp;quot;Levels&amp;quot;: Juvies (sometimes &amp;quot;feral&amp;quot;) &amp;lt; Minions &amp;lt; Masters &amp;lt; Primes &amp;lt; Elders&lt;br /&gt;
*Secret hierarchy/organization, rulership in place; &amp;quot;The Society&amp;quot;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Related===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
*&amp;quot;Secret&amp;quot; organizations dedicated to hunting or tracking vampires (etc) exist&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Obscure/Expert (Skill 14-17)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)-4; Occultism-10&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;You see the valets over there? They&amp;#039;re vampires. So&amp;#039;s the doorman…and the whore on the corner.&amp;quot; &amp;quot;How can you tell?&amp;quot; &amp;quot;By the way they move. The way they smell.&amp;quot;&lt;br /&gt;
:TBD In-game&lt;br /&gt;
===Advanced Taxonomy===&lt;br /&gt;
:TBD In-game&lt;br /&gt;
&lt;br /&gt;
=Highly Obscure/Authority (Skill 18+)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)-8; Occultism NA. Note: True insider information only available via direct involvement or fly-on-the-wall observation.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
*True details regarding abilities and weaknesses&lt;br /&gt;
*Details of organization and operations&lt;br /&gt;
*Who&amp;#039;s who (&amp;amp; what&amp;#039;s what)&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
===Aggravated Damage===&lt;br /&gt;
* Sunlight: Only to Vampires (and some specific undead/creatures).&lt;br /&gt;
* Silver: Vampires, Werewolves (and some shapeshifters).&lt;br /&gt;
* Fire: Almost universally Aggravated to all supernatural creatures.&lt;br /&gt;
* Supernatural Claws/Fangs: Generally cause Aggravated damage when used by supernatural beings.&lt;br /&gt;
* Magic/Sorcery: Damaging spells almost always inflict Aggravated damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Vampire_Lore&amp;diff=8538</id>
		<title>Vampire Lore</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Vampire_Lore&amp;diff=8538"/>
		<updated>2026-03-21T02:48:57Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;color:#f00;&amp;quot;&amp;gt;Still WIP&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Refer to &amp;#039;&amp;#039;Monster Hunters 3: The Enemy&amp;#039;&amp;#039; pp. 8-12, though many of the particulars will differ in this campaign.&amp;lt;/p&amp;gt;&lt;br /&gt;
=Obvious=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: No roll required with Hidden Lore (Vampires); Occultism+2. Note: This is, essentially, a &amp;#039;&amp;#039;confirmation&amp;#039;&amp;#039; or &amp;#039;&amp;#039;negation&amp;#039;&amp;#039; of what can be gleaned from popular media.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;It presents itself as mild anemia&amp;quot; ([https://en.wikipedia.org/wiki/Porphyria Porphyria])&lt;br /&gt;
*Nature: Supernatural undead (that is, not a virus)&lt;br /&gt;
*Contagion: Can (not always) spread to others&lt;br /&gt;
*Feeding: Consumes blood&lt;br /&gt;
*Sleep: Sleeps during the day&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*Fangs; Pallor&lt;br /&gt;
:*No reflection&lt;br /&gt;
:*Requires invitation to enter&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Beheading, stake-to-the-heart is bad for them (no surprise; works on the living, too)&lt;br /&gt;
:*Sunlight is bad for them (&amp;amp; they &amp;#039;&amp;#039;don&amp;#039;t&amp;#039;&amp;#039; sparkle)&lt;br /&gt;
:*Garlic is bad for them&lt;br /&gt;
:*&amp;quot;Good&amp;quot;/&amp;quot;Holy&amp;quot; is bad for them&lt;br /&gt;
*Support:&lt;br /&gt;
:*Powerful vampires can compel humans into their service; &amp;quot;mind control&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Known/Common (Skill 6-9)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)+4; Occultism+0. Note: Knows what is &amp;#039;&amp;#039;not&amp;#039;&amp;#039; true.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;One thing about living in Santa Carla I never could stomach; all the damn vampires.&amp;quot;&lt;br /&gt;
*Nature: &lt;br /&gt;
:*Really &amp;quot;hard to kill&amp;quot;&lt;br /&gt;
:*Something of the former-self remains after &amp;quot;death&amp;quot;&lt;br /&gt;
:*Older = more powerful; new vamps are &amp;quot;mooks&amp;quot;&lt;br /&gt;
*Contagion: Turning requires ingestion of vampire blood&lt;br /&gt;
*Feeding: Extra-aggressive, &amp;quot;frenzy/berserk,&amp;quot; when hungry&lt;br /&gt;
*Sleep: Tends to return to the grave to sleep during the day, but not always&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*[https://en.wikipedia.org/wiki/Tapetum_lucidum#Eyeshine Eyeshine]; &amp;quot;Demon face&amp;quot; (when attacking, agitated; Ref: &amp;#039;&amp;#039;Buffy&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Lost Boys&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Dusk Till Dawn&amp;#039;&amp;#039;, etc.)&lt;br /&gt;
:*No reflection, and doesn&amp;#039;t appear on film&lt;br /&gt;
:*Prefers the cold&lt;br /&gt;
:*Invitation required for entry into private residence; not required for public places&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Vulnerable to silver, sunlight, &amp;quot;Good&amp;quot;/&amp;quot;Holy&amp;quot;, and will generally avoid them&lt;br /&gt;
:*Irritated by garlic (like tear-gas/ammonia)&lt;br /&gt;
*Destruction: Vampires don&amp;#039;t all &amp;quot;go out&amp;quot; the same way when killed&lt;br /&gt;
*Support:&lt;br /&gt;
:*Familiars (Bug-Eaters, Renfields, etc.): Some humans serve by choice, and are not mind-controlled, usually for the promise of eternal-life (and are just evil assholes)&lt;br /&gt;
&lt;br /&gt;
===Rudimentary Taxonomy===&lt;br /&gt;
*Alternate names (versions?): [https://en.wikipedia.org/wiki/Upi%C3%B3r Upir/Upiór], [https://en.wikipedia.org/wiki/Strigoi Strigoi]&lt;br /&gt;
*There are different &amp;quot;varieties,&amp;quot; and &amp;quot;stages&amp;quot; of development&lt;br /&gt;
*Commonly Eastern-European&lt;br /&gt;
&lt;br /&gt;
=Slightly Obscure/Trained (Skill 10-13)= &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)+0; Occultism-4. Note: has direct/second-hand-direct experience.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;You aim for the head or the heart. Anything else, it&amp;#039;s your ass.&amp;quot;&lt;br /&gt;
*Nature:&lt;br /&gt;
:*Essentially an &amp;quot;animated corpse&amp;quot; that can make itself look &amp;quot;alive&amp;quot;&lt;br /&gt;
:*Extremely fast, strong, tough, agile, and flexible. Normal weapons/bullets are not very effective, if at all.&lt;br /&gt;
:*Can sometimes survive beheading&lt;br /&gt;
*Contagion: &lt;br /&gt;
*Sleep: Sleep is really just a &amp;quot;standby&amp;quot; condition; they are fully aware when &amp;quot;sleeping&amp;quot;&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*Doesn&amp;#039;t appear in mirrors, and cannot be &amp;quot;directly&amp;quot; recorded on any video/audio medium, physical or electronic (blur/smear/distortion may be recorded). Difficult to track down, as a result.&lt;br /&gt;
:*Invitation granted considered a &amp;quot;permanent precedent&amp;quot; unless ownership changes or magically revoked. Loopholes exist; a &amp;quot;welcome mat&amp;quot; is invitation enough.&lt;br /&gt;
:*Avoids Holy Ground™&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Irritated by [https://en.wikipedia.org/wiki/Allicin allicin] (chemical found in garlic) (like tear-gas/ammonia)&lt;br /&gt;
:*Damaged (burned) on contact with holy water, holy symbols, sunlight; not &amp;quot;repelled/cowed&amp;quot; but will avoid contact&lt;br /&gt;
:*Holy or silver attacks are harder for them to heal, can interfere with powers&lt;br /&gt;
:*Stakes-to-the-heart don&amp;#039;t kill, but can immobilize/stun (and may lead to death)&lt;br /&gt;
*Destruction: When killed, vampires may leave a normal(ish) corpse, or turn to dust/ash, or explode, or possibly other means&lt;br /&gt;
*Support:&lt;br /&gt;
:*Blood-Bond: Humans can be fed vampire blood to gain enhancements, mentally-enslaved (often driven mad)&lt;br /&gt;
&lt;br /&gt;
===Basic Taxonomy===&lt;br /&gt;
*Most-common examples originate around the Carpathian Basin area of SE Europe (Romania, Hungary, Bulgaria, etc.), and often speak those languages&lt;br /&gt;
*Recognized/commonly-encountered &amp;quot;clans&amp;quot;&lt;br /&gt;
*&amp;quot;Levels&amp;quot;: Juvies (sometimes &amp;quot;feral&amp;quot;) &amp;lt; Minions &amp;lt; Masters &amp;lt; Primes &amp;lt; Elders&lt;br /&gt;
*Secret hierarchy/organization, rulership in place; &amp;quot;The Society&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Related===&lt;br /&gt;
*&amp;quot;Secret&amp;quot; organizations dedicated to hunting or tracking vampires (etc) exist&lt;br /&gt;
&lt;br /&gt;
=Obscure/Expert (Skill 14-17)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)-4; Occultism-10&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;You see the valets over there? They&amp;#039;re vampires. So&amp;#039;s the doorman…and the whore on the corner.&amp;quot; &amp;quot;How can you tell?&amp;quot; &amp;quot;By the way they move. The way they smell.&amp;quot;&lt;br /&gt;
:TBD In-game&lt;br /&gt;
===Advanced Taxonomy===&lt;br /&gt;
:TBD In-game&lt;br /&gt;
&lt;br /&gt;
=Highly Obscure/Authority (Skill 18+)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)-8; Occultism NA. Note: True insider information only available via direct involvement or fly-on-the-wall observation.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
*True details regarding abilities and weaknesses&lt;br /&gt;
*Details of organization and operations&lt;br /&gt;
*Who&amp;#039;s who (&amp;amp; what&amp;#039;s what)&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
===Aggravated Damage===&lt;br /&gt;
* Sunlight: Only to Vampires (and some specific undead/creatures).&lt;br /&gt;
* Silver: Vampires, Werewolves (and some shapeshifters).&lt;br /&gt;
* Fire: Almost universally Aggravated to all supernatural creatures.&lt;br /&gt;
* Supernatural Claws/Fangs: Generally cause Aggravated damage when used by supernatural beings.&lt;br /&gt;
* Magic/Sorcery: Damaging spells almost always inflict Aggravated damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8537</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8537"/>
		<updated>2026-03-20T22:46:13Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Miscellaneous Rulings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; In this campaign, Hidden Lore is considered the base, practical, &amp;quot;know stuff about [creature]&amp;quot; skill (neverminding the skill description in Basic rules). As for Expert Skill (Vampirology), &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29, it can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology for this purpose. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
* Battle won vs vamp: 1&lt;br /&gt;
* Battle won vs master: 2&lt;br /&gt;
* Battle won vs &amp;gt; master: 3&lt;br /&gt;
* Battle v &amp;quot;horde&amp;quot;: +1&lt;br /&gt;
* PC lost: -1 ea&lt;br /&gt;
* Case closed: 1&lt;br /&gt;
&lt;br /&gt;
=New, Backup, Inactive Characters=&lt;br /&gt;
===New===&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
===Backup===&lt;br /&gt;
Backup/replacements can be created at any time, and swapped in/out during the campaign with agreement of the other players+GM. Follows the same conditions as &amp;quot;new&amp;quot; above.&lt;br /&gt;
===Inactive===&lt;br /&gt;
PCs whose player is away, backup/replacements not currently being played, etc., can be treated as a campaign Contact at GM&amp;#039;s discretion under the usual mechanics. Frequency of appearance is &amp;quot;GM-says-so&amp;quot;; skills and abilities per the character as-is. May be subject to approval of the player-owner of the character.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Basic&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Bleeding,&amp;quot; just the basics, p. 420&lt;br /&gt;
*&amp;quot;Skill improvement,&amp;quot; &amp;quot;Significant Use&amp;quot; and &amp;quot;IQ roll for defaults,&amp;quot; p. 292 &lt;br /&gt;
*&amp;quot;Improvement Through Study,&amp;quot; pp. 292-294&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Martial Arts&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Tricky Shooting&amp;quot; p.121&lt;br /&gt;
*&amp;quot;Rapid Strike&amp;quot; p.127 (also see &amp;#039;&amp;#039;Action3&amp;#039;&amp;#039;)&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New:&amp;#039;&amp;#039;&amp;#039; Attack targeting both legs/arms of an individual can be done with a single attack at double the single-limb penalty, @GMD&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Stand and Move (and Attack):&amp;#039;&amp;#039;&amp;#039; Standing from a kneeling posture is allowed during any maneuver allowing movement of more than a Step at the cost of half your available Movement Points (minimum of two), or all Movement Points in the case of an All-Out maneuver. With an Acrobatic Stand success, the same may apply from a prone posture.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Change Posture and Attack:&amp;#039;&amp;#039;&amp;#039; An attack is allowed during any Change Posture maneuver. Treat this as a Move and Attack in all respects (replacing the normally-allotted movement).&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8536</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8536"/>
		<updated>2026-03-18T01:24:44Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Official Options in Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; In this campaign, Hidden Lore is considered the base, practical, &amp;quot;know stuff about [creature]&amp;quot; skill (neverminding the skill description in Basic rules). As for Expert Skill (Vampirology), &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29, it can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology for this purpose. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
* Battle won vs vamp: 1&lt;br /&gt;
* Battle won vs master: 2&lt;br /&gt;
* Battle won vs &amp;gt; master: 3&lt;br /&gt;
* Battle v &amp;quot;horde&amp;quot;: +1&lt;br /&gt;
* PC lost: -1 ea&lt;br /&gt;
* Case closed: 1&lt;br /&gt;
&lt;br /&gt;
=New, Backup, Inactive Characters=&lt;br /&gt;
===New===&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
===Backup===&lt;br /&gt;
Backup/replacements can be created at any time, and swapped in/out during the campaign with agreement of the other players+GM. Follows the same conditions as &amp;quot;new&amp;quot; above.&lt;br /&gt;
===Inactive===&lt;br /&gt;
PCs whose player is away, backup/replacements not currently being played, etc., can be treated as a campaign Contact at GM&amp;#039;s discretion under the usual mechanics. Frequency of appearance is &amp;quot;GM-says-so&amp;quot;; skills and abilities per the character as-is. May be subject to approval of the player-owner of the character.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Basic&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Bleeding,&amp;quot; just the basics, p. 420&lt;br /&gt;
*&amp;quot;Skill improvement,&amp;quot; &amp;quot;Significant Use&amp;quot; and &amp;quot;IQ roll for defaults,&amp;quot; p. 292 &lt;br /&gt;
*&amp;quot;Improvement Through Study,&amp;quot; pp. 292-294&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Martial Arts&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Tricky Shooting&amp;quot; p.121&lt;br /&gt;
*&amp;quot;Rapid Strike&amp;quot; p.127 (also see &amp;#039;&amp;#039;Action3&amp;#039;&amp;#039;)&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Stand and Move (and Attack):&amp;#039;&amp;#039;&amp;#039; Standing from a kneeling posture is allowed during any maneuver allowing movement of more than a Step at the cost of half your available Movement Points (minimum of two), or all Movement Points in the case of an All-Out maneuver. With an Acrobatic Stand success, the same may apply from a prone posture.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Change Posture and Attack:&amp;#039;&amp;#039;&amp;#039; An attack is allowed during any Change Posture maneuver. Treat this as a Move and Attack in all respects (replacing the normally-allotted movement).&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8535</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8535"/>
		<updated>2026-03-18T01:24:22Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Official Options in Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; In this campaign, Hidden Lore is considered the base, practical, &amp;quot;know stuff about [creature]&amp;quot; skill (neverminding the skill description in Basic rules). As for Expert Skill (Vampirology), &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29, it can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology for this purpose. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
* Battle won vs vamp: 1&lt;br /&gt;
* Battle won vs master: 2&lt;br /&gt;
* Battle won vs &amp;gt; master: 3&lt;br /&gt;
* Battle v &amp;quot;horde&amp;quot;: +1&lt;br /&gt;
* PC lost: -1 ea&lt;br /&gt;
* Case closed: 1&lt;br /&gt;
&lt;br /&gt;
=New, Backup, Inactive Characters=&lt;br /&gt;
===New===&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
===Backup===&lt;br /&gt;
Backup/replacements can be created at any time, and swapped in/out during the campaign with agreement of the other players+GM. Follows the same conditions as &amp;quot;new&amp;quot; above.&lt;br /&gt;
===Inactive===&lt;br /&gt;
PCs whose player is away, backup/replacements not currently being played, etc., can be treated as a campaign Contact at GM&amp;#039;s discretion under the usual mechanics. Frequency of appearance is &amp;quot;GM-says-so&amp;quot;; skills and abilities per the character as-is. May be subject to approval of the player-owner of the character.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Basic&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Bleeding,&amp;quot; just the basics, p. 420&lt;br /&gt;
*&amp;quot;Skill improvement,&amp;quot; &amp;quot;Significant Use&amp;quot; and &amp;quot;IQ roll for defaults,&amp;quot; p. 292 &lt;br /&gt;
*&amp;quot;Improvement Through Study,&amp;quot; pp. 292-294&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Martial Arts&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Tricky Shooting&amp;quot; p.121&lt;br /&gt;
*&amp;quot;Rapid Strike&amp;quot; p.127 (see &amp;#039;&amp;#039;Action3&amp;#039;&amp;#039;)&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Stand and Move (and Attack):&amp;#039;&amp;#039;&amp;#039; Standing from a kneeling posture is allowed during any maneuver allowing movement of more than a Step at the cost of half your available Movement Points (minimum of two), or all Movement Points in the case of an All-Out maneuver. With an Acrobatic Stand success, the same may apply from a prone posture.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Change Posture and Attack:&amp;#039;&amp;#039;&amp;#039; An attack is allowed during any Change Posture maneuver. Treat this as a Move and Attack in all respects (replacing the normally-allotted movement).&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8534</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8534"/>
		<updated>2026-03-18T01:24:00Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Official Options in Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; In this campaign, Hidden Lore is considered the base, practical, &amp;quot;know stuff about [creature]&amp;quot; skill (neverminding the skill description in Basic rules). As for Expert Skill (Vampirology), &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29, it can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology for this purpose. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
* Battle won vs vamp: 1&lt;br /&gt;
* Battle won vs master: 2&lt;br /&gt;
* Battle won vs &amp;gt; master: 3&lt;br /&gt;
* Battle v &amp;quot;horde&amp;quot;: +1&lt;br /&gt;
* PC lost: -1 ea&lt;br /&gt;
* Case closed: 1&lt;br /&gt;
&lt;br /&gt;
=New, Backup, Inactive Characters=&lt;br /&gt;
===New===&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
===Backup===&lt;br /&gt;
Backup/replacements can be created at any time, and swapped in/out during the campaign with agreement of the other players+GM. Follows the same conditions as &amp;quot;new&amp;quot; above.&lt;br /&gt;
===Inactive===&lt;br /&gt;
PCs whose player is away, backup/replacements not currently being played, etc., can be treated as a campaign Contact at GM&amp;#039;s discretion under the usual mechanics. Frequency of appearance is &amp;quot;GM-says-so&amp;quot;; skills and abilities per the character as-is. May be subject to approval of the player-owner of the character.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Basic&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Bleeding,&amp;quot; just the basics, p. 420&lt;br /&gt;
*&amp;quot;Skill improvement,&amp;quot; &amp;quot;Significant Use&amp;quot; and &amp;quot;IQ roll for defaults,&amp;quot; p. 292 &lt;br /&gt;
*&amp;quot;Improvement Through Study,&amp;quot; pp. 292-294&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Martial Arts&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;quot;Tricky Shooting&amp;quot; p.121&lt;br /&gt;
**&amp;quot;Rapid Strike&amp;quot; p.127 (see &amp;#039;&amp;#039;Action3&amp;#039;&amp;#039;)&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Stand and Move (and Attack):&amp;#039;&amp;#039;&amp;#039; Standing from a kneeling posture is allowed during any maneuver allowing movement of more than a Step at the cost of half your available Movement Points (minimum of two), or all Movement Points in the case of an All-Out maneuver. With an Acrobatic Stand success, the same may apply from a prone posture.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Change Posture and Attack:&amp;#039;&amp;#039;&amp;#039; An attack is allowed during any Change Posture maneuver. Treat this as a Move and Attack in all respects (replacing the normally-allotted movement).&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8533</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8533"/>
		<updated>2026-03-18T01:23:40Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Official Options in Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; In this campaign, Hidden Lore is considered the base, practical, &amp;quot;know stuff about [creature]&amp;quot; skill (neverminding the skill description in Basic rules). As for Expert Skill (Vampirology), &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29, it can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology for this purpose. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
* Battle won vs vamp: 1&lt;br /&gt;
* Battle won vs master: 2&lt;br /&gt;
* Battle won vs &amp;gt; master: 3&lt;br /&gt;
* Battle v &amp;quot;horde&amp;quot;: +1&lt;br /&gt;
* PC lost: -1 ea&lt;br /&gt;
* Case closed: 1&lt;br /&gt;
&lt;br /&gt;
=New, Backup, Inactive Characters=&lt;br /&gt;
===New===&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
===Backup===&lt;br /&gt;
Backup/replacements can be created at any time, and swapped in/out during the campaign with agreement of the other players+GM. Follows the same conditions as &amp;quot;new&amp;quot; above.&lt;br /&gt;
===Inactive===&lt;br /&gt;
PCs whose player is away, backup/replacements not currently being played, etc., can be treated as a campaign Contact at GM&amp;#039;s discretion under the usual mechanics. Frequency of appearance is &amp;quot;GM-says-so&amp;quot;; skills and abilities per the character as-is. May be subject to approval of the player-owner of the character.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Basic&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Bleeding,&amp;quot; just the basics, p. 420&lt;br /&gt;
*&amp;quot;Skill improvement,&amp;quot; &amp;quot;Significant Use&amp;quot; and &amp;quot;IQ roll for defaults,&amp;quot; p. 292 &lt;br /&gt;
*&amp;quot;Improvement Through Study,&amp;quot; pp. 292-294&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
*&amp;#039;&amp;#039;Martial Arts&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;quot;Tricky Shooting&amp;quot; p.121&lt;br /&gt;
**&amp;quot;Rapid Strike&amp;quot; p.127 (see &amp;#039;&amp;#039;Action3&amp;#039;&amp;#039;)&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Stand and Move (and Attack):&amp;#039;&amp;#039;&amp;#039; Standing from a kneeling posture is allowed during any maneuver allowing movement of more than a Step at the cost of half your available Movement Points (minimum of two), or all Movement Points in the case of an All-Out maneuver. With an Acrobatic Stand success, the same may apply from a prone posture.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Change Posture and Attack:&amp;#039;&amp;#039;&amp;#039; An attack is allowed during any Change Posture maneuver. Treat this as a Move and Attack in all respects (replacing the normally-allotted movement).&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Robert_Ardelean&amp;diff=8532</id>
		<title>Robert Ardelean</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Robert_Ardelean&amp;diff=8532"/>
		<updated>2026-03-17T02:45:55Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SupersNCChar1&lt;br /&gt;
|Image           = [[File:Nc-pc-robertash.jpg|200px]]&lt;br /&gt;
|Name            = Robert Ardelean&lt;br /&gt;
|Age		 = &lt;br /&gt;
|Affiliation	 = &lt;br /&gt;
|Job		 = NA&lt;br /&gt;
|Status		 = (Un)Living&lt;br /&gt;
|@PCs		 = PC&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;Actor: [https://www.imdb.com/name/nm0000488/?ref_=fn_all_nme_1 Brandon Lee], Ref: &amp;#039;&amp;#039;The Crow&amp;#039;&amp;#039;&lt;br /&gt;
=Concept=&lt;br /&gt;
Undead Avenger, Killer of Killers&lt;br /&gt;
&lt;br /&gt;
=Tropes=&lt;br /&gt;
[https://tvtropes.org/pmwiki/pmwiki.php/Main/GunsAkimbo Guns Akimbo]&lt;br /&gt;
&lt;br /&gt;
=Details=&lt;br /&gt;
[[File:Nc-est-robertshouse.jpg|thumb|300px|right|Robert&amp;#039;s home at 5287 Hecla St in Woodbridge]]&lt;br /&gt;
:Residence: 5287 Hecla St&lt;br /&gt;
:Workplace: NA (Formerly 8th Precinct HQ)&lt;br /&gt;
===Background===&lt;br /&gt;
&amp;lt;p&amp;gt;Robert worked as a police officer in [[:Category:Motor City|Motor City]]. Despite the constant stress, violence and corruption present daily in his life, he succeeded in maintaining his humanity and integrity while performing his duties. He lived with his girlfriend, in Woodbridge, and they were planning on getting married next Autumn. Their plans were interrupted when they were both attacked at home one night. Despite trying to buy his girlfriend time to escape, the last thing Robert saw before dying was his girlfriend being torn apart by the pack of vampires.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Robert was buried next to his girlfriend, and a few months later, he was pulled from oblivion, back into the world of the living. He doesn&amp;#039;t know how or why he returned. Coming back to life is not a pleasant experience, as he feels constant hunger and thirst, which he can never sate, and as his first attempts revealed, everything tastes like ash and mud. On the other hand, he received abilities he never dreamt of. Now, going back to his former home – which by then had become derelict – he is consumed by the need for revenge.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supporting Cast==&lt;br /&gt;
===Hobo Union===&lt;br /&gt;
&amp;lt;p&amp;gt;AKA local Hobo Union #1234&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Loosely-organized network of &amp;quot;honorable&amp;quot; hobos/vagrants/bums/etc that collect and share information for a few bucks, if you know the secret code&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
===Starting===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;400 points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Current===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;400 points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Personalities (Nightcrawlers)]][[Category:PCs (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Robert_Ardelean&amp;diff=8530</id>
		<title>Robert Ardelean</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Robert_Ardelean&amp;diff=8530"/>
		<updated>2026-03-17T02:45:30Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: Gigermann moved page Robert Ash to Robert Ardelean: Renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SupersNCChar1&lt;br /&gt;
|Image           = [[File:Nc-pc-robertash.jpg|200px]]&lt;br /&gt;
|Name            = Robert Ash&lt;br /&gt;
|Age		 = &lt;br /&gt;
|Affiliation	 = &lt;br /&gt;
|Job		 = NA&lt;br /&gt;
|Status		 = (Un)Living&lt;br /&gt;
|@PCs		 = PC&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;Actor: [https://www.imdb.com/name/nm0000488/?ref_=fn_all_nme_1 Brandon Lee], Ref: &amp;#039;&amp;#039;The Crow&amp;#039;&amp;#039;&lt;br /&gt;
=Concept=&lt;br /&gt;
Undead Avenger, Killer of Killers&lt;br /&gt;
&lt;br /&gt;
=Tropes=&lt;br /&gt;
[https://tvtropes.org/pmwiki/pmwiki.php/Main/GunsAkimbo Guns Akimbo]&lt;br /&gt;
&lt;br /&gt;
=Details=&lt;br /&gt;
[[File:Nc-est-robertshouse.jpg|thumb|300px|right|Robert&amp;#039;s home at 5287 Hecla St in Woodbridge]]&lt;br /&gt;
:Residence: 5287 Hecla St&lt;br /&gt;
:Workplace: NA (Formerly 8th Precinct HQ)&lt;br /&gt;
===Background===&lt;br /&gt;
&amp;lt;p&amp;gt;Robert worked as a police officer in [[:Category:Motor City|Motor City]]. Despite the constant stress, violence and corruption present daily in his life, he succeeded in maintaining his humanity and integrity while performing his duties. He lived with his girlfriend, in Woodbridge, and they were planning on getting married next Autumn. Their plans were interrupted when they were both attacked at home one night. Despite trying to buy his girlfriend time to escape, the last thing Robert saw before dying was his girlfriend being torn apart by the pack of vampires.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Robert was buried next to his girlfriend, and a few months later, he was pulled from oblivion, back into the world of the living. He doesn&amp;#039;t know how or why he returned. Coming back to life is not a pleasant experience, as he feels constant hunger and thirst, which he can never sate, and as his first attempts revealed, everything tastes like ash and mud. On the other hand, he received abilities he never dreamt of. Now, going back to his former home – which by then had become derelict – he is consumed by the need for revenge.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supporting Cast==&lt;br /&gt;
===Hobo Union===&lt;br /&gt;
&amp;lt;p&amp;gt;AKA local Hobo Union #1234&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Loosely-organized network of &amp;quot;honorable&amp;quot; hobos/vagrants/bums/etc that collect and share information for a few bucks, if you know the secret code&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
===Starting===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;400 points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Current===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;400 points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Personalities (Nightcrawlers)]][[Category:PCs (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Robert_Ash&amp;diff=8531</id>
		<title>Robert Ash</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Robert_Ash&amp;diff=8531"/>
		<updated>2026-03-17T02:45:30Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: Gigermann moved page Robert Ash to Robert Ardelean: Renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Robert Ardelean]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Vampire_Lore&amp;diff=8529</id>
		<title>Vampire Lore</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Vampire_Lore&amp;diff=8529"/>
		<updated>2026-03-09T20:53:14Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;color:#f00;&amp;quot;&amp;gt;Still WIP&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Refer to &amp;#039;&amp;#039;Monster Hunters 3: The Enemy&amp;#039;&amp;#039; pp. 8-12, though many of the particulars will differ in this campaign.&amp;lt;/p&amp;gt;&lt;br /&gt;
=Obvious=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: No roll required with Expert Skill (Vampirology); Occultism+2. Note: This is, essentially, a &amp;#039;&amp;#039;confirmation&amp;#039;&amp;#039; or &amp;#039;&amp;#039;negation&amp;#039;&amp;#039; of what can be gleaned from popular media.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;It presents itself as mild anemia&amp;quot; ([https://en.wikipedia.org/wiki/Porphyria Porphyria])&lt;br /&gt;
*Nature: Supernatural undead (that is, not a virus)&lt;br /&gt;
*Contagion: Can (not always) spread to others&lt;br /&gt;
*Feeding: Consumes blood&lt;br /&gt;
*Sleep: Sleeps during the day&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*Fangs; Pallor&lt;br /&gt;
:*No reflection&lt;br /&gt;
:*Requires invitation to enter&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Beheading, stake-to-the-heart is bad for them (no surprise; works on the living, too)&lt;br /&gt;
:*Sunlight is bad for them (&amp;amp; they &amp;#039;&amp;#039;don&amp;#039;t&amp;#039;&amp;#039; sparkle)&lt;br /&gt;
:*Garlic is bad for them&lt;br /&gt;
:*&amp;quot;Good&amp;quot;/&amp;quot;Holy&amp;quot; is bad for them&lt;br /&gt;
*Support:&lt;br /&gt;
:*Powerful vampires can compel humans into their service; &amp;quot;mind control&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Known/Common (Skill 6-9)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Expert Skill (Vampirology)+4; Occultism+0. Note: Knows what is &amp;#039;&amp;#039;not&amp;#039;&amp;#039; true.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;One thing about living in Santa Carla I never could stomach; all the damn vampires.&amp;quot;&lt;br /&gt;
*Nature: &lt;br /&gt;
:*Really &amp;quot;hard to kill&amp;quot;&lt;br /&gt;
:*Something of the former-self remains after &amp;quot;death&amp;quot;&lt;br /&gt;
:*Older = more powerful; new vamps are &amp;quot;mooks&amp;quot;&lt;br /&gt;
*Contagion: Turning requires ingestion of vampire blood&lt;br /&gt;
*Feeding: Extra-aggressive, &amp;quot;frenzy/berserk,&amp;quot; when hungry&lt;br /&gt;
*Sleep: Tends to return to the grave to sleep during the day, but not always&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*[https://en.wikipedia.org/wiki/Tapetum_lucidum#Eyeshine Eyeshine]; &amp;quot;Demon face&amp;quot; (when attacking, agitated; Ref: &amp;#039;&amp;#039;Buffy&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Lost Boys&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Dusk Till Dawn&amp;#039;&amp;#039;, etc.)&lt;br /&gt;
:*No reflection, and doesn&amp;#039;t appear on film&lt;br /&gt;
:*Prefers the cold&lt;br /&gt;
:*Invitation required for entry into private residence; not required for public places&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Vulnerable to silver, sunlight, &amp;quot;Good&amp;quot;/&amp;quot;Holy&amp;quot;, and will generally avoid them&lt;br /&gt;
:*Irritated by garlic (like tear-gas/ammonia)&lt;br /&gt;
*Destruction: Vampires don&amp;#039;t all &amp;quot;go out&amp;quot; the same way when killed&lt;br /&gt;
*Support:&lt;br /&gt;
:*Familiars (Bug-Eaters, Renfields, etc.): Some humans serve by choice, and are not mind-controlled, usually for the promise of eternal-life (and are just evil assholes)&lt;br /&gt;
&lt;br /&gt;
===Rudimentary Taxonomy===&lt;br /&gt;
*Alternate names (versions?): [https://en.wikipedia.org/wiki/Upi%C3%B3r Upir/Upiór], [https://en.wikipedia.org/wiki/Strigoi Strigoi]&lt;br /&gt;
*There are different &amp;quot;varieties,&amp;quot; and &amp;quot;stages&amp;quot; of development&lt;br /&gt;
*Commonly Eastern-European&lt;br /&gt;
&lt;br /&gt;
=Slightly Obscure/Trained (Skill 10-13)= &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Expert Skill (Vampirology)+0; Occultism-4. Note: has direct/second-hand-direct experience.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;You aim for the head or the heart. Anything else, it&amp;#039;s your ass.&amp;quot;&lt;br /&gt;
*Nature:&lt;br /&gt;
:*Essentially an &amp;quot;animated corpse&amp;quot; that can make itself look &amp;quot;alive&amp;quot;&lt;br /&gt;
:*Extremely fast, strong, tough, agile, and flexible. Normal weapons/bullets are not very effective, if at all.&lt;br /&gt;
:*Can sometimes survive beheading&lt;br /&gt;
*Contagion: &lt;br /&gt;
*Sleep: Sleep is really just a &amp;quot;standby&amp;quot; condition; they are fully aware when &amp;quot;sleeping&amp;quot;&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*Doesn&amp;#039;t appear in mirrors, and cannot be &amp;quot;directly&amp;quot; recorded on any video/audio medium, physical or electronic (blur/smear/distortion may be recorded). Difficult to track down, as a result.&lt;br /&gt;
:*Invitation granted considered a &amp;quot;permanent precedent&amp;quot; unless ownership changes or magically revoked. Loopholes exist; a &amp;quot;welcome mat&amp;quot; is invitation enough.&lt;br /&gt;
:*Avoids Holy Ground™&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Irritated by [https://en.wikipedia.org/wiki/Allicin allicin] (chemical found in garlic) (like tear-gas/ammonia)&lt;br /&gt;
:*Damaged (burned) on contact with holy water, holy symbols, sunlight; not &amp;quot;repelled/cowed&amp;quot; but will avoid contact&lt;br /&gt;
:*Holy or silver attacks are harder for them to heal, can interfere with powers&lt;br /&gt;
:*Stakes-to-the-heart don&amp;#039;t kill, but can immobilize/stun (and may lead to death)&lt;br /&gt;
*Destruction: When killed, vampires may leave a normal(ish) corpse, or turn to dust/ash, or explode, or possibly other means&lt;br /&gt;
*Support:&lt;br /&gt;
:*Blood-Bond: Humans can be fed vampire blood to gain enhancements, mentally-enslaved (often driven mad)&lt;br /&gt;
&lt;br /&gt;
===Basic Taxonomy===&lt;br /&gt;
*Most-common examples originate around the Carpathian Basin area of SE Europe (Romania, Hungary, Bulgaria, etc.), and often speak those languages&lt;br /&gt;
*Recognized/commonly-encountered &amp;quot;clans&amp;quot;&lt;br /&gt;
*&amp;quot;Levels&amp;quot;: Juvies (sometimes &amp;quot;feral&amp;quot;) &amp;lt; Minions &amp;lt; Masters &amp;lt; Primes &amp;lt; Elders&lt;br /&gt;
*Secret hierarchy/organization, rulership in place; &amp;quot;The Society&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Related===&lt;br /&gt;
*&amp;quot;Secret&amp;quot; organizations dedicated to hunting or tracking vampires (etc) exist&lt;br /&gt;
&lt;br /&gt;
=Obscure/Expert (Skill 14-17)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Expert Skill (Vampirology)-4; Occultism-10&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;You see the valets over there? They&amp;#039;re vampires. So&amp;#039;s the doorman…and the whore on the corner.&amp;quot; &amp;quot;How can you tell?&amp;quot; &amp;quot;By the way they move. The way they smell.&amp;quot;&lt;br /&gt;
:TBD In-game&lt;br /&gt;
===Advanced Taxonomy===&lt;br /&gt;
:TBD In-game&lt;br /&gt;
&lt;br /&gt;
=Highly Obscure/Authority (Skill 18+)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Expert Skill (Vampirology)-8; Occultism NA. Note: True insider information only available via direct involvement or fly-on-the-wall observation.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
*True details regarding abilities and weaknesses&lt;br /&gt;
*Details of organization and operations&lt;br /&gt;
*Who&amp;#039;s who (&amp;amp; what&amp;#039;s what)&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
===Aggravated Damage===&lt;br /&gt;
* Sunlight: Only to Vampires (and some specific undead/creatures).&lt;br /&gt;
* Silver: Vampires, Werewolves (and some shapeshifters).&lt;br /&gt;
* Fire: Almost universally Aggravated to all supernatural creatures.&lt;br /&gt;
* Supernatural Claws/Fangs: Generally cause Aggravated damage when used by supernatural beings.&lt;br /&gt;
* Magic/Sorcery: Damaging spells almost always inflict Aggravated damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8528</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8528"/>
		<updated>2026-03-08T17:03:43Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* New Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; In this campaign, Hidden Lore is considered the base, practical, &amp;quot;know stuff about [creature]&amp;quot; skill (neverminding the skill description in Basic rules). As for Expert Skill (Vampirology), &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29, it can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology for this purpose. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
* Battle won vs vamp: 1&lt;br /&gt;
* Battle won vs master: 2&lt;br /&gt;
* Battle won vs &amp;gt; master: 3&lt;br /&gt;
* Battle v &amp;quot;horde&amp;quot;: +1&lt;br /&gt;
* PC lost: -1 ea&lt;br /&gt;
* Case closed: 1&lt;br /&gt;
&lt;br /&gt;
=New, Backup, Inactive Characters=&lt;br /&gt;
===New===&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
===Backup===&lt;br /&gt;
Backup/replacements can be created at any time, and swapped in/out during the campaign with agreement of the other players+GM. Follows the same conditions as &amp;quot;new&amp;quot; above.&lt;br /&gt;
===Inactive===&lt;br /&gt;
PCs whose player is away, backup/replacements not currently being played, etc., can be treated as a campaign Contact at GM&amp;#039;s discretion under the usual mechanics. Frequency of appearance is &amp;quot;GM-says-so&amp;quot;; skills and abilities per the character as-is. May be subject to approval of the player-owner of the character.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Basic&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Bleeding,&amp;quot; just the basics, p. 420&lt;br /&gt;
*&amp;quot;Skill improvement,&amp;quot; &amp;quot;Significant Use&amp;quot; and &amp;quot;IQ roll for defaults,&amp;quot; p. 292 &lt;br /&gt;
*&amp;quot;Improvement Through Study,&amp;quot; pp. 292-294&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Stand and Move (and Attack):&amp;#039;&amp;#039;&amp;#039; Standing from a kneeling posture is allowed during any maneuver allowing movement of more than a Step at the cost of half your available Movement Points (minimum of two), or all Movement Points in the case of an All-Out maneuver. With an Acrobatic Stand success, the same may apply from a prone posture.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Change Posture and Attack:&amp;#039;&amp;#039;&amp;#039; An attack is allowed during any Change Posture maneuver. Treat this as a Move and Attack in all respects (replacing the normally-allotted movement).&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8527</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8527"/>
		<updated>2026-03-08T16:56:25Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* New/Changed Maneuvers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; In this campaign, Hidden Lore is considered the base, practical, &amp;quot;know stuff about [creature]&amp;quot; skill (neverminding the skill description in Basic rules). As for Expert Skill (Vampirology), &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29, it can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology for this purpose. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
* Battle won vs vamp: 1&lt;br /&gt;
* Battle won vs master: 2&lt;br /&gt;
* Battle won vs &amp;gt; master: 3&lt;br /&gt;
* Battle v &amp;quot;horde&amp;quot;: +1&lt;br /&gt;
* PC lost: -1 ea&lt;br /&gt;
* Case closed: 1&lt;br /&gt;
&lt;br /&gt;
=New Characters=&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Basic&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Bleeding,&amp;quot; just the basics, p. 420&lt;br /&gt;
*&amp;quot;Skill improvement,&amp;quot; &amp;quot;Significant Use&amp;quot; and &amp;quot;IQ roll for defaults,&amp;quot; p. 292 &lt;br /&gt;
*&amp;quot;Improvement Through Study,&amp;quot; pp. 292-294&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Stand and Move (and Attack):&amp;#039;&amp;#039;&amp;#039; Standing from a kneeling posture is allowed during any maneuver allowing movement of more than a Step at the cost of half your available Movement Points (minimum of two), or all Movement Points in the case of an All-Out maneuver. With an Acrobatic Stand success, the same may apply from a prone posture.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Change Posture and Attack:&amp;#039;&amp;#039;&amp;#039; An attack is allowed during any Change Posture maneuver. Treat this as a Move and Attack in all respects (replacing the normally-allotted movement).&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8526</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8526"/>
		<updated>2026-03-08T16:46:34Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Milestones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; In this campaign, Hidden Lore is considered the base, practical, &amp;quot;know stuff about [creature]&amp;quot; skill (neverminding the skill description in Basic rules). As for Expert Skill (Vampirology), &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29, it can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology for this purpose. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
* Battle won vs vamp: 1&lt;br /&gt;
* Battle won vs master: 2&lt;br /&gt;
* Battle won vs &amp;gt; master: 3&lt;br /&gt;
* Battle v &amp;quot;horde&amp;quot;: +1&lt;br /&gt;
* PC lost: -1 ea&lt;br /&gt;
* Case closed: 1&lt;br /&gt;
&lt;br /&gt;
=New Characters=&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Basic&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Bleeding,&amp;quot; just the basics, p. 420&lt;br /&gt;
*&amp;quot;Skill improvement,&amp;quot; &amp;quot;Significant Use&amp;quot; and &amp;quot;IQ roll for defaults,&amp;quot; p. 292 &lt;br /&gt;
*&amp;quot;Improvement Through Study,&amp;quot; pp. 292-294&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*An individual Change Position &amp;quot;maneuver&amp;quot; may be executed during any maneuver allowing movement of more than a Step at the cost of three Movement Points (or all remaining Movement Points if fewer than three are allowed) (probationary)&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8525</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8525"/>
		<updated>2026-03-08T16:45:12Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Special Case: Vampire Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; In this campaign, Hidden Lore is considered the base, practical, &amp;quot;know stuff about [creature]&amp;quot; skill (neverminding the skill description in Basic rules). As for Expert Skill (Vampirology), &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29, it can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology for this purpose. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=New Characters=&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Basic&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Bleeding,&amp;quot; just the basics, p. 420&lt;br /&gt;
*&amp;quot;Skill improvement,&amp;quot; &amp;quot;Significant Use&amp;quot; and &amp;quot;IQ roll for defaults,&amp;quot; p. 292 &lt;br /&gt;
*&amp;quot;Improvement Through Study,&amp;quot; pp. 292-294&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*An individual Change Position &amp;quot;maneuver&amp;quot; may be executed during any maneuver allowing movement of more than a Step at the cost of three Movement Points (or all remaining Movement Points if fewer than three are allowed) (probationary)&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8524</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8524"/>
		<updated>2026-03-08T16:44:58Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Special Case: Vampire Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Hidden Lore (Vampires): In this campaign, Hidden Lore is considered the base, practical, &amp;quot;know stuff about [creature]&amp;quot; skill (neverminding the skill description in Basic rules). As for Expert Skill (Vampirology), &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29, it can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology for this purpose. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=New Characters=&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Basic&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Bleeding,&amp;quot; just the basics, p. 420&lt;br /&gt;
*&amp;quot;Skill improvement,&amp;quot; &amp;quot;Significant Use&amp;quot; and &amp;quot;IQ roll for defaults,&amp;quot; p. 292 &lt;br /&gt;
*&amp;quot;Improvement Through Study,&amp;quot; pp. 292-294&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*An individual Change Position &amp;quot;maneuver&amp;quot; may be executed during any maneuver allowing movement of more than a Step at the cost of three Movement Points (or all remaining Movement Points if fewer than three are allowed) (probationary)&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8523</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8523"/>
		<updated>2026-03-04T02:08:35Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Official Options in Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 1: Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 2: Expert Skill (Vampirology):&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29. The study of vampires. Can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology – and possibly as Hidden Lore (Vampire Lore) – for this purpose. This is considered to be the primary &amp;quot;functional&amp;quot; vampire-hunter skill, and replaces most/all instances of Hidden Lore in &amp;#039;&amp;#039;Monster Hunters,&amp;#039;&amp;#039; with regard to Templates and mechanics. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 3: Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; This skill is for actual, insiders-only, secret knowledge of the inner workings of vampire Society. Names of leaders, their enemies, friends, and bootlickers. Locations of safe-houses, rave-clubs, and courts, or knowledge of how to find them. High-level plans and schemes. Passwords, customs, graffiti &amp;amp; markings. History-behind-the-history. This skill can substitute for Streetwise or Savoir-Faire in vampire circles. This skill is not (normally) available to PCs unless they are/were, themselves, a vampire (or near-enough). More than the lower ranks, this skill will also be &amp;quot;regional&amp;quot; (affected by [[Campaign_Rules_(Nightcrawlers)#House_Rules_in_Effect|Area Classes]]).&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This describes the interaction from Level 1 to Level 2, but also Level 2 to Level 3—all of the skills &amp;quot;overlap&amp;quot; to some degree.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=New Characters=&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Basic&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Bleeding,&amp;quot; just the basics, p. 420&lt;br /&gt;
*&amp;quot;Skill improvement,&amp;quot; &amp;quot;Significant Use&amp;quot; and &amp;quot;IQ roll for defaults,&amp;quot; p. 292 &lt;br /&gt;
*&amp;quot;Improvement Through Study,&amp;quot; pp. 292-294&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*An individual Change Position &amp;quot;maneuver&amp;quot; may be executed during any maneuver allowing movement of more than a Step at the cost of three Movement Points (or all remaining Movement Points if fewer than three are allowed) (probationary)&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8522</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8522"/>
		<updated>2026-03-04T02:06:32Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Official Options in Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 1: Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 2: Expert Skill (Vampirology):&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29. The study of vampires. Can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology – and possibly as Hidden Lore (Vampire Lore) – for this purpose. This is considered to be the primary &amp;quot;functional&amp;quot; vampire-hunter skill, and replaces most/all instances of Hidden Lore in &amp;#039;&amp;#039;Monster Hunters,&amp;#039;&amp;#039; with regard to Templates and mechanics. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 3: Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; This skill is for actual, insiders-only, secret knowledge of the inner workings of vampire Society. Names of leaders, their enemies, friends, and bootlickers. Locations of safe-houses, rave-clubs, and courts, or knowledge of how to find them. High-level plans and schemes. Passwords, customs, graffiti &amp;amp; markings. History-behind-the-history. This skill can substitute for Streetwise or Savoir-Faire in vampire circles. This skill is not (normally) available to PCs unless they are/were, themselves, a vampire (or near-enough). More than the lower ranks, this skill will also be &amp;quot;regional&amp;quot; (affected by [[Campaign_Rules_(Nightcrawlers)#House_Rules_in_Effect|Area Classes]]).&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This describes the interaction from Level 1 to Level 2, but also Level 2 to Level 3—all of the skills &amp;quot;overlap&amp;quot; to some degree.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=New Characters=&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Basic&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Bleeding,&amp;quot; just the basics, p. 420&lt;br /&gt;
*&amp;quot;Skill improvement,&amp;quot; &amp;quot;Significant Use&amp;quot; and &amp;quot;IQ roll for defaults,&amp;quot; p. 292 &lt;br /&gt;
*&amp;quot;Improvement Through Study&amp;quot;&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*An individual Change Position &amp;quot;maneuver&amp;quot; may be executed during any maneuver allowing movement of more than a Step at the cost of three Movement Points (or all remaining Movement Points if fewer than three are allowed) (probationary)&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8521</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8521"/>
		<updated>2026-03-04T02:05:58Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Official Options in Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 1: Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 2: Expert Skill (Vampirology):&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29. The study of vampires. Can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology – and possibly as Hidden Lore (Vampire Lore) – for this purpose. This is considered to be the primary &amp;quot;functional&amp;quot; vampire-hunter skill, and replaces most/all instances of Hidden Lore in &amp;#039;&amp;#039;Monster Hunters,&amp;#039;&amp;#039; with regard to Templates and mechanics. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 3: Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; This skill is for actual, insiders-only, secret knowledge of the inner workings of vampire Society. Names of leaders, their enemies, friends, and bootlickers. Locations of safe-houses, rave-clubs, and courts, or knowledge of how to find them. High-level plans and schemes. Passwords, customs, graffiti &amp;amp; markings. History-behind-the-history. This skill can substitute for Streetwise or Savoir-Faire in vampire circles. This skill is not (normally) available to PCs unless they are/were, themselves, a vampire (or near-enough). More than the lower ranks, this skill will also be &amp;quot;regional&amp;quot; (affected by [[Campaign_Rules_(Nightcrawlers)#House_Rules_in_Effect|Area Classes]]).&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This describes the interaction from Level 1 to Level 2, but also Level 2 to Level 3—all of the skills &amp;quot;overlap&amp;quot; to some degree.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=New Characters=&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Basic&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Bleeding,&amp;quot; just the basics, p. 420&lt;br /&gt;
*&amp;quot;Skill improvement,&amp;quot; &amp;quot;Significant Use&amp;quot; and &amp;quot;IQ roll for defaults,&amp;quot; p. 292 &lt;br /&gt;
Improvement Through Study via spreadsheet&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*An individual Change Position &amp;quot;maneuver&amp;quot; may be executed during any maneuver allowing movement of more than a Step at the cost of three Movement Points (or all remaining Movement Points if fewer than three are allowed) (probationary)&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Nim_Zholwa&amp;diff=8520</id>
		<title>Nim Zholwa</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Nim_Zholwa&amp;diff=8520"/>
		<updated>2026-02-21T22:27:39Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vanguard PC&lt;br /&gt;
| Image = pc_Nim_Zholwa.jpg&lt;br /&gt;
| Species = [https://starwars.fandom.com/wiki/Duros/Legends Duros]&lt;br /&gt;
| Homeworld = Phantine&lt;br /&gt;
| Specialty = Thief&lt;br /&gt;
| Status = Living&lt;br /&gt;
| Dossier = Nim_Zholwa-Dossier.jpg&lt;br /&gt;
}}&lt;br /&gt;
=Concept=&lt;br /&gt;
Plucky Shipbreaker and Catburglar&lt;br /&gt;
&lt;br /&gt;
=Tropes=&lt;br /&gt;
[https://tvtropes.org/pmwiki/pmwiki.php/Main/AntiHero Anti-Hero]; [https://tvtropes.org/pmwiki/pmwiki.php/Main/CombatPragmatist Combat Pragmatist]; [https://tvtropes.org/pmwiki/pmwiki.php/Main/LoveableRogue Loveable Rogue]; [https://tvtropes.org/pmwiki/pmwiki.php/Main/LeParkour Le Parkour]; [https://tvtropes.org/pmwiki/pmwiki.php/Main/UnderhandedHero Underhanded Hero]&lt;br /&gt;
&lt;br /&gt;
=Details=&lt;br /&gt;
&amp;lt;p&amp;gt;Born 30 years ago in the lower tiers of [[Phantine]] to a blue/green &amp;quot;mixed race&amp;quot; couple (so Nim a little of both), and raised in a large extended family, spread out across the planet, the system, and more (as is typical of Duros). His father, Fal Zholwa, owned a scrap/junk-yard, mostly catering to speeders &amp;amp; small-craft, but dreamed of a shipbuilding enterprise like the Old World. Nim worked in the yard since he was able to wield tools, tearing down vehicles &amp;amp; pulling electronics. &amp;quot;Pa&amp;quot; had ties to a local gang (Ref:JWick) and the scrapyard often served as a chop-shop. As a result, Nim grew up in criminal underworld, and from an early age, did thieving on the side, both for himself and for credit.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Nim recently got pinched by [[NovaSec]] as a result of a heist-gone-wrong, and did time in the mines/etc. During his incarceration, his father was killed by Imperial officers while participating in a riot believed to have been agitated by the gangs in response to recent crackdowns on organized crime. &amp;quot;Ma,&amp;quot; Joomena, took over running the yard in Pa&amp;#039;s absence. Nim was released from prison after ~2 years, and is now working in the yard, trying to keep his head down.&amp;lt;/p&amp;gt;&lt;br /&gt;
*Shipbreaker/Salvager (B&amp;amp;E/Thief by night)&lt;br /&gt;
*A bit on the &amp;quot;aggressive side&amp;quot; for a Duros (as is the whole family, to be fair)&lt;br /&gt;
&lt;br /&gt;
===Background Characters===&lt;br /&gt;
*Joomena &amp;quot;Ma&amp;quot; Zholwa, mother; runs the family business in Pa&amp;#039;s absence&lt;br /&gt;
*Fal &amp;quot;Pa&amp;quot; Zholwa, father; deceased, killed during the Tyemn Square Riots&lt;br /&gt;
*&amp;quot;Uncle Dal&amp;quot; Zholwa; uncle, runs/works an orbital shipyard(?)&lt;br /&gt;
====The Old Crew====&lt;br /&gt;
* Tancha Venturi - Human Fixer&lt;br /&gt;
* Ka&amp;#039;al Rizuna - Twi&amp;#039;lek Driver&lt;br /&gt;
* 8T-88 - Droid Slicer&lt;br /&gt;
&lt;br /&gt;
=Traits (180)=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ST&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;10 [0]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;DX&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;14 [80]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;IQ&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;11* [20]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;HT&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;11 [10]&amp;lt;/nowiki&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Damage 1d-2/1d; BL 20&amp;amp;nbsp;lb; HP 10 [0]; Will 10 [-5]; Per 11 [0]; FP 12 [3].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Basic Speed 6.25 [0]; Basic Move 7 [5]; Dodge 9.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Social Background&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;#039;&amp;#039;TL:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;11 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;CF:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Duro (Native) [0]; Galactic Empire [1].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Languages:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Durose (Native) [0]; Galactic Basic (Native) [6].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Templates and Meta-Traits&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Duros (p.&amp;amp;nbsp;SWSS 45) [0].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Advantages&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Born Spacer 1 [5]; Circuit Sense 2 [10]; Eidetic Memory [5].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Perks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Acrobatic Feints; Acrobatic Kicks. [2]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Disadvantages&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Bad Smell (Emergencies Only; Unconscious Only; Uncontrollable (non-destructive power)) [-4]; Chummy [-5]; Code of Honor (Professional) [-5]; Intolerance (Nemoidians; One group) [-5]; Overconfidence (12 or less) [-5]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Family/Business; Small Group) [-5]; Sense of Duty (Team) [-5]; Social Stigma (Criminal Record) [-5]; Vow (Stick it to the Emprire, for Pops; Major) [-10]; Wealth (Struggling) [-10].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Quirks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Attentive; Careful Planner; Chauvinistic; Mouthy; Storyteller. [-5]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Skills&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Acrobatics (H) DX+1 [8]-15; Acting (A) IQ-1 [1]-10; Aerobatics (H) DX-1 [1]-13&amp;amp;dagger;; Area Knowledge (Phantine) (E) IQ+1 [2]-12; Beam Weapons/TL11 (Pistol) (E) DX [1]-14; Brawling (E) DX [1]-14; Computer Operation/TL11 (E) IQ [1]-11; Electrician/TL11 (A) IQ+1 [1]-12&amp;amp;Dagger;; Electronics Repair/TL11 (Communications) (A) IQ+2 [2]-13&amp;amp;Dagger;; Electronics Repair/TL11 (Force Shields) (A) IQ+1 [1]-12&amp;amp;Dagger;; Electronics Repair/TL11 (Sensors) (A) IQ+2 [2]-13&amp;amp;Dagger;; Engineer/TL11 (Eletrical) (H) IQ+1 [2]-12&amp;amp;Dagger;; Engineer/TL11 (Eletronics) (H) IQ+1 [2]-12&amp;amp;Dagger;; Engineer/TL11 (Starship) (H) IQ-1 [2]-10; Explosives/TL11 (Demolition) (A) IQ-1 [1]-10; Fast-Talk (A) IQ+1 [4]-12; First Aid/TL11 (Duros) (E) IQ [1]-11; Free Fall (A) DX [1]-14&amp;amp;dagger;; Gunner/TL11 (Beams) (E) DX [1]-14; Hazardous Materials/TL11 (Chemical) (A) IQ+1 [4]-12; Hazardous Materials/TL11 (Radioactive) (A) IQ+1 [4]-12; Jumping (E) DX [1]-14; Mathematics/TL11 (Applied) (H) IQ-2 [1]-9; Mechanic/TL11 (Maneuver Engine) (A) IQ-1 [1]-10; Mechanic/TL11 (Starship) (A) IQ-1 [1]-10; Navigation/TL11 (Hyperspace) (A) IQ-1 [1]-10; Navigation/TL11 (Space) (A) IQ [1]-11&amp;amp;dagger;; Piloting/TL11 (High-Performance Spacecraft) (A) DX [1]-14&amp;amp;dagger;; Piloting/TL11 (Speeder) (A) DX-1 [1]-13; Professional Skill (Salvage) (A) IQ+1 [4]-12; Running (A) HT+1 [4]-12; Scrounging (E) Per+1 [2]-12; Spacer/TL11 (E) IQ+1 [1]-12&amp;amp;dagger;; Thief! (WC) DX+2 [48]-16; Vacc Suit/TL11 (A) DX [1]-14&amp;amp;dagger;; Wrestling (A) DX-1 [1]-13.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Techniques:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Acrobatic Stand (Acrobatics) (A) [0]-9; Dive n&amp;#039; Roll (Acrobatics) (A) [0]-11; Evade (Acrobatics) (A) [0]-15; Kicking (Acrobatics) (H) [0]-13; Running Climb (Jumping) (H) [0]-14; Skidding (DX) (A) [0]-12; Sliding (Acrobatics) (A) [0]-15; Spinning (Acrobatics) (A) [0]-13.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Footnotes&amp;#039;&amp;#039; ====&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;*&amp;amp;nbsp;Conditional -1 from &amp;#039;Chummy&amp;#039; when alone.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;dagger;&amp;amp;nbsp;Includes +1 from &amp;#039;Born Spacer&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;Dagger;&amp;amp;nbsp;Includes +2 from &amp;#039;Circuit Sense&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
[[Category:Vanguard]] [[Category:Personalities (Vanguard)]] [[Category:PCs (Vanguard)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Vampire_Lore&amp;diff=8519</id>
		<title>Vampire Lore</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Vampire_Lore&amp;diff=8519"/>
		<updated>2026-01-08T02:31:25Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;color:#f00;&amp;quot;&amp;gt;Still WIP&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Refer to &amp;#039;&amp;#039;Monster Hunters 3: The Enemy&amp;#039;&amp;#039; pp. 8-12, though many of the particulars will differ in this campaign.&amp;lt;/p&amp;gt;&lt;br /&gt;
=Obvious=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: No roll required with Expert Skill (Vampirology); Occultism+2. Note: This is, essentially, a &amp;#039;&amp;#039;confirmation&amp;#039;&amp;#039; or &amp;#039;&amp;#039;negation&amp;#039;&amp;#039; of what can be gleaned from popular media.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;It presents itself as mild anemia&amp;quot; ([https://en.wikipedia.org/wiki/Porphyria Porphyria])&lt;br /&gt;
*Nature: Supernatural undead (that is, not a virus)&lt;br /&gt;
*Contagion: Can (not always) spread to others&lt;br /&gt;
*Feeding: Consumes blood&lt;br /&gt;
*Sleep: Sleeps during the day&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*Fangs; Pallor&lt;br /&gt;
:*No reflection&lt;br /&gt;
:*Requires invitation to enter&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Beheading, stake-to-the-heart is bad for them (no surprise; works on the living, too)&lt;br /&gt;
:*Sunlight is bad for them (&amp;amp; they &amp;#039;&amp;#039;don&amp;#039;t&amp;#039;&amp;#039; sparkle)&lt;br /&gt;
:*Garlic is bad for them&lt;br /&gt;
:*&amp;quot;Good&amp;quot;/&amp;quot;Holy&amp;quot; is bad for them&lt;br /&gt;
*Support:&lt;br /&gt;
:*Powerful vampires can compel humans into their service; &amp;quot;mind control&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Known/Common (Skill 6-9)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Expert Skill (Vampirology)+4; Occultism+0. Note: Knows what is &amp;#039;&amp;#039;not&amp;#039;&amp;#039; true.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;One thing about living in Santa Carla I never could stomach; all the damn vampires.&amp;quot;&lt;br /&gt;
*Nature: &lt;br /&gt;
:*Really &amp;quot;hard to kill&amp;quot;&lt;br /&gt;
:*Something of the former-self remains after &amp;quot;death&amp;quot;&lt;br /&gt;
:*Older = more powerful; new vamps are &amp;quot;mooks&amp;quot;&lt;br /&gt;
*Contagion: Turning requires ingestion of vampire blood&lt;br /&gt;
*Feeding: Extra-aggressive, &amp;quot;frenzy/berserk,&amp;quot; when hungry&lt;br /&gt;
*Sleep: Tends to return to the grave to sleep during the day, but not always&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*[https://en.wikipedia.org/wiki/Tapetum_lucidum#Eyeshine Eyeshine]; &amp;quot;Demon face&amp;quot; (when attacking, agitated; Ref: &amp;#039;&amp;#039;Buffy&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Lost Boys&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Dusk Till Dawn&amp;#039;&amp;#039;, etc.)&lt;br /&gt;
:*No reflection, and doesn&amp;#039;t appear on film&lt;br /&gt;
:*Prefers the cold&lt;br /&gt;
:*Invitation required for entry into private residence; not required for public places&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Vulnerable to silver, sunlight, &amp;quot;Good&amp;quot;/&amp;quot;Holy&amp;quot;, and will generally avoid them&lt;br /&gt;
:*Irritated by garlic (like tear-gas/ammonia)&lt;br /&gt;
*Destruction: Vampires don&amp;#039;t all &amp;quot;go out&amp;quot; the same way when killed&lt;br /&gt;
*Support:&lt;br /&gt;
:*Familiars (Bug-Eaters, Renfields, etc.): Some humans serve by choice, and are not mind-controlled, usually for the promise of eternal-life (and are just evil assholes)&lt;br /&gt;
&lt;br /&gt;
===Rudimentary Taxonomy===&lt;br /&gt;
*Alternate names (versions?): [https://en.wikipedia.org/wiki/Upi%C3%B3r Upir/Upiór], [https://en.wikipedia.org/wiki/Strigoi Strigoi]&lt;br /&gt;
*There are different &amp;quot;varieties,&amp;quot; and &amp;quot;stages&amp;quot; of development&lt;br /&gt;
*Commonly Eastern-European&lt;br /&gt;
&lt;br /&gt;
=Slightly Obscure/Trained (Skill 10-13)= &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Expert Skill (Vampirology)+0; Occultism-4. Note: has direct/second-hand-direct experience.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;You aim for the head or the heart. Anything else, it&amp;#039;s your ass.&amp;quot;&lt;br /&gt;
*Nature:&lt;br /&gt;
:*Essentially an &amp;quot;animated corpse&amp;quot; that can make itself look &amp;quot;alive&amp;quot;&lt;br /&gt;
:*Extremely fast, strong, tough, agile, and flexible. Normal weapons/bullets are not very effective, if at all.&lt;br /&gt;
:*Can sometimes survive beheading&lt;br /&gt;
*Contagion: &lt;br /&gt;
*Sleep: Sleep is really just a &amp;quot;standby&amp;quot; condition; they are fully aware when &amp;quot;sleeping&amp;quot;&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*Doesn&amp;#039;t appear in mirrors, and cannot be &amp;quot;directly&amp;quot; recorded on any video/audio medium, physical or electronic (blur/smear/distortion may be recorded). Difficult to track down, as a result.&lt;br /&gt;
:*Invitation granted considered a &amp;quot;permanent precedent&amp;quot; unless ownership changes or magically revoked. Loopholes exist; a &amp;quot;welcome mat&amp;quot; is invitation enough.&lt;br /&gt;
:*Avoids Holy Ground™&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Irritated by [https://en.wikipedia.org/wiki/Allicin allicin] (chemical found in garlic) (like tear-gas/ammonia)&lt;br /&gt;
:*Damaged (burned) on contact with holy water, holy symbols, sunlight; not &amp;quot;repelled/cowed&amp;quot; but will avoid contact&lt;br /&gt;
:*Holy or silver attacks are harder for them to heal, can interfere with powers&lt;br /&gt;
:*Stakes-to-the-heart don&amp;#039;t kill, but can immobilize/stun (and may lead to death)&lt;br /&gt;
*Destruction: When killed, vampires may leave a normal(ish) corpse, or turn to dust/ash, or explode, or possibly other means&lt;br /&gt;
*Support:&lt;br /&gt;
:*Blood-Bond: Humans can be fed vampire blood to gain enhancements, mentally-enslaved (often driven mad)&lt;br /&gt;
&lt;br /&gt;
===Basic Taxonomy===&lt;br /&gt;
*Most-common examples originate around the Carpathian Basin area of SE Europe (Romania, Hungary, Bulgaria, etc.), and often speak those languages&lt;br /&gt;
*Recognized/commonly-encountered &amp;quot;clans&amp;quot;&lt;br /&gt;
*&amp;quot;Levels&amp;quot;: Juvies (sometimes &amp;quot;feral&amp;quot;) &amp;lt; Minions &amp;lt; Masters &amp;lt; Primes &amp;lt; Elders&lt;br /&gt;
*Secret hierarchy/organization, rulership in place; &amp;quot;The Society&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Related===&lt;br /&gt;
*&amp;quot;Secret&amp;quot; organizations dedicated to hunting or tracking vampires (etc) exist&lt;br /&gt;
&lt;br /&gt;
=Obscure/Expert (Skill 14-17)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Expert Skill (Vampirology)-4; Occultism-10&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;You see the valets over there? They&amp;#039;re vampires. So&amp;#039;s the doorman…and the whore on the corner.&amp;quot; &amp;quot;How can you tell?&amp;quot; &amp;quot;By the way they move. The way they smell.&amp;quot;&lt;br /&gt;
:TBD In-game&lt;br /&gt;
===Advanced Taxonomy===&lt;br /&gt;
:TBD In-game&lt;br /&gt;
&lt;br /&gt;
=Highly Obscure/Authority (Skill 18+)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Expert Skill (Vampirology)-8; Occultism NA. Note: True insider information only available via direct involvement or fly-on-the-wall observation.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
*True details regarding abilities and weaknesses&lt;br /&gt;
*Details of organization and operations&lt;br /&gt;
*Who&amp;#039;s who (&amp;amp; what&amp;#039;s what)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8518</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8518"/>
		<updated>2026-01-08T02:27:32Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Special Case: Vampire Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 1: Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 2: Expert Skill (Vampirology):&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29. The study of vampires. Can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology – and possibly as Hidden Lore (Vampire Lore) – for this purpose. This is considered to be the primary &amp;quot;functional&amp;quot; vampire-hunter skill, and replaces most/all instances of Hidden Lore in &amp;#039;&amp;#039;Monster Hunters,&amp;#039;&amp;#039; with regard to Templates and mechanics. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 3: Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; This skill is for actual, insiders-only, secret knowledge of the inner workings of vampire Society. Names of leaders, their enemies, friends, and bootlickers. Locations of safe-houses, rave-clubs, and courts, or knowledge of how to find them. High-level plans and schemes. Passwords, customs, graffiti &amp;amp; markings. History-behind-the-history. This skill can substitute for Streetwise or Savoir-Faire in vampire circles. This skill is not (normally) available to PCs unless they are/were, themselves, a vampire (or near-enough). More than the lower ranks, this skill will also be &amp;quot;regional&amp;quot; (affected by [[Campaign_Rules_(Nightcrawlers)#House_Rules_in_Effect|Area Classes]]).&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This describes the interaction from Level 1 to Level 2, but also Level 2 to Level 3—all of the skills &amp;quot;overlap&amp;quot; to some degree.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=New Characters=&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*An individual Change Position &amp;quot;maneuver&amp;quot; may be executed during any maneuver allowing movement of more than a Step at the cost of three Movement Points (or all remaining Movement Points if fewer than three are allowed) (probationary)&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8517</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8517"/>
		<updated>2026-01-08T02:23:50Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Special Case: Vampire Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 1: Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 2: Expert Skill (Vampirology):&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29. The study of vampires. Can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology – and possibly as Hidden Lore (Vampire Lore) – for this purpose. This is considered to be the primary &amp;quot;functional&amp;quot; vampire-hunter skill, and replaces most/all instances of Hidden Lore in &amp;#039;&amp;#039;Monster Hunters,&amp;#039;&amp;#039; with regard to Templates and mechanics. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 3: Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; This skill is for actual, insiders-only, secret knowledge of the inner workings of vampire Society. Names of leaders, their enemies, friends, and bootlickers. Locations of safe-houses, rave-clubs, and courts, or knowledge of how to find them. High-level plans and schemes. Passwords, customs, graffiti &amp;amp; markings. History-behind-the-history. This skill can substitute for Streetwise or Savoir-Faire in vampire circles. This skill is not (normally) available to PCs unless they are/were, themselves, a vampire (or near-enough). More than the lower ranks, this skill will also be &amp;quot;regional&amp;quot; (affected by Area Classes).&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This describes the interaction from Level 1 to Level 2, but also Level 2 to Level 3—all of the skills &amp;quot;overlap&amp;quot; to some degree.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=New Characters=&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*An individual Change Position &amp;quot;maneuver&amp;quot; may be executed during any maneuver allowing movement of more than a Step at the cost of three Movement Points (or all remaining Movement Points if fewer than three are allowed) (probationary)&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8516</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8516"/>
		<updated>2026-01-08T02:18:08Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Special Case: Vampire Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 1: Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 2: Expert Skill (Vampirology):&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29. The study of vampires. Can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology – and possibly as Hidden Lore (Vampire Lore) – for this purpose. This is considered to be the primary &amp;quot;functional&amp;quot; vampire-hunter skill, and replaces most/all instances of Hidden Lore in &amp;#039;&amp;#039;Monster Hunters,&amp;#039;&amp;#039; with regard to Templates and mechanics. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 3: Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; This skill is for actual, insiders-only, secret knowledge of the inner workings of vampire Society. Names of leaders, their enemies, friends, and bootlickers. Locations of safe-houses, rave-clubs, and courts, or knowledge of how to find them. High-level plans and schemes. Passwords, customs, graffiti &amp;amp; markings. History-behind-the-history. This skill can substitute for Streetwise or Savoir-Faire in vampire circles. This skill is not (normally) available to PCs unless they are/were, themselves, a vampire (or near-enough). More that the lower ranks, this skill will also be &amp;quot;regional&amp;quot; (affected by Area Classes).&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This describes the interaction from Level 1 to Level 2, but also Level 2 to Level 3—all of the skills &amp;quot;overlap&amp;quot; to some degree.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=New Characters=&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*An individual Change Position &amp;quot;maneuver&amp;quot; may be executed during any maneuver allowing movement of more than a Step at the cost of three Movement Points (or all remaining Movement Points if fewer than three are allowed) (probationary)&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8515</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8515"/>
		<updated>2026-01-08T02:17:46Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 1: Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 2: Expert Skill (Vampirology):&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29. The study of vampires. Can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology – and possibly as Hidden Lore (Vampire Lore) – for this purpose. This is considered to be the primary &amp;quot;functional&amp;quot; vampire-hunter skill, and replaces most/all instances of Hidden Lore in &amp;#039;&amp;#039;Monster Hunters,&amp;#039;&amp;#039; with regard to Templates and mechanics. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 3: Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; This skill is for actual, insiders-only, secret knowledge of the inner workings of vampire Society. Names of leaders, their enemies, friends, and bootlickers. Locations of safe-houses, rave-clubs, and courts, or knowledge of how to find them. High-level plans and schemes. Passwords, customs, graffiti &amp;amp; markings. History-behind-the-history. This skill can substitute for Streetwise or Savoir-Faire in vampire circles. This skill is not (normally) available to PCs unless they are/were, themselves, a vampire (or near-enough). More that the lower ranks, this skill will also be affected by Area Classes.&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This describes the interaction from Level 1 to Level 2, but also Level 2 to Level 3—all of the skills &amp;quot;overlap&amp;quot; to some degree.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=New Characters=&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*An individual Change Position &amp;quot;maneuver&amp;quot; may be executed during any maneuver allowing movement of more than a Step at the cost of three Movement Points (or all remaining Movement Points if fewer than three are allowed) (probationary)&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8514</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8514"/>
		<updated>2026-01-08T02:16:31Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Starting Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
**A minimum of 2 points in Expert Skill (Vampirology) is required for all PCs (who are supposed to be &amp;quot;professionals&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 1: Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 2: Expert Skill (Vampirology):&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29. The study of vampires. Can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology – and possibly as Hidden Lore (Vampire Lore) – for this purpose. This is considered to be the primary &amp;quot;functional&amp;quot; vampire-hunter skill, and replaces most/all instances of Hidden Lore in &amp;#039;&amp;#039;Monster Hunters,&amp;#039;&amp;#039; with regard to Templates and mechanics. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 3: Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; This skill is for actual, insiders-only, secret knowledge of the inner workings of vampire Society. Names of leaders, their enemies, friends, and bootlickers. Locations of safe-houses, rave-clubs, and courts, or knowledge of how to find them. High-level plans and schemes. Passwords, customs, graffiti &amp;amp; markings. History-behind-the-history. This skill can substitute for Streetwise or Savoir-Faire in vampire circles. This skill is not (normally) available to PCs unless they are/were, themselves, a vampire (or near-enough).&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This describes the interaction from Level 1 to Level 2, but also Level 2 to Level 3—all of the skills &amp;quot;overlap&amp;quot; to some degree.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=New Characters=&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*An individual Change Position &amp;quot;maneuver&amp;quot; may be executed during any maneuver allowing movement of more than a Step at the cost of three Movement Points (or all remaining Movement Points if fewer than three are allowed) (probationary)&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8513</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8513"/>
		<updated>2026-01-08T02:15:27Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Special Case: Vampire Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 1: Occultism:&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; p. 8. This is considered a lesser, publicly-accessible skill that can sometimes be useful to a novice vampire hunter, while also covering a wider range of monster-related or otherwise esoteric topics. This skill can be learned or improved through library or internet research.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 2: Expert Skill (Vampirology):&amp;#039;&amp;#039;&amp;#039; Ref: &amp;#039;&amp;#039;Horror&amp;#039;&amp;#039; pp. 28-29. The study of vampires. Can function as Diagnosis, Forensics, History, Literature, Occultism, Physiology, or Psychology – and possibly as Hidden Lore (Vampire Lore) – for this purpose. This is considered to be the primary &amp;quot;functional&amp;quot; vampire-hunter skill, and replaces most/all instances of Hidden Lore in &amp;#039;&amp;#039;Monster Hunters,&amp;#039;&amp;#039; with regard to Templates and mechanics. Learning or improving this skill requires actual interaction with vampires, or hunters/mentors who have actually interacted with vampires.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Level 3: Hidden Lore (Vampires):&amp;#039;&amp;#039;&amp;#039; This skill is for actual, insiders-only, secret knowledge of the inner workings of vampire Society. Names of leaders, their enemies, friends, and bootlickers. Locations of safe-houses, rave-clubs, and courts, or knowledge of how to find them. High-level plans and schemes. Passwords, customs, graffiti &amp;amp; markings. History-behind-the-history. This skill can substitute for Streetwise or Savoir-Faire in vampire circles. This skill is not (normally) available to PCs unless they are/were, themselves, a vampire (or near-enough).&lt;br /&gt;
&amp;lt;p&amp;gt;From &amp;#039;&amp;#039;Monster Hunters 2&amp;#039;&amp;#039; pp. 16-17: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;The GM should estimate how well-known the weakness is. For an obvious one (e.g., vampires don’t like stakes through the heart), a champion with the appropriate skill doesn’t even have to roll; anyone else may make an IQ or Occultism roll (at +2 for Occultism) to realize it. For a known weakness (e.g., vampires are especially flammable), roll against the skill at +4 or against straight Occultism. For a slightly obscure one (e.g., vampires are not affected by garlic), roll against the unmodified skill or against Occultism at -4. For an obscure vulnerability (e.g., certain clans of Slavic vampires are allergic to garlic), roll against the skill at -4 or against Occultism at -10. For a highly obscure fact (e.g., this particular vampire is bound to obey anyone with Romany blood), roll against the skill at -8; no Occultism roll is possible.&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This describes the interaction from Level 1 to Level 2, but also Level 2 to Level 3—all of the skills &amp;quot;overlap&amp;quot; to some degree.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=New Characters=&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*An individual Change Position &amp;quot;maneuver&amp;quot; may be executed during any maneuver allowing movement of more than a Step at the cost of three Movement Points (or all remaining Movement Points if fewer than three are allowed) (probationary)&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8512</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8512"/>
		<updated>2026-01-08T01:49:07Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
&lt;br /&gt;
==== Special Case: Vampire Lore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Vampire Lore]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=New Characters=&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*An individual Change Position &amp;quot;maneuver&amp;quot; may be executed during any maneuver allowing movement of more than a Step at the cost of three Movement Points (or all remaining Movement Points if fewer than three are allowed) (probationary)&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8511</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8511"/>
		<updated>2026-01-08T01:45:54Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
*Skills:&lt;br /&gt;
**Skills deemed by the GM to be &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; &amp;quot;not campaign-relevant&amp;quot; can be purchased for free at whatever level is desired&lt;br /&gt;
**Area Knowledge (Motor City) is disallowed; smaller city regions should be taken based on background and experience&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=New Characters=&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*An individual Change Position &amp;quot;maneuver&amp;quot; may be executed during any maneuver allowing movement of more than a Step at the cost of three Movement Points (or all remaining Movement Points if fewer than three are allowed) (probationary)&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8510</id>
		<title>Campaign Rules (Nightcrawlers)</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Campaign_Rules_(Nightcrawlers)&amp;diff=8510"/>
		<updated>2026-01-08T01:43:53Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Special Cases */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Characters=&lt;br /&gt;
*CPs: 400/-75 (-55 template, -15 lens, -5 quirks)&lt;br /&gt;
*If it&amp;#039;s not (implicitly or explicitly) on the character sheet, you don&amp;#039;t have it&lt;br /&gt;
**80/20 Rule for Starting Wealth; listed trappings on B266 &amp;quot;What Cost of Living Gets You: A Modern Example&amp;quot; are considered &amp;quot;implicitly specified.&amp;quot; Must be accounted for on the character.&lt;br /&gt;
**See Feature: Day Job, below&lt;br /&gt;
*No bonus points for background&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Basic Cinematics&lt;br /&gt;
**Traits labeled as &amp;quot;Cinematic&amp;quot; are available for regular use&lt;br /&gt;
**Wildcard skill allowed; &amp;#039;&amp;#039;recommended&amp;#039;&amp;#039; limit of one or two&lt;br /&gt;
*Allies adjusted base cost (&amp;quot;Point Values for Dependents and Allies,&amp;quot; &amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8&lt;br /&gt;
*Alternate Talent costs are allowed, but not required (PU3)&lt;br /&gt;
*Available Feature: Day Job. Must be defined. Pay as agreed upon using IRL bases. If the character does not have this trait (or Independent Income), &amp;#039;&amp;#039;the character has no source of income.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), &amp;#039;&amp;#039;the character is homeless.&amp;#039;&amp;#039;&lt;br /&gt;
*Available Feature: Transportation. Must be defined. If the character does not have this trait (or 80/20 rule, etc.), the character must depend on others or public transportation to get around.&lt;br /&gt;
*Benefits of Masked Perk (&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039; p.30) are a campaign feature.&lt;br /&gt;
*Advantages deemed by the GM to be &amp;quot;not campaign-relevant&amp;quot; can be purchased as a Perk (1CP)&lt;br /&gt;
**Terminally Ill disallowed.&lt;br /&gt;
**Unaging is not relevant.&lt;br /&gt;
&lt;br /&gt;
=Advancement=&lt;br /&gt;
* +1CP per session&lt;br /&gt;
* +Milestones&lt;br /&gt;
===Milestones===&lt;br /&gt;
&amp;lt;p&amp;gt;See &amp;#039;&amp;#039;Dungeon Fantasy 3: The Next Level&amp;#039;&amp;#039; p. 42&amp;lt;/p&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=New Characters=&lt;br /&gt;
*All new characters will start at 400pts, as above.&lt;br /&gt;
*New characters must be posted on the forum, or it doesn&amp;#039;t count; GM will not review characters delivered via Discord.&lt;br /&gt;
*Expect a week for the GM to review the character, depending on how quickly player responds to GM corrections.&lt;br /&gt;
*Expect a week after GM officially declares new character &amp;quot;ready to play&amp;quot; for the GM to create auxiliary characters, graphics, and other tie-ins, before the new character is available for the next session.&lt;br /&gt;
*Timing is just a &amp;quot;guideline&amp;quot;—could go faster for simpler characters/situations.&lt;br /&gt;
&lt;br /&gt;
=Official Options in Effect=&lt;br /&gt;
&amp;#039;&amp;#039;Action 2: Exploits&amp;#039;&amp;#039;; generally planning to favor &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive&lt;br /&gt;
*&amp;quot;Go-To Skills,&amp;quot; p. 10—these definitions of the main information skills will override the Basic skill definitions&lt;br /&gt;
*&amp;quot;Concealed Carry,&amp;quot; p. 10&lt;br /&gt;
*Handling of Interrogation skill mechanics&lt;br /&gt;
&amp;#039;&amp;#039;Action 3: Furious Fists&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Kayo&amp;quot; (p.24)&lt;br /&gt;
*&amp;quot;Very Rapid Strike&amp;quot; (p.25)&lt;br /&gt;
&amp;#039;&amp;#039;Horror&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Not Just Stunned,&amp;quot; p. 141&lt;br /&gt;
&amp;#039;&amp;#039;Action 5&amp;#039;&amp;#039;&lt;br /&gt;
* Ditto &amp;#039;&amp;#039;Action2&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Action 6: Tricked-Out Rides&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Fully Loaded!&amp;quot; p. 5&lt;br /&gt;
&amp;#039;&amp;#039;Gun Fu&amp;#039;&amp;#039;&lt;br /&gt;
*Infinite Ammo will allow continuous use of ammunition that is &amp;#039;&amp;#039;available and ready for use&amp;#039;&amp;#039; (i.e. in magazines, on the user&amp;#039;s person) without actually reloading, until the end of a fight or in a suitable break in fighting.&lt;br /&gt;
&amp;#039;&amp;#039;Power-Ups 5: Impulse Buys&amp;#039;&amp;#039; (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki]&lt;br /&gt;
*Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every &amp;#039;&amp;#039;full&amp;#039;&amp;#039; multiple of 3 by which the roll succeeds.&lt;br /&gt;
*A &amp;quot;use&amp;quot; of Luck may be traded for a single Plot Point at GM&amp;#039;s discretion&lt;br /&gt;
&amp;#039;&amp;#039;Social Engineering: Pulling Rank, Staying in Contact&amp;#039;&amp;#039;&lt;br /&gt;
*All; other sources including &amp;#039;&amp;#039;Monster Hunters&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.&lt;br /&gt;
*Advanced detail, modifiers, etc. regarding Contacts allowed&lt;br /&gt;
&amp;#039;&amp;#039;Supers&amp;#039;&amp;#039;&lt;br /&gt;
*Effects of the Masked Perk (p. 30) are considered a &amp;#039;&amp;#039;genre&amp;#039;&amp;#039; convention; Perk not required (p. 10)&lt;br /&gt;
*&amp;quot;Point Values for Dependents and Allies,&amp;quot; p. 68&lt;br /&gt;
*&amp;quot;Headquarters&amp;quot; p. 85&lt;br /&gt;
&amp;#039;&amp;#039;Tactical Shooting - Extreme Conditions&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Reduced Vision Due to Precipitation or Vegetation&amp;quot;, p. 6-7 (replaces the old 3e &amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039; visibility stuff)&lt;br /&gt;
&amp;#039;&amp;#039;DFRPG&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;quot;Slams, Tramples, and Overruns&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p.40)&lt;br /&gt;
*&amp;quot;Falling&amp;quot; (&amp;#039;&amp;#039;Exploits&amp;#039;&amp;#039; p. 67)&lt;br /&gt;
*&amp;quot;Fright Checks&amp;quot; (Ref?)&lt;br /&gt;
&amp;#039;&amp;#039;Fantastic Dungeon Grappling&amp;#039;&amp;#039;&lt;br /&gt;
*Replaces/supports Basic Set grappling rules as appropriate&lt;br /&gt;
&lt;br /&gt;
=House Rules in Effect=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rule of Three:&amp;#039;&amp;#039;&amp;#039; Can be considered &amp;quot;familiar&amp;quot; with something after three &amp;quot;real/serious&amp;quot; encounters, at GM&amp;#039;s discretion&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Take the Clock:&amp;#039;&amp;#039;&amp;#039; When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success.&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can&amp;#039;t benefit fully from this rule.&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Animals:&amp;#039;&amp;#039;&amp;#039; Use the animal stats from [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set, where applicable.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Area Classes:&amp;#039;&amp;#039;&amp;#039; (B176) Area Classes relevant to [[:Category:Motor City|Motor City]] are Neighborhood/Police-District, Region, City, and defaults between them are at &amp;#039;&amp;#039;-1&amp;#039;&amp;#039; per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.&lt;br /&gt;
&lt;br /&gt;
===Bennies===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;See [[Bennies]]&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
For good play or good idea, at GM&amp;#039;s discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll&amp;#039;s result.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
Earning/triggering an &amp;quot;Achievement&amp;quot; earns the player/character 1 (normal) Benny.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Rulings===&lt;br /&gt;
&amp;#039;&amp;#039;See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]&amp;#039;&amp;#039;&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See &amp;quot;Rule of Three.&amp;quot; Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112&lt;br /&gt;
*Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)&lt;br /&gt;
*On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)&lt;br /&gt;
*Will checks for Extra Effort (B354) may use a Will-based related-Skill instead&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knockdown:&amp;#039;&amp;#039;&amp;#039; a failure by 1 means you are stunned but stay standing; a failure by 2 means you drop to your knees; 3 you drop to crawling or sitting; and 4+ you fall all the way to lying down, either face-up or down; [http://forums.sjgames.com/showpost.php?p=1354168&amp;amp;postcount=7 Reference]. In all cases, if you were holding anything, you drop it, as normal (per B420).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Defending in Darkness:&amp;#039;&amp;#039;&amp;#039; Darkness penalties applied to attacks are applied by half to defenses as well; [http://forums.sjgames.com/showpost.php?p=783710&amp;amp;postcount=14 Reference]&lt;br /&gt;
&lt;br /&gt;
===New/Changed Maneuvers===&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: Move &amp;amp; Ready;&amp;#039;&amp;#039;&amp;#039; DX-2 to avoid tossing the readied item; subject to other conditions; Reference&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;New Maneuver: All-Out Ready;&amp;#039;&amp;#039;&amp;#039; Standard AoA rules, no DX check req.; Reference&lt;br /&gt;
*An individual Change Position &amp;quot;maneuver&amp;quot; may be executed during any maneuver allowing movement of more than a Step at the cost of three Movement Points (or all remaining Movement Points if fewer than three are allowed) (probationary)&lt;br /&gt;
&lt;br /&gt;
===Gambling===&lt;br /&gt;
See &amp;#039;&amp;#039;[[Gambling,_Expanded|Gambling, Expanded]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
*I&amp;#039;m thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual &amp;quot;thrown through a wall&amp;quot; type damage, either entirely or down to Flesh Wound (1HP)&lt;br /&gt;
*Bullets(etc) do half-knockback (½kb) × Wounding Multiplier&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]][[Category:Rules (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Vampire_Lore&amp;diff=8509</id>
		<title>Vampire Lore</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Vampire_Lore&amp;diff=8509"/>
		<updated>2026-01-08T01:40:37Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: Gigermann moved page Hidden Lore (Vampires) to Vampire Lore without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p style=&amp;quot;color:#f00;&amp;quot;&amp;gt;Still WIP&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Refer to &amp;#039;&amp;#039;Monster Hunters 3: The Enemy&amp;#039;&amp;#039; pp. 8-12, though many of the particulars will differ in this campaign.&amp;lt;/p&amp;gt;&lt;br /&gt;
=Obvious=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: No roll required with Hidden Lore (Vampires); Occultism+2. Note: This is, essentially, a &amp;#039;&amp;#039;confirmation&amp;#039;&amp;#039; or &amp;#039;&amp;#039;negation&amp;#039;&amp;#039; of what can be gleaned from popular media.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;It presents itself as mild anemia&amp;quot; ([https://en.wikipedia.org/wiki/Porphyria Porphyria])&lt;br /&gt;
*Nature: Supernatural undead (that is, not a virus)&lt;br /&gt;
*Contagion: Can (not always) spread to others&lt;br /&gt;
*Feeding: Consumes blood&lt;br /&gt;
*Sleep: Sleeps during the day&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*Fangs; Pallor&lt;br /&gt;
:*No reflection&lt;br /&gt;
:*Requires invitation to enter&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Beheading, stake-to-the-heart is bad for them (no surprise; works on the living, too)&lt;br /&gt;
:*Sunlight is bad for them (&amp;amp; they &amp;#039;&amp;#039;don&amp;#039;t&amp;#039;&amp;#039; sparkle)&lt;br /&gt;
:*Garlic is bad for them&lt;br /&gt;
:*&amp;quot;Good&amp;quot;/&amp;quot;Holy&amp;quot; is bad for them&lt;br /&gt;
*Support:&lt;br /&gt;
:*Powerful vampires can compel humans into their service; &amp;quot;mind control&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Known/Common (Skill 6-9)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)+4; Occultism+0. Note: Knows what is &amp;#039;&amp;#039;not&amp;#039;&amp;#039; true.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;One thing about living in Santa Carla I never could stomach; all the damn vampires.&amp;quot;&lt;br /&gt;
*Nature: &lt;br /&gt;
:*Really &amp;quot;hard to kill&amp;quot;&lt;br /&gt;
:*Something of the former-self remains after &amp;quot;death&amp;quot;&lt;br /&gt;
:*Older = more powerful; new vamps are &amp;quot;mooks&amp;quot;&lt;br /&gt;
*Contagion: Turning requires ingestion of vampire blood&lt;br /&gt;
*Feeding: Extra-aggressive, &amp;quot;frenzy/berserk,&amp;quot; when hungry&lt;br /&gt;
*Sleep: Tends to return to the grave to sleep during the day, but not always&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*[https://en.wikipedia.org/wiki/Tapetum_lucidum#Eyeshine Eyeshine]; &amp;quot;Demon face&amp;quot; (when attacking, agitated; Ref: &amp;#039;&amp;#039;Buffy&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Lost Boys&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Dusk Till Dawn&amp;#039;&amp;#039;, etc.)&lt;br /&gt;
:*No reflection, and doesn&amp;#039;t appear on film&lt;br /&gt;
:*Prefers the cold&lt;br /&gt;
:*Invitation required for entry into private residence; not required for public places&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Vulnerable to silver, sunlight, &amp;quot;Good&amp;quot;/&amp;quot;Holy&amp;quot;, and will generally avoid them&lt;br /&gt;
:*Irritated by garlic (like tear-gas/ammonia)&lt;br /&gt;
*Destruction: Vampires don&amp;#039;t all &amp;quot;go out&amp;quot; the same way when killed&lt;br /&gt;
*Support:&lt;br /&gt;
:*Familiars (Bug-Eaters, Renfields, etc.): Some humans serve by choice, and are not mind-controlled, usually for the promise of eternal-life (and are just evil assholes)&lt;br /&gt;
&lt;br /&gt;
===Rudimentary Taxonomy===&lt;br /&gt;
*Alternate names (versions?): [https://en.wikipedia.org/wiki/Upi%C3%B3r Upir/Upiór], [https://en.wikipedia.org/wiki/Strigoi Strigoi]&lt;br /&gt;
*There are different &amp;quot;varieties,&amp;quot; and &amp;quot;stages&amp;quot; of development&lt;br /&gt;
*Commonly Eastern-European&lt;br /&gt;
&lt;br /&gt;
=Slightly Obscure/Trained (Skill 10-13)= &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)+0; Occultism-4. Note: has direct/second-hand-direct experience.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;You aim for the head or the heart. Anything else, it&amp;#039;s your ass.&amp;quot;&lt;br /&gt;
*Nature:&lt;br /&gt;
:*Essentially an &amp;quot;animated corpse&amp;quot; that can make itself look &amp;quot;alive&amp;quot;&lt;br /&gt;
:*Extremely fast, strong, tough, agile, and flexible. Normal weapons/bullets are not very effective, if at all.&lt;br /&gt;
:*Can sometimes survive beheading&lt;br /&gt;
*Contagion: &lt;br /&gt;
*Sleep: Sleep is really just a &amp;quot;standby&amp;quot; condition; they are fully aware when &amp;quot;sleeping&amp;quot;&lt;br /&gt;
*Telltales:&lt;br /&gt;
:*Doesn&amp;#039;t appear in mirrors, and cannot be &amp;quot;directly&amp;quot; recorded on any video/audio medium, physical or electronic (blur/smear/distortion may be recorded). Difficult to track down, as a result.&lt;br /&gt;
:*Invitation granted considered a &amp;quot;permanent precedent&amp;quot; unless ownership changes or magically revoked. Loopholes exist; a &amp;quot;welcome mat&amp;quot; is invitation enough.&lt;br /&gt;
:*Avoids Holy Ground™&lt;br /&gt;
*Weaknesses:&lt;br /&gt;
:*Irritated by [https://en.wikipedia.org/wiki/Allicin allicin] (chemical found in garlic) (like tear-gas/ammonia)&lt;br /&gt;
:*Damaged (burned) on contact with holy water, holy symbols, sunlight; not &amp;quot;repelled/cowed&amp;quot; but will avoid contact&lt;br /&gt;
:*Holy or silver attacks are harder for them to heal, can interfere with powers&lt;br /&gt;
:*Stakes-to-the-heart don&amp;#039;t kill, but can immobilize/stun (and may lead to death)&lt;br /&gt;
*Destruction: When killed, vampires may leave a normal(ish) corpse, or turn to dust/ash, or explode, or possibly other means&lt;br /&gt;
*Support:&lt;br /&gt;
:*Blood-Bond: Humans can be fed vampire blood to gain enhancements, mentally-enslaved (often driven mad)&lt;br /&gt;
&lt;br /&gt;
===Basic Taxonomy===&lt;br /&gt;
*Most-common examples originate around the Carpathian Basin area of SE Europe (Romania, Hungary, Bulgaria, etc.), and often speak those languages&lt;br /&gt;
*Recognized/commonly-encountered &amp;quot;clans&amp;quot;&lt;br /&gt;
*&amp;quot;Levels&amp;quot;: Juvies (sometimes &amp;quot;feral&amp;quot;) &amp;lt; Minions &amp;lt; Masters &amp;lt; Primes &amp;lt; Elders&lt;br /&gt;
*Secret hierarchy/organization, rulership in place; &amp;quot;The Society&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Related===&lt;br /&gt;
*&amp;quot;Secret&amp;quot; organizations dedicated to hunting or tracking vampires (etc) exist&lt;br /&gt;
&lt;br /&gt;
=Obscure/Expert (Skill 14-17)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)-4; Occultism-10&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;quot;You see the valets over there? They&amp;#039;re vampires. So&amp;#039;s the doorman…and the whore on the corner.&amp;quot; &amp;quot;How can you tell?&amp;quot; &amp;quot;By the way they move. The way they smell.&amp;quot;&lt;br /&gt;
:TBD In-game&lt;br /&gt;
===Advanced Taxonomy===&lt;br /&gt;
:TBD In-game&lt;br /&gt;
&lt;br /&gt;
=Highly Obscure/Authority (Skill 18+)=&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;Roll: Hidden Lore (Vampires)-8; Occultism NA. Note: True insider information only available via direct involvement or fly-on-the-wall observation.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
*True details regarding abilities and weaknesses&lt;br /&gt;
*Details of organization and operations&lt;br /&gt;
*Who&amp;#039;s who (&amp;amp; what&amp;#039;s what)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Baba_Katya&amp;diff=8508</id>
		<title>Baba Katya</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Baba_Katya&amp;diff=8508"/>
		<updated>2025-12-31T18:26:51Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SupersNCChar1&lt;br /&gt;
|Image           = [[File:Nc-babakatya.jpg|200px]]&lt;br /&gt;
|Name            = &amp;quot;Baba Katya&amp;quot;&lt;br /&gt;
|Age		 = 66&lt;br /&gt;
|Affiliation	 = Roma Community&lt;br /&gt;
|Job		 = Fortune-Teller/Matriarch&lt;br /&gt;
|Status		 = Living&lt;br /&gt;
|@PCs		 = Contact&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;Actor: [https://www.imdb.com/name/nm0712404/?ref_=fn_all_nme_1 Lorna Raver], Ref &amp;#039;&amp;#039;Drag Me to Hell&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
=Concept=&lt;br /&gt;
Savvy Blind Fortune-Teller, Matriarch&lt;br /&gt;
&lt;br /&gt;
=Tropes=&lt;br /&gt;
[https://tvtropes.org/pmwiki/pmwiki.php/Main/FortuneTeller Fortune Teller]; [https://tvtropes.org/pmwiki/pmwiki.php/Main/MagicalRomani Magical Romani]&lt;br /&gt;
&lt;br /&gt;
=Details=&lt;br /&gt;
*AKA &amp;quot;Madame Katya&amp;quot;&lt;br /&gt;
*Understands English, but can&amp;#039;t be bothered to speak it most of the time.&lt;br /&gt;
&lt;br /&gt;
===Contact===&lt;br /&gt;
:Category: Occult (Witchcraft)&lt;br /&gt;
:Core Skill: Occultism-15&lt;br /&gt;
&lt;br /&gt;
==Supporting Cast==&lt;br /&gt;
*Harriet Brant&lt;br /&gt;
*TBD Big Guy&lt;br /&gt;
&lt;br /&gt;
=====Harriet Brant=====&lt;br /&gt;
[[Image:Nc-harrietbrant.jpg|thumb|200px|right|Harriet Brant]]&amp;lt;p&amp;gt;Actor: [https://www.imdb.com/name/nm0245112/?ref_=tt_cst_t_6 Clea DuVall], Ref: &amp;#039;&amp;#039;Carnivàle&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
*Handles, &amp;quot;reads&amp;quot; the tarot cards for Baba Katya; translates to English&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Traits=&lt;br /&gt;
Blind; Expert fortune-teller; Knowledgeable regarding the occult, witchraft; Skilled clan-leader; Speaks Romanian, Russian, some Hungarian, English&lt;br /&gt;
&lt;br /&gt;
=Roma Community=&lt;br /&gt;
[[File:Nc-est-trailerpark.jpg|right|500px|thumb|8 Mile Mobile Court; 20785 Schultes Ave]]&lt;br /&gt;
*Occupy a secluded corner of a trailer park just outside Motor City limits to the NW&lt;br /&gt;
*Clan of a dozen-or-two, all with roots in the Old Country&lt;br /&gt;
*Neighbors tend to steer clear&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
[[Category:Nightcrawlers]][[Category:Personalities (Nightcrawlers)]][[Category:PC Auxiliaries (Nightcrawlers)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Thomas_Peckett_Mansion&amp;diff=8507</id>
		<title>Thomas Peckett Mansion</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Thomas_Peckett_Mansion&amp;diff=8507"/>
		<updated>2025-12-31T15:38:32Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Nc-est-peckettmansion-ext.jpg]]&lt;br /&gt;
:81 Peterboro St&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[Category:Nightcrawlers]][[Category:Locations (Nightcrawlers)]][[Category:Motor City]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[Category:Holding]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Motor_City_Media_Group&amp;diff=8506</id>
		<title>Motor City Media Group</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Motor_City_Media_Group&amp;diff=8506"/>
		<updated>2025-12-31T15:37:49Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Nc-est-mcmg-ext.jpg|500px|thumb|right|Motor City Media Group (Brewery Park) campus at 1155 Brewery Park Blvd.]]&lt;br /&gt;
&amp;lt;p&amp;gt;Motor City Media Group Inc. is an American publishing conglomerate based in [[:Category:Motor City|Motor City]], Michigan, United States, with 13 foreign subsidiaries.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Motor City News&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is their main publication, serving Southeast Michigan&amp;#039;s community. Industry coverage includes health care, banking/finance, sports, manufacturing, government/public policy, technology, education, real estate, law, entrepreneurship, advertising/marketing, defense, services, retail, food, hospitality/tourism, life sciences, energy, and transportation. The magazine &amp;#039;&amp;#039;Motor City Monthly,&amp;#039;&amp;#039; founded in 1983 by Motor City Media Group, absorbed the rival monthly magazine &amp;#039;&amp;#039;Motor City Metro&amp;#039;&amp;#039; in 1987, and in 1996 ceased standalone publication and became a supplement within &amp;#039;&amp;#039;Motor City News.&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Nightcrawlers]][[Category:Locations (Nightcrawlers)]][[Category:Motor City]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[Category:Holding]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Town_Suites&amp;diff=8505</id>
		<title>Town Suites</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Town_Suites&amp;diff=8505"/>
		<updated>2025-12-31T15:36:57Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Details=&lt;br /&gt;
[[File:Nc-est-townapts-est.jpg|thumb|right|500px|Town Suites building, 1511 1st St]]&lt;br /&gt;
&amp;lt;p&amp;gt;Originally designed by a [[:Category:Motor City|Motor City]] architectural firm, the Town Suites building was constructed in 1928 as the exclusive site of the renowned Big Club, which had approximately 2,000 members at the time. The stately structure is faced with a warm, dark yellow brick veneer, light gray granite and yellow Mankato stone. The ascending tower features the art deco terracotta details of the building’s original design. In the early days of its conception, the building offered lodging, meeting facilities and other amenities for Big Club members and their guests. In the 1950s, the building was converted into apartments. Originally containing 255 studio and one-bedroom residences, the first floor also featured a small market and dry cleaner, adding convenience for residents and their guests. Today, it captures the historic charm of this landmark building while integrating cutting-edge, contemporary design to create an amazing urban living experience.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Extensive upgrades include ultra-modern kitchens with two variations of cabinetry and flooring, new appliances, Caesarstone™ Quartz countertops, designer lighting, new insulated aluminum windows and new air conditioners. Residents even have the option to rent on-site storage space. The beautiful lobby and reception center, parcel center for package delivery, social lounge, fitness center, laundry center with convenient app access technology, upgraded heating/cooling, new windows and other enhancements combine to create a premier downtown Motor City destination.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Nightcrawlers]][[Category:Locations (Nightcrawlers)]][[Category:Motor City]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[Category:Holding]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Vincent_Kade&amp;diff=8504</id>
		<title>Vincent Kade</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Vincent_Kade&amp;diff=8504"/>
		<updated>2025-12-31T15:36:14Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SupersNCChar1&lt;br /&gt;
|Image           = [[File:Nc-vincekade.jpg|200px]]&lt;br /&gt;
|Name            = Vincent &amp;quot;Vince&amp;quot; Kade&lt;br /&gt;
|Age		 = &lt;br /&gt;
|Affiliation	 = [Patron Org]&lt;br /&gt;
|Job		 = Investigator&lt;br /&gt;
|Status		 = Living&lt;br /&gt;
|@PCs		 = PC&lt;br /&gt;
}}&lt;br /&gt;
=Concept=&lt;br /&gt;
&lt;br /&gt;
=Tropes=&lt;br /&gt;
[https://tvtropes.org/pmwiki/pmwiki.php/Main/GunsAkimbo Guns Akimbo]; [https://tvtropes.org/pmwiki/pmwiki.php/Main/HardboiledDetective Hard Boiled Detective]; [https://tvtropes.org/pmwiki/pmwiki.php/Main/MoreDakka More Dakka]&lt;br /&gt;
&lt;br /&gt;
=Details=&lt;br /&gt;
:Residence: [[Town Suites]], 1511 1st St, #0415&lt;br /&gt;
:Workplace: Freelance&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&amp;lt;p&amp;gt;Vince Kade grew up in Motor City’s rusting backstreets, where the streetlights are dim, the factories are hollow, and trouble finds you faster than work. He lived for dares, stolen bike races, and picking fights with people twice his size. That thrill-seeking streak landed him with gangs, fight rings, and the occasional black-market deal. Arrests happened, convictions didn’t — Vince had a knack for vanishing when things got hot.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Everything changed on a “protection job” gone wrong. The target wasn’t human, and it didn’t go down when he emptied a magazine into it. Someone else staked it, and Vince learned Motor City was crawling with things the cops didn’t even have words for. Since then, he’s hunted what the law won’t touch — missing persons who aren’t people anymore, mobsters in bed with worse than the IRS, and vampires nesting in abandoned auto plants. Vince wasn’t anyone’s first pick for organized work — too independent, too much attitude. But as vampire nests multiplied and hunters kept dying, someone with serious resources put him on their roster. No meeting, no speeches — just a retainer, a target list, and a warning: “Things are about to get ugly.” Vince didn’t ask why they chose him. Maybe it’s his survival record. Maybe it’s because he kicks in doors without being told twice.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;These days, when he’s not working, he’s at [[Lucy&amp;#039;s]] in Eastmarket, a dive where supernatural lowlifes drink under strict rules: no killing, no feeding, no starting trouble you can’t finish. He’s not there for friends, just information and the occasional poker game with a witch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
===Starting===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;400 points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Current===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;400 points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Nightcrawlers]][[Category:Personalities (Nightcrawlers)]][[Category:PCs (Nightcrawlers)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[Category:Holding]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Eddie_Kolchak&amp;diff=8503</id>
		<title>Eddie Kolchak</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Eddie_Kolchak&amp;diff=8503"/>
		<updated>2025-12-31T15:35:34Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SupersNCChar1&lt;br /&gt;
|Image           = [[File:Nc-pc-eddiekolchak.jpg|200px]]&lt;br /&gt;
|Name            = Eddie Kolchak&lt;br /&gt;
|Age		 = &lt;br /&gt;
|Affiliation	 = [[Motor City Media Group|MCMG]]&lt;br /&gt;
|Job		 = Journalist&lt;br /&gt;
|Status		 = Living&lt;br /&gt;
|@PCs		 = PC&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;p&amp;gt;Actor: [https://www.imdb.com/name/nm1055413/?ref_=fn_all_nme_1 Michael Fassbender]&amp;lt;/p&amp;gt;&lt;br /&gt;
=Concept=&lt;br /&gt;
&lt;br /&gt;
=Tropes=&lt;br /&gt;
&lt;br /&gt;
=Details=&lt;br /&gt;
===Background===&lt;br /&gt;
&amp;lt;p&amp;gt;Eddie Kolchak is the only adopted son of [https://kolchak.fandom.com/wiki/Carl_Kolchak Carl Kolchak], the intrepid reporter who uncovered the Unknown during his career in the cities of Las Vegas, Seattle, Chicago and Los Angeles. After Carl’s retirement, he adopted young Eddie, a kid from an orphanage whose birth parents he has never met. Carl encouraged Eddie to have an inquisitive mind, and to be wary of authorities and their abuse of power. In his early teens, Eddie discovered Carl’s sensational audio tapes, notes, and photos. He listened in fascination to Carl talk about the encounters he had with the Unknown. Eddie entered college to pursue studies in journalism and follow in Carl’s footsteps.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; Within the year, Carl was ruthlessly killed during a home invasion. While the police insisted it was the work of a junkie with a known history of B&amp;amp;E’s and Assault, Eddie knew otherwise. The mirrors in the home were smashed, as was an iconic photo taken of Carl during his years in Las Vegas. Eddie found a handwritten note placed between the photo and the backing of the frame. It simply read, “In Memoriam: Janos”—Janos Skorzeny—the vampire Carl had staked in Las Vegas very early in his career. Eddie has never produced any leads to the identify of Carl’s killer. Another vampire? A servant of a vampire? A mentally ill fan of Janos Skorzeny?&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Eddie decided to throw himself into fitness, martial arts and shooting, and to pick up where his father left off so many years ago: to find the Unknown and bring it to “justice.” And with blood suckers, justice is a stake to the heart. He finished his studies and found work in [[:Category:Motor City|Motor City]] with the [[Motor City Media Group]] as a correspondent and podcaster. He has a contact in the FBI, someone to whom he occasionally turns for information, especially if any homicides have the stink of a vampire. Not that Eddie ever alludes to his &amp;quot;delusion&amp;quot; but sometimes it slips out.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
===Starting===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;400 points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Current===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;400 points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Nightcrawlers]][[Category:Personalities (Nightcrawlers)]][[Category:PCs (Nightcrawlers)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[Category:Holding]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Category:Holding&amp;diff=8502</id>
		<title>Category:Holding</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Category:Holding&amp;diff=8502"/>
		<updated>2025-12-31T15:34:50Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Zoltar&amp;diff=8501</id>
		<title>Zoltar</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Zoltar&amp;diff=8501"/>
		<updated>2025-11-28T02:58:19Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RedactedChar1&lt;br /&gt;
|Image           = [[File:Pc-zoltar.jpg|200px]]&lt;br /&gt;
|Name            = [Redacted]&lt;br /&gt;
|Codename        = ZOLTAR&lt;br /&gt;
|Role		 = &lt;br /&gt;
|Status		 = Living&lt;br /&gt;
|@PCs		 = PC&lt;br /&gt;
|Background      = #aa0000&lt;br /&gt;
}}&lt;br /&gt;
Actor: [https://www.imdb.com/name/nm1421522/?ref_=nv_sr_srsg_1_tt_3_nm_4_in_0_q_t%2520j%2520ramini T. J. Ramini]&lt;br /&gt;
=Concept=&lt;br /&gt;
Non-specific character reference from &amp;#039;&amp;#039;Assassin&amp;#039;s Creed&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=Tropes=&lt;br /&gt;
&lt;br /&gt;
=Details=&lt;br /&gt;
Real Name: Rashid ibn al-La&amp;#039;Ahad&lt;br /&gt;
===Background===&lt;br /&gt;
Parents were members of the [https://en.wikipedia.org/wiki/Order_of_Assassins Order of Assassins] who eloped and fled to the States decades ago. His dad was a proper Ḥashshāshīyīn who ninja&amp;#039;ed his way across the Middle East to take out the Enemies of the Order at the best of the Old Man of the Mountain, the ruler of the Ḥashshāshīyīn - I envision him as very Ra&amp;#039;s al-Ghul like. His mom was the Old Man&amp;#039;s daughter - think Nyssa al-Ghul from Arrow minus being gay - and his parents secretly carried on an illicit relationship behind the Old Man&amp;#039;s back. When mom realized she was pregnant, the parents fled the stronghold and turned to MENTOR, whom PC&amp;#039;s Dad had previously encountered. MENTOR helped them disappear into America, occasionally utilizing Dad for special operations.&lt;br /&gt;
&lt;br /&gt;
Dad trained the PC from birth, though this being in the States, the American culture seeped in and young Rashid decided as a kid that his dad was teaching him to become a superhero. Like Batman!&lt;br /&gt;
&lt;br /&gt;
Both parents were murdered by Ḥashshāshīyīn when PC was in his late teens and PC went on a revenge rampage. (That was his theoretical solo movie!) Eventually, MENTOR tracked him down and suggested he join the Army for a few years to get some discipline before later recruiting him for a special job or three...&lt;br /&gt;
&lt;br /&gt;
===Trivial Secret: Published/Writing a Spy Novel Series===&lt;br /&gt;
Pseudonym: actually leaning toward IAN WOODHULL - Ian for Fleming, of course, and Woodhull for the Culper Ring in American Revolutionary War. Though may IAN CULPER flows better?&lt;br /&gt;
&lt;br /&gt;
Overall Series: &amp;quot;A Conspiracy of Silence.&amp;quot; Centers around a young American named Gabriel (although he was born Jibrīl but he Americanized it to fit in better) with a suspicious similarity to young Rashid who, in his senior year of high school, is thrust into unexpected events when his parents are mysteriously murdered. In addition to navigating this shadowy world of espionage thanks to the mad skillz taught to him by his parents, he also has to work up the courage to ask a girl he likes out on a date ... and naturally, she&amp;#039;s involved in the conspiracy as well. So it&amp;#039;s partially autobiographical for him, but occasional wish fulfillment (e.g., &amp;quot;Damn, I wish I&amp;#039;d done that instead.&amp;quot;) Last three of the nine books introduce a Squad that bear some equally suspicious resemblances to the other PCs.&lt;br /&gt;
&lt;br /&gt;
Since this is semi-autobiographical (although cloaked in fiction), Gabriel has a lot of Rashid&amp;#039;s physical and mental characteristics; this is to facilitate the Secret being triggered. FREX, during the climax in book one, Gabriel gets the distinctive scar over his right eyebrow. The kickass token Giger spun up has &amp;quot;Zoltar&amp;quot; wearing a black suit and blue tie ... so that&amp;#039;ll be Gabriel&amp;#039;s (and Rashid&amp;#039;s!) go-to look when appropriate. Both are normally left-handed - may need to possibly flip the token? - and in later books, Gabriel takes to wearing a wedding band on his right ring finger (just like Rashid) - jury is still out on whether he is married or if this is a Tracy Bond (On Her Majesty&amp;#039;s Secret Service) situation. And so on.&lt;br /&gt;
&lt;br /&gt;
I also envision him doing cheeky &amp;quot;About the Author&amp;quot; bits that are intentionally BS and change with each released novel.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;quot;Some say that Ian Woodhull/Culper is the identity adopted by a former secret operative who was raised by a clan of Iranian ninjas who taught him how to wrestle bears, stare down vipers, and outrun cheetahs. He is said to live in a secret bunker somewhere in Antarctica where he relaxes by running naked across the ice. This is all rumor, of course.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;quot;It is said that Ian Woodhull/Culper is a former naval officer who rose to the rank of commander before joining a covert intelligence agency. He is rumored to drive a very fast Aston Martin, drink entirely too much vodka, and spends a great deal of time going rogue from his mother agency, frequently to woo women or play cards. Sometimes both. This is all rumor, of course.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
===Redacted 3===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;250 points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ST&amp;#039;&amp;#039;&amp;#039; 12 [0]; &amp;#039;&amp;#039;&amp;#039;DX&amp;#039;&amp;#039;&amp;#039; 14 [80]; &amp;#039;&amp;#039;&amp;#039;IQ&amp;#039;&amp;#039;&amp;#039; 13 [60]; &amp;#039;&amp;#039;&amp;#039;HT&amp;#039;&amp;#039;&amp;#039; 11 [10].&amp;lt;br /&amp;gt;&lt;br /&gt;
Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0].&amp;lt;br /&amp;gt;&lt;br /&gt;
Basic Speed 6.25 [0]; Basic Move 6 [0]; Block 8 (DX); Dodge 10; Parry 10 (DX).&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Social Background&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;#039;&amp;#039;TL:&amp;#039;&amp;#039; 8 [0].&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;CF:&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Languages:&amp;#039;&amp;#039; Arabic (Native) [6]; English (Native) [0].&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Advantages&amp;#039;&amp;#039; ====&lt;br /&gt;
Combat Reflexes [15]; Extra ST 2 (Affects ST; Size) [20]; Fit [5]; Flexibility [5]; Luck [15]; Ninja Talent 4 [20]; Perfect Balance [15]; Trained By A Master [Campaign].&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Disadvantages&amp;#039;&amp;#039; ====&lt;br /&gt;
Code of Honor (Soldier&amp;#039;s) [-10]; Compulsive Behavior (He HAS to be stealthy about things.) (12 or less) [-5]; Curious (6 or less) [-10]; Impulsiveness (12 or less) [-10]; Intolerance (Extremists) (One group) [-5]; Odious Personal Habit (Constantly sneaking up on people, even (especially!) his friends.) -1 [-5]; Sense of Duty (Team) [-5]; Trademark (Jokingly leaves behind Assassin&amp;#039;s Creed symbol) (Simple) [-5]; Trickster (12 or less) [-15].&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Quirks:&amp;#039;&amp;#039; &amp;quot;I&amp;#039;m not a ninja, damnit.&amp;quot;; Disciplined: won&amp;#039;t start a fight, but that&amp;#039;s it.; Distinctive Feature (Scar over eyebrow); Expensive Habit: Always dresses like James Bond; Trivial Secret: He writes YA books and is quite popular under his pseudonym [-5].&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Skills&amp;#039;&amp;#039; ====&lt;br /&gt;
Acrobatics-14 (DX+0) [2]; Blind Fighting-13 (Per+1) [1]; Camouflage-12 (IQ+0) [1]; Climbing-18 (DX+4) [2]; Electronics Operation/TL8 (Security)-11 (IQ-1) [1]; Electronics Repair/TL8 (Security)-11 (IQ-1) [1]; Escape-15 (DX+1) [1]; Explosives/TL8 (Demolition)-11 (IQ-1) [1]; Filch-13 (DX-1) [1]; First Aid/TL8 (Human)-12 (IQ+0) [1]; Forced Entry-14 (DX+0) [1]; Garrote-14 (DX+0) [1]; Gesture-12 (IQ+0) [1]; Gunner/TL8 (Machine Gun)-14 (DX+0) [1]; Guns/TL8 (Pistol)-15 (DX+1) [2]; Guns/TL8 (Rifle)-14 (DX+0) [1]; Guns/TL8 (Shotgun)-14 (DX+0) [1]; Guns/TL8 (Submachine Gun)-14 (DX+0) [1]; Hypnotism (Human)-14 (IQ+2) [1]; Invisibility Art-15 (IQ+3) [4]; Judo-14 (DX+0) [4]; Jumping-14 (DX+0) [1]; Karate-14 (DX+0) [4]; Knife-18 (DX+4) [12]; Light Walk-16 (DX+2) [1]; Lockpicking/TL8-13 (IQ+1) [4]; Observation-11 (Per-1) [1]; Pickpocket-12 (DX-2) [1]; Search-11 (Per-1) [1]; Sleight of Hand-13 (DX-1) [2]; Soldier/TL8-12 (IQ+0) [2]; Stealth-18 (DX+4) [16]; Swimming-12 (HT+1) [2]; Throwing-13 (DX-1) [1]; Thrown Weapon (Knife)-15 (DX+1) [2]; Traps/TL8-12 (IQ+0) [2].&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Techniques:&amp;#039;&amp;#039; Disappear (Stealth)-17 [10]; Reverse Grip (Knife)-12 [0].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Redacted 4(Ever)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;## points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Achievements (8)=&lt;br /&gt;
Death from Above; Hang In There!; Hood Ornament; Man Overboard (1×); Post-kill one-liner; Pre-kill one-liner; Shadow Warrior; Tarzan Mode.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*[https://www.battleoftheplanets.info/zoltar.html Zoltar] reference&lt;br /&gt;
&lt;br /&gt;
[[Category:Redacted]][[Category:PCs (Redacted)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.olympusrpg.org/index.php?title=Shredder&amp;diff=8500</id>
		<title>Shredder</title>
		<link rel="alternate" type="text/html" href="http://wiki.olympusrpg.org/index.php?title=Shredder&amp;diff=8500"/>
		<updated>2025-11-28T02:57:50Z</updated>

		<summary type="html">&lt;p&gt;Gigermann: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RedactedChar1&lt;br /&gt;
|Image           = [[File:Pc-shredder.jpg|200px]]&lt;br /&gt;
|Name            = [Redacted]&lt;br /&gt;
|Codename        = SHREDDER&lt;br /&gt;
|Role		 = Fast Guy&lt;br /&gt;
|Status		 = Living&lt;br /&gt;
|@PCs		 = PC&lt;br /&gt;
|Background      = #aa0000&lt;br /&gt;
}}&lt;br /&gt;
Actor: [https://www.imdb.com/name/nm0947447/?ref_=fn_t_1 Donnie Yen]&lt;br /&gt;
=Concept=&lt;br /&gt;
Ex-Criminal Enforcer with a Heart of Gold&lt;br /&gt;
&lt;br /&gt;
=Tropes=&lt;br /&gt;
&lt;br /&gt;
=Details=&lt;br /&gt;
Real Name: Li Chu&lt;br /&gt;
===Background===&lt;br /&gt;
Criminal assassin, recruited by the mentor for &amp;#039;&amp;#039;Redacted 1.&amp;#039;&amp;#039; Was written out of &amp;#039;&amp;#039;Redacted 2&amp;#039;&amp;#039; due to actor being cancelled on social media. This was explained as the characters leaving the group to have a family and start a career in real estate. Has a wife and two kids. One an angsty teenage daughter, the other a younger nerdy son who does nothing but play computer games and stream Fortnight with his friends.&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
*Wife: Kirrily (Actor: Gal Gadot)&lt;br /&gt;
*Daughter: Janet (16; Actor: Chloe Grace Moretz)&lt;br /&gt;
*Son: Baxter (14; Actor: Gaten Matarazzo)&lt;br /&gt;
*Dog: Spetsnaz (Pomeranian)&lt;br /&gt;
*Mother In-law: [Unspecified].&lt;br /&gt;
(Redacted 3) They know he worked for The Company, but they don&amp;#039;t know exactly what he did before he quit and went into MMA.&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
===Redacted 3===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;250 points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ST&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;11 [10]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;DX&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;16* [120]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;IQ&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;10&amp;amp;dagger; [0]&amp;lt;/nowiki&amp;gt;; &amp;#039;&amp;#039;&amp;#039;HT&amp;#039;&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;12 [20]&amp;lt;/nowiki&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Damage 1d-1/1d+1; BL 24&amp;amp;nbsp;lb; HP 11 [0]; Will 10 [0]; Per 10 [0]; FP 12 [0].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Basic Speed 8.00 [20]; Basic Move 8 [0]; Dodge 13&amp;amp;Dagger;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Social Background&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;#039;&amp;#039;TL:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;8 [0].&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Templates and Meta-Traits&amp;#039;&amp;#039; ====&lt;br /&gt;
Criminal Background (Action) [0]; Fast Guy (Action) [0].&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Advantages&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Combat Reflexes [15]; Enhanced Dodge 1 [15]; Extraordinary Luck [30]; Flexibility [5]; High Pain Threshold [10]; Trained By A Master [Campaign].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Perks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Style Familiarity (Jujutsu). [1]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Disadvantages&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Bad Temper (15 or less) [-5]; Chummy [-5]; Code of Honor (Soldier&amp;#039;s) [-10]; Delusion (Skill always beats strength!; Minor) [-5]; Dependent (Family; No more than 50%; Constantly; Group of Dependents; Loved one) [Campaign]; Impulsiveness (15 or less) [-5]; Odious Personal Habit -1 (Vegan Activist) [-5]; Overconfidence (12 or less) [-5]; Sense of Duty (Animals - Animal Activist; Small Group) [-5]; Sense of Duty (Team) [-5].&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Quirks:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;&amp;amp;quot;Are you in the market to buy or sell?&amp;amp;quot;; Has a morning health routine; Secretive about his past; Vegan; Well dressed (Status +1). [-5]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Skills&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Acrobatics (H) DX-2 [1]-14; Climbing (A) DX+2 [1]-18&amp;amp;sect;; Cooking (Vegan) (A) IQ-1 [1]-9; Driving/TL8 (Motorcycle) (A) DX-1 [1]-15; Fast-Draw (Knife) (E) DX+1 [1]-17&amp;amp;para;; Fast-Draw (Pistol) (E) DX+1 [1]-17&amp;amp;para;; Forced Entry (E) DX [1]-16; Guns/TL8 (Pistol) (E) DX [1]-16; Guns/TL8 (Rifle) (E) DX [1]-16; Holdout (A) IQ [2]-10; Intimidation (A) Will+1 [4]-11; Judo (H) DX+1 [8]-17; Jumping (E) DX [1]-16; Karate (H) DX+1 [8]-17; Knife (E) DX+1 [2]-17; Professional Skill (Real Estate) (A) IQ [2]-10; Savoir-Faire (Mafia) (E) IQ [1]-10; Stealth (A) DX+1 [4]-17; Streetwise (A) IQ [2]-10; Swimming (E) HT [1]-12; Urban Survival (A) Per+1 [2]-10.&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Techniques:&amp;#039;&amp;#039; &amp;lt;nowiki&amp;gt;Aggressive Parry (Karate) (H) [0]-11; Arm Lock (Judo) (A) [0]-17; Back Kick (Karate) (H) [0]-13; Breakfall (Judo) (A) [0]-17; Choke Hold (Judo) (H) [2]-16; Disarming (Judo) (H) [2]-18; Dual-Weapon Attack (Karate) (H) [2]-14; Elbow Strike (Karate) (A) [0]-15; Fast-Draw Opponent&amp;#039;s Weapon (Fast-Draw (Pistol)) (H) [3]-14; Feint (Karate) (H) [0]-17; Ground Fighting (Judo) (H) [0]-13; Knee Strike (Karate) (A) [1]-17; Leg Grapple (Judo) (H) [0]-17; Leg Lock (Judo) (A) [0]-17; Leg Throw (Judo) (H) [0]-15; Lethal Kick (Karate) (H) [2]-14; Lethal Strike (Karate) (H) [0]-15; Low Fighting (Judo) (H) [0]-15; Low Fighting (Karate) (H) [0]-15; Lower-Body Arm Lock (Judo) (A) [0]-15; Lower-Body Head Lock (Judo) (H) [0]-12; Lower-Body Leg Lock (Judo) (A) [0]-15; Sweep (Karate) (H) [0]-14; Targeted Attack (Karate Kicking/Leg) (H) [0]-13; Targeted Attack (Karate Punch/Face) (H) [0]-12; Targeted Attack (Karate Punch/Neck) (H) [0]-12; Triangle Choke (Judo) (H) [0]-13; Trip (Judo) (H) [0]-11; Uppercut (Karate) (A) [1]-17.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Footnotes&amp;#039;&amp;#039; ====&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;*&amp;amp;nbsp;Conditional +3 from &amp;#039;Flexibility&amp;#039; when ignoring penalties for working in close quarters.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;dagger;&amp;amp;nbsp;Conditional -1 from &amp;#039;Chummy&amp;#039; when alone.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;Dagger;&amp;amp;nbsp;Includes +1 from &amp;#039;Combat Reflexes&amp;#039;, +1 from &amp;#039;Enhanced Dodge&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;sect;&amp;amp;nbsp;Includes +3 from &amp;#039;Flexibility&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;&amp;amp;para;&amp;amp;nbsp;Includes +1 from &amp;#039;Combat Reflexes&amp;#039;.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Redacted 4(Ever)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;font-size:1.2em;&amp;quot;&amp;gt;## points&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Achievements (8)=&lt;br /&gt;
Death from Above; Environmentalist; Friendly Fire Isn&amp;#039;t; Hang In There!; Kill-Stealer; That&amp;#039;s Impossible!; The Burninator (1×); &amp;#039;Tis But a Scratch.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*[https://en.wikipedia.org/wiki/Shredder_(Teenage_Mutant_Ninja_Turtles) Shredder] reference&lt;br /&gt;
&lt;br /&gt;
[[Category:Redacted]][[Category:PCs (Redacted)]]&lt;/div&gt;</summary>
		<author><name>Gigermann</name></author>
		
	</entry>
</feed>