Difference between revisions of "Campaign Rules (KCC)"
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**Wildcard skill allowed; ''recommended'' limit of one or two | **Wildcard skill allowed; ''recommended'' limit of one or two | ||
*"Soft" 80/20 Rule for Starting Wealth | *"Soft" 80/20 Rule for Starting Wealth | ||
+ | |||
+ | ===Social Network=== | ||
+ | See [[Rule of Drama]] | ||
+ | |||
+ | ===Sidekicks=== | ||
+ | Create 3-5 "sidekick" characters for other players to use when not playing their own PCs (FREX during a given PC's solo session) | ||
+ | *Will usually be in the Social Network, but aren't ''required'' to be. | ||
+ | *Not required to be an Ally, but would get some special treatment. Non-Allies capped at 150CPs (Allies use whatever point-level was purchased). | ||
+ | |||
+ | ===Details=== | ||
+ | *Define the character's turf/beat/patrol, where he will be doing his hero-work | ||
+ | *Define the character's "home" (where he sleeps) and "HQ" (where he keeps his gear)—may be the same location, and neither are required to be ''inside'' his turf | ||
=Advancement= | =Advancement= |
Revision as of 08:11, 5 December 2018
Contents
Starting Characters
- CPs: 500/-100/-5
- Basic Cinematics
- Traits labeled as "Cinematic" are available for regular use
- Wildcard skill allowed; recommended limit of one or two
- "Soft" 80/20 Rule for Starting Wealth
Social Network
See Rule of Drama
Sidekicks
Create 3-5 "sidekick" characters for other players to use when not playing their own PCs (FREX during a given PC's solo session)
- Will usually be in the Social Network, but aren't required to be.
- Not required to be an Ally, but would get some special treatment. Non-Allies capped at 150CPs (Allies use whatever point-level was purchased).
Details
- Define the character's turf/beat/patrol, where he will be doing his hero-work
- Define the character's "home" (where he sleeps) and "HQ" (where he keeps his gear)—may be the same location, and neither are required to be inside his turf
Advancement
Official Options in Effect
Action 3: Furious Fists
- "Kayo" (p.24)
- "Very Rapid Strike" (p.25)
Supers
- Effects of the Masked Perk (p. 30) are considered a genre convention; Perk not required (p. 10)
- "Point Values for Dependents and Allies," p. 68
House Rules in Effect
- Rule of Three: Can be considered "familiar" with something after three "real/serious" encounters, at GM's discretion
- Take the Clock: 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.
Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can't benefit fully from this rule. - Animals: I will be using the animal stats from this site, rather than the Basic Set—a little more well-thought-out, IMO.
Miscellaneous Rulings
See Daniverse
- 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 "Rule of Three." Precedent: “Reverse Grip,” MA112
- 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
- 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)
- 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)
- Will checks for Extra Effort (B354) may use a Will-based related-Skill instead
- Use visibility modifiers from Vehicles 3e when appropriate
- Knockdown: 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; Reference. In all cases, if you were holding anything, you drop it, as normal (per B420).
- Defending in Darkness: Darkness penalties applied to attacks are applied by half to defenses as well; Reference
New/Changed Maneuvers
- New Maneuver: Move & Ready; DX-2 to avoid tossing the readied item; subject to other conditions; Reference
- New Maneuver: All-Out Ready; Standard AoA rules, no DX check req.; Reference
- An individual Change Position "maneuver" 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)
Special Cases
- I'm thinking about a special instance, allowing an Extra Effort FP expenditure to negate the usual "thrown through a wall" type damage, either entirely or down to Flesh Wound (1HP)
- Kinda thinking of some kind of "bullets do knockback" rule, at least
Rule of Drama
See Rule of Drama
Supremacy System
See Supremacy System
- Victory Points, for crimefighting encounters, that affect the overall Crime Level of the applicable region