Difference between revisions of "Campaign Rules (Earthfall)"
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*Reference Culture: Western | *Reference Culture: Western | ||
*Reference Language: English | *Reference Language: English | ||
+ | *Magic System: NA | ||
− | == | + | =Starting Characters= |
− | + | *Use standard ATE character templates/rules from ''ATE1'' (150/-45(-50)) | |
+ | **No cinematic traits | ||
+ | **Wealth and related Traits is irrelevant | ||
+ | **Starting Wealth is irrelevant; see below | ||
+ | **Lenses from other sources allowed as appropriate/desired | ||
+ | **Allies, Dependents, Enemies, etc. should be "all or nothing"—Frequency: All the Time (with possible exceptions) | ||
+ | **Certain "social" Traits that may not be applicable after the collapse of society will need to be avoided or adjusted. Some possibilities: | ||
+ | ***Replace Rank with equivalent Courtesy Rank | ||
+ | ***Replace Duty with equivalent Sense of Duty | ||
+ | ***Legal Enforcement Powers does not apply | ||
+ | **+5 CP for proper background story or timeline | ||
− | == | + | ===Starting Wealth & Equipment=== |
− | + | Given the (intended) starting situation, PCs will have a ''believable'' and carryable amount of survival/SAR gear on their person (and maybe something back at base-camp). Subject to change if the starting situation changes. | |
+ | *Planning to stick to ''Action''/''Monster Hunters'' "generic" gear, but if ''you'' want specifics, that's fine | ||
− | === | + | ==="Objectives"=== |
− | + | Every PC is required to have an "objective"—wife/kid/etc. at home, get the fugitive to jail, knows a guy with a crapload of guns at his place, hunting cabin in the woods, left the iron on, etc.—something with a location they have to get to, if only briefly. | |
− | == | + | =Advancement= |
− | [ | + | "Fast" progression (2CP/session)—WIP |
+ | |||
+ | =Official Options in Effect= | ||
+ | *''Dungeon Fantasy 16: Wilderness Adventures'' | ||
+ | **"Old Elven Tree Tricks" for simplified Attack from Above, p. 39 | ||
+ | *<s>''Martial Arts - Technical Grappling'' "Baby Steps"</s> Replaced; see below | ||
+ | *''Power-Ups 5: Impulse Buys'' (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki] | ||
+ | **Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every ''full'' multiple of 3 by which the roll succeeds. | ||
+ | **A "use" of Luck may be traded for a single Plot Point at GM's discretion | ||
+ | *''DFRPG'' (Probationary) | ||
+ | **"Slams, Tramples, and Overruns" (''Exploits'' p.40) | ||
+ | **"Falling" (''Exploits'' p.67) | ||
+ | **"Fright Checks" (Ref?) | ||
+ | *''Fantastic Dungeon Grappling'' (Probationary) | ||
+ | |||
+ | =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.<br>''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 [http://panoptesv.com/RPGs/animalia/animalia.html this site], rather than the Basic Set—a little more well-thought-out, IMO. | ||
+ | |||
+ | ===Bennies=== | ||
+ | <p><span style="color:#73A2ED;">''Probational''</span></p> | ||
+ | For good play or good idea, at GM'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's result. | ||
+ | *No limit on accumulation | ||
+ | *No expiration | ||
+ | *No limit on number allowed to be used on a given die roll | ||
+ | *No other use but die roll bonus | ||
+ | *Obeys normal rules; no exemptions | ||
+ | *Won't enable an "impossible" action | ||
+ | *Bonus may be applied to another PC's or NPC's roll as desired | ||
+ | *In case of Luck usage, applies to "chosen" reroll | ||
+ | |||
+ | ===Miscellaneous Rulings=== | ||
+ | ''See [http://www.drlverse.com/Daniverse-House%20Rules.html#MISCRULES Daniverse]'' | ||
+ | *Use visibility modifiers from ''Vehicles 3e'' when appropriate | ||
+ | *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 | ||
+ | *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; [http://forums.sjgames.com/showpost.php?p=1354168&postcount=7 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; [http://forums.sjgames.com/showpost.php?p=783710&postcount=14 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 | ||
+ | *Going from Kneeling posture to Standing posture is allowed for Move or Move and Attack Maneuvers at the cost of 20% movement points (as for Step) (probationary) | ||
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[[Category:Earthfall]][[Category:Campaign Information (Earthfall)]] | [[Category:Earthfall]][[Category:Campaign Information (Earthfall)]] |
Latest revision as of 09:06, 18 August 2020
Contents
Setting
- Reference TL: 8
- Reference Culture: Western
- Reference Language: English
- Magic System: NA
Starting Characters
- Use standard ATE character templates/rules from ATE1 (150/-45(-50))
- No cinematic traits
- Wealth and related Traits is irrelevant
- Starting Wealth is irrelevant; see below
- Lenses from other sources allowed as appropriate/desired
- Allies, Dependents, Enemies, etc. should be "all or nothing"—Frequency: All the Time (with possible exceptions)
- Certain "social" Traits that may not be applicable after the collapse of society will need to be avoided or adjusted. Some possibilities:
- Replace Rank with equivalent Courtesy Rank
- Replace Duty with equivalent Sense of Duty
- Legal Enforcement Powers does not apply
- +5 CP for proper background story or timeline
Starting Wealth & Equipment
Given the (intended) starting situation, PCs will have a believable and carryable amount of survival/SAR gear on their person (and maybe something back at base-camp). Subject to change if the starting situation changes.
- Planning to stick to Action/Monster Hunters "generic" gear, but if you want specifics, that's fine
"Objectives"
Every PC is required to have an "objective"—wife/kid/etc. at home, get the fugitive to jail, knows a guy with a crapload of guns at his place, hunting cabin in the woods, left the iron on, etc.—something with a location they have to get to, if only briefly.
Advancement
"Fast" progression (2CP/session)—WIP
Official Options in Effect
- Dungeon Fantasy 16: Wilderness Adventures
- "Old Elven Tree Tricks" for simplified Attack from Above, p. 39
Martial Arts - Technical Grappling "Baby Steps"Replaced; see below- Power-Ups 5: Impulse Buys (Plot Points): see Olympus Wiki
- Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every full multiple of 3 by which the roll succeeds.
- A "use" of Luck may be traded for a single Plot Point at GM's discretion
- DFRPG (Probationary)
- "Slams, Tramples, and Overruns" (Exploits p.40)
- "Falling" (Exploits p.67)
- "Fright Checks" (Ref?)
- Fantastic Dungeon Grappling (Probationary)
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.
Bennies
Probational
For good play or good idea, at GM'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's result.
- No limit on accumulation
- No expiration
- No limit on number allowed to be used on a given die roll
- No other use but die roll bonus
- Obeys normal rules; no exemptions
- Won't enable an "impossible" action
- Bonus may be applied to another PC's or NPC's roll as desired
- In case of Luck usage, applies to "chosen" reroll
Miscellaneous Rulings
See Daniverse
- Use visibility modifiers from Vehicles 3e when appropriate
- 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
- 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
- Going from Kneeling posture to Standing posture is allowed for Move or Move and Attack Maneuvers at the cost of 20% movement points (as for Step) (probationary)