Difference between revisions of "Campaign Rules (Terra Nova)"

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=Starting Characters=
 
=Starting Characters=
Characters for this campaign are clandestine "assets" recruited by the Agency™ for a mission to observe-and-report on [[Nathaniel Taylor|Cmdr. Taylor]] and his colony administration, and possibly other covert activities to support the Agency's mission on an as-needed basis. Characters will need to be suitable/useful for the Agency's needs, and will be assuming a cover identity (which will be, due to the mission's circumstances, effectively, permanent), to be deliberately inserted into the next [[Pilgrimage]]. Bear in mind that as Terra Nova is, for the most part, completely cut off from the known world, and that the Homeline situation could be considered "near-apocalyptic," therefore many existing character elements won't work here.
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Characters for this campaign are clandestine "assets" recruited by the Agency™ for a mission to observe-and-report on [[Nathaniel Taylor|Cmdr. Taylor]] and his colony administration, and possibly other covert activities to support the Agency's mission on an as-needed basis. Characters will need to be suitable/useful for the Agency's needs, and will be assuming a cover identity (which will be, due to the mission's circumstances, effectively, ''permanent''), to be surreptitiously inserted into the next [[Pilgrimage]]. Bear in mind that Terra Nova is, for the most part, completely cut off from the known world, and that the Homeline situation is a "near-apocalyptic" mess, therefore many existing character elements won't work here.
 
*Starting CP: 200; Disads -75 (Quirks -5)
 
*Starting CP: 200; Disads -75 (Quirks -5)
 
:*+5 CPs for proper background paragraph/timeline/etc
 
:*+5 CPs for proper background paragraph/timeline/etc
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*No cinematic, supernatural or exotic Traits (except as approved by the GM—talk to me if you have something in mind); Traits listed as "may be considered cinematic" (FREX Perfect Balance) will be allowed without modification.  
 
*No cinematic, supernatural or exotic Traits (except as approved by the GM—talk to me if you have something in mind); Traits listed as "may be considered cinematic" (FREX Perfect Balance) will be allowed without modification.  
 
===Traits===
 
===Traits===
 +
<p>Dr. Kromm's list of skills every adventurer should have; [http://forums.sjgames.com/showpost.php?p=369148&postcount=22 here] and [http://forums.sjgames.com/showpost.php?p=676097&postcount=4 here]</p>
 
*'''Duty (The Mission), Secret (The Mission)''' is assumed by the campaign; do not use (except as approved by the GM).
 
*'''Duty (The Mission), Secret (The Mission)''' is assumed by the campaign; do not use (except as approved by the GM).
 
*Most Social Stigmas won't be relevant, or will be less so (Quirk level?); Terra Nova is a "fresh start"/"second chance"
 
*Most Social Stigmas won't be relevant, or will be less so (Quirk level?); Terra Nova is a "fresh start"/"second chance"
 
*Status, Rank won't be relevant, except as a "courtesy."
 
*Status, Rank won't be relevant, except as a "courtesy."
 
*People with significant physical/mental disability will not be eligible for Pilgrimage; such Traits are disallowed, barring a really good excuse (and probably, an appropriate Secret)
 
*People with significant physical/mental disability will not be eligible for Pilgrimage; such Traits are disallowed, barring a really good excuse (and probably, an appropriate Secret)
*Wealth (as "Starting Wealth") could potentially still be useful when purchasing starting equipment. Independent Income/Debt will not be.
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*Everyone takes 50% Starting Wealth, for purchasing starting equipment, and bribes for getting through the portal with…issues. After that, it will be more-or-less meaningless. Independent Income/Debt will not be appropriate.
====Partners & Auxiliaries====
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====Auxiliaries====
*'''Partners:''' Part of Terra Nova's mandate is to populate the new (old) world. To blend in, all characters are expected to have "family members" for the mission's cover-identity. Use Ally (for "capable" partners, or those assigned by the Agency), Dependent (for less-capable members, or children), or Secret (Whatever-your-excuse-is-for-being-single; "Possible Death" is not available).  
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*'''Partners & Family:''' Part of Terra Nova's mandate is to populate the new (old) world. To blend in, all characters are expected (in-game) to have "family members" for the mission's cover-identity. Use Ally (for "capable" partners, or those assigned by the Agency), Dependent (for less-capable members, or children), or Secret (Whatever-your-excuse-is-for-being-single; "Possible Death" is not available).  
 
:*Frequency for Dependents will determine how often the PC will be required to intervene on their behalf, or how often they will potentially compromise the mission—don't go above 6 without good reason.  
 
:*Frequency for Dependents will determine how often the PC will be required to intervene on their behalf, or how often they will potentially compromise the mission—don't go above 6 without good reason.  
 
:*Frequency for Allies determines how often their "other job" will prevent them from helping out.
 
:*Frequency for Allies determines how often their "other job" will prevent them from helping out.
 +
:*Neither Dependents nor Allies are "required"; just means the auxiliaries keep out of trouble and mind their own business most of the time ;)
 
:*Persons without family are allowed if "specifically recruited" for their skillset (as approved by the GM); such a PC will have to be ''very'' good at their job to qualify.
 
:*Persons without family are allowed if "specifically recruited" for their skillset (as approved by the GM); such a PC will have to be ''very'' good at their job to qualify.
 
*Non-family Allies may be taken, represented by other Pilgrims, or colonists that have not been encountered yet.
 
*Non-family Allies may be taken, represented by other Pilgrims, or colonists that have not been encountered yet.
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Only what you can carry with you...
 
Only what you can carry with you...
 
*All weapons are prohibited—all comers will be searched & scanned
 
*All weapons are prohibited—all comers will be searched & scanned
 +
*Equipment worth 50% Starting Wealth (''GURPS Fantasy - Portal Realms'' p.22)
  
 
=Advancement=
 
=Advancement=

Latest revision as of 19:49, 29 May 2026

Starting Characters

Characters for this campaign are clandestine "assets" recruited by the Agency™ for a mission to observe-and-report on Cmdr. Taylor and his colony administration, and possibly other covert activities to support the Agency's mission on an as-needed basis. Characters will need to be suitable/useful for the Agency's needs, and will be assuming a cover identity (which will be, due to the mission's circumstances, effectively, permanent), to be surreptitiously inserted into the next Pilgrimage. Bear in mind that Terra Nova is, for the most part, completely cut off from the known world, and that the Homeline situation is a "near-apocalyptic" mess, therefore many existing character elements won't work here.

  • Starting CP: 200; Disads -75 (Quirks -5)
  • +5 CPs for proper background paragraph/timeline/etc
  • TL9 (early; no super-science)
  • No cinematic, supernatural or exotic Traits (except as approved by the GM—talk to me if you have something in mind); Traits listed as "may be considered cinematic" (FREX Perfect Balance) will be allowed without modification.

Traits

Dr. Kromm's list of skills every adventurer should have; here and here

  • Duty (The Mission), Secret (The Mission) is assumed by the campaign; do not use (except as approved by the GM).
  • Most Social Stigmas won't be relevant, or will be less so (Quirk level?); Terra Nova is a "fresh start"/"second chance"
  • Status, Rank won't be relevant, except as a "courtesy."
  • People with significant physical/mental disability will not be eligible for Pilgrimage; such Traits are disallowed, barring a really good excuse (and probably, an appropriate Secret)
  • Everyone takes 50% Starting Wealth, for purchasing starting equipment, and bribes for getting through the portal with…issues. After that, it will be more-or-less meaningless. Independent Income/Debt will not be appropriate.

Auxiliaries

  • Partners & Family: Part of Terra Nova's mandate is to populate the new (old) world. To blend in, all characters are expected (in-game) to have "family members" for the mission's cover-identity. Use Ally (for "capable" partners, or those assigned by the Agency), Dependent (for less-capable members, or children), or Secret (Whatever-your-excuse-is-for-being-single; "Possible Death" is not available).
  • Frequency for Dependents will determine how often the PC will be required to intervene on their behalf, or how often they will potentially compromise the mission—don't go above 6 without good reason.
  • Frequency for Allies determines how often their "other job" will prevent them from helping out.
  • Neither Dependents nor Allies are "required"; just means the auxiliaries keep out of trouble and mind their own business most of the time ;)
  • Persons without family are allowed if "specifically recruited" for their skillset (as approved by the GM); such a PC will have to be very good at their job to qualify.
  • Non-family Allies may be taken, represented by other Pilgrims, or colonists that have not been encountered yet.
  • Enemies/Rivals/Patrons/etc. will be allowed, but will be generally limited to someone you haven't yet encountered at the colony (though you will still be able to determine who/what they are, subject to GM approval); maximum Frequency of Appearance of an Enemy will be 6, unless multiple/all characters take the same Enemy. If you have an idea for something that doesn't fit these criteria, talk to the GM.
  • Two-way data & communication is possible, and materiel can be sent through the portal, so there is some wiggle-room here.

Starting Equipment

Only what you can carry with you...

  • All weapons are prohibited—all comers will be searched & scanned
  • Equipment worth 50% Starting Wealth (GURPS Fantasy - Portal Realms p.22)

Advancement

  • Will be using Improvement Through Study (B292) time-use tracking (spreadsheet); expect to get some use out of it

New, Backup, Inactive Characters

New

Backup

Inactive

Official Options in Effect

Basic

  • "Bleeding," just the basics, p. 420
  • "Skill improvement," "Significant Use" and "IQ roll for defaults," p. 292
  • "Improvement Through Study," pp. 292-294

Action 2: Exploits; generally planning to favor Action simplifications and/or clarifications to mechanics over Basic/RAW where such changes are not overly disruptive

  • "Go-To Skills," p. 10—these definitions of the main information skills will override the Basic skill definitions
  • "Concealed Carry," p. 10
  • Handling of Interrogation skill mechanics

Horror

  • "Not Just Stunned," p. 141

Action 5

  • Ditto Action2

Martial Arts

  • "Tricky Shooting" p.121

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

Social Engineering: Pulling Rank, Staying in Contact

  • All; other sources including Monster Hunters and Action series also detail the concept of requesting assistance via Patron/Rank/Duty/etc.
  • Advanced detail, modifiers, etc. regarding Contacts allowed

Tactical Shooting - Extreme Conditions

  • "Reduced Vision Due to Precipitation or Vegetation", p. 6-7 (replaces the old 3e Vehicles visibility stuff)

DFRPG

  • "Slams, Tramples, and Overruns" (Exploits p.40)
  • "Falling" (Exploits p. 67)
  • "Fright Checks" (Ref?)

Fantastic Dungeon Grappling

  • Replaces/supports Basic Set grappling rules as appropriate

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: Use the animal stats from this site, rather than the Basic Set, where applicable.

Bennies

See Bennies

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.

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
  • 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: Attack targeting both legs/arms of an individual can be done with a single attack at double the single-limb penalty, @GMD

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
  • Step and Move (and Attack): 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.
  • Change Posture and Attack: An attack is allowed during any Change Posture maneuver. Treat this as a Move and Attack in all respects (replacing the normally-allotted movement).