Difference between revisions of "Campaign Rules (Nightcrawlers)"
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* +Milestones | * +Milestones | ||
===Milestones=== | ===Milestones=== | ||
+ | <p>See ''Dungeon Fantasy 3: The Next Level'' p. 42</p> | ||
TBD | TBD | ||
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''Action 6: Tricked-Out Rides'' | ''Action 6: Tricked-Out Rides'' | ||
*"Fully Loaded!" p. 5 | *"Fully Loaded!" p. 5 | ||
+ | ''Gun Fu'' | ||
+ | *Infinite Ammo will allow continuous use of ammunition that is ''available and ready for use'' (i.e. in magazines, on the user's person) without actually reloading, until the end of a fight or in a suitable break in fighting. | ||
''Power-Ups 5: Impulse Buys'' (Plot Points): see [https://wiki.olympusrpg.org/index.php?title=Plot_Points#Gigermann Olympus Wiki] | ''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. | *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. |
Latest revision as of 20:06, 20 August 2025
Contents
Economy
IRL prices & pay. Refer to Pyramid 4/5 Modern Action II, "The Working Adventurer" p.36 for Jobs (pp. 40-41), and Cost of Living (p. 11)
Starting Characters
- CPs: 400/-75 (-55 template, -15 lens, -5 quirks)
- If it's not (implicitly or explicitly) on the character sheet, you don't have it
- 80/20 Rule for Starting Wealth; listed trappings on B266 "What Cost of Living Gets You: A Modern Example" are considered "implicitly specified." Must be accounted for on the character.
- See Feature: Day Job, below
- No bonus points for background
Traits
- Basic Cinematics
- Traits labeled as "Cinematic" are available for regular use
- Wildcard skill allowed; recommended limit of one or two
- Allies adjusted base cost ("Point Values for Dependents and Allies," Supers p. 68): 125CPs=1.0; 150CPs=1.2; 175CPs=1.4; 200CPs=1.6; 225CPs=1.8
- Alternate Talent costs are allowed, but not required (PU3)
- 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), the character has no source of income.
- Available Feature: Home. Must be defined. If the character does not have this trait (or Claim to Hospitality, 80/20 Rule, etc.), the character is homeless.
- 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.
- Benefits of Masked Perk (Supers p.30) are a campaign feature.
- Advantages deemed by the GM to be "not campaign-relevant" can be purchased as a Perk (1CP)
- Terminally Ill disallowed.
- Unaging is not relevant.
Advancement
- +1CP per session
- +Milestones
Milestones
See Dungeon Fantasy 3: The Next Level p. 42
TBD
Official Options in Effect
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
- Handling of Interrogation skill mechanics
Action 3: Furious Fists
- "Kayo" (p.24)
- "Very Rapid Strike" (p.25)
Horror
- "Not Just Stunned," p. 141
Action 5
- Ditto Action2
Action 6: Tricked-Out Rides
- "Fully Loaded!" p. 5
Gun Fu
- Infinite Ammo will allow continuous use of ammunition that is available and ready for use (i.e. in magazines, on the user's person) without actually reloading, until the end of a fight or in a suitable break in fighting.
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
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
- "Headquarters" p. 85
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.
- Area Classes: (B176) Area Classes relevant to Motor City are Neighborhood/Police-District, Region, City, and defaults between them are at -1 per class difference. Other standard Area Classes are still available (though less likely to be useful) and are treated normally.
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/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