Difference between revisions of "Campaign Rules (OWTD)"

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(Guns)
(Official Options in Effect)
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**"Optional Rules for Injury," "Bleeding," p. 420
 
**"Optional Rules for Injury," "Bleeding," p. 420
 
*''Action 2: Exploits''
 
*''Action 2: Exploits''
 +
**Generally using ''Action'' simplifications and/or clarifications to mechanics
 
**"Go-To Skills," p. 10—these definitions of the main information skills will override the Basic skill definitions
 
**"Go-To Skills," p. 10—these definitions of the main information skills will override the Basic skill definitions
 
*''Dungeon Fantasy 16: Wilderness Adventures''
 
*''Dungeon Fantasy 16: Wilderness Adventures''

Revision as of 07:56, 20 November 2024

Setting

  • Reference TL: 5
  • Reference Culture: Western
  • Reference Language: English
  • Magic System: NA

Economy

Will be using GURPS standard before campaign start, and afterward, will refer to GURPS Old West (3e), Aces & Eights, and historical sources, for prices, jobs, etc.

Starting Characters

Recommended GURPS Old West (3e), "Character Types" for reference

  • 200/-75/-5
  • +5 CPs for background (summary/bullet-list)
  • No unused Quirks ("placeholder" Quirks are allowed, so long as they are playable)
    • Any PC with missing Quirks will have Bad Luck until they fix it
  • "Mundane" (no "supernatural") w/ exceptions allowed on a case-by-case basis
  • Basic Realism: "Cinematic" traits disallowed; See "Basic Realism"
  • Check "realistic limits" for Derived Stats (usually limited to ±2)
  • Wealth Traits are "suspended"; "reasonable" starting equipment will be allowed for free, and other possessions will be assumed as appropriate.
  • Traits that will not have any effect on the campaign, by GM agreement, can be purchased at any reasonable level for 1CP (as a Perk); FREX foreign languages that are unlikely to see use in the campaign region.

Causa Vitæ

PCs will each have a specified "reason to live": family, love, dreams/goal, a promise to keep. This is a form of Higher Purpose (though not literally this Trait, it may have effects at GM's discretion), and should have appropriate gravitas.

Advancement

  • 2 points per session
  • Maximum of 1 point per session, between sessions, awarded for "helping to tell the story" via the blog (or similar means)

Official Options in Effect

  • Basic Set
    • "Optional Rules for Injury," "Bleeding," p. 420
  • Action 2: Exploits
    • Generally using Action simplifications and/or clarifications to mechanics
    • "Go-To Skills," p. 10—these definitions of the main information skills will override the Basic skill definitions
  • Dungeon Fantasy 16: Wilderness Adventures
    • "Old Elven Tree Tricks" for simplified Attack from Above, p. 39
  • High Tech
    • "Optional Wounding Rules," p. 162
      • "Body Hits"
      • "Limb hits"
      • "Stopping the Bleeding"
  • Horror
    • "Not Just Stunned," p. 141
  • Low-Tech Companion 1 - Philosophers and Kings
    • "Surgery: Optional Rules," pp.24-25
  • Martial Arts
    • "Tricky Shooting," Prediction Shots, p.121
    • "Parrying with Two-Handed Weapons," p.123 (both dual-Weapon and Multiple Parries)
  • 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
  • Tactical Shooting
    • "Harsh Realism for Tactical Shooters," Hip Shooting, p.32—random hit location results of "Face" or "Skull" hit "Abdomen" instead
  • 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: I will be using the animal stats from this site, rather than the Basic Set—a little more well-thought-out, IMO.
  • Templates: Improving traits/abilities that are part of a Template the character possesses is always considered "properly justified."

Guns

See Guns (Sea Dogs) for effects relating to black-powder weapons.

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
  • Use visibility modifiers from Vehicles 3e when appropriate
  • 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
  • Luck usage spent on a secret roll may be "refunded" by the GM if he decides it wasn't really necessary

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)

Gambling

See Gambling, Expanded