Difference between revisions of "Campaign Rules (Redacted)"

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(Starting Characters)
(Official Options in Effect)
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*"Fully Loaded!" p. 5
 
*"Fully Loaded!" p. 5
 
''Gun Fu''
 
''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.
+
*Infinite Ammo: Here, this is a "leveled" Perk. Each level allows ''effective'' magazine capacity to be extended by the number of levels of this Perk. Ammunition used must still be ''available and ready for use'' (i.e. in magazines, on the user's person). "Actual" reloading is assumed to occur at 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.

Revision as of 15:22, 23 November 2025

Starting Characters

  • 250/-50/-5
  • All PCs are considered to have Trained By a Master for free, as a campaign advantage (different "master" for each); or Gunslinger, instead of TbaM, for "shooters"
  • Use of Action Templates encouraged; all normal "cinematic" options are available
  • Limited/Prohibited Disadvantages:
  • Debt
  • Dependents*
  • Allies*
  • Enemies*
  • Duty (campaign?) There will typically/often be "campaign" Duty to a "campaign" Patron
  • Terminally Ill
  • Patron? There will typically/often be a "campaign" Patron
  • Contact? There may be limited ability to communicate outside the mission area
  • Skills/Traits that have absolutely nothing to do with the campaign scope may be added for free, subject to GM approval

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

  • Flat 15-20 CPs deferred until end of the run
  • [+1] Bennies awarded per session (see below)
  • Use IQ roll to allow purchasing of a default skill used, to be taken from end-of-run CP total (see TBD ref)
  • +Milestones

Milestones

See Dungeon Fantasy 3: The Next Level p. 42

TBD

New Characters

  • All new characters will start at 250pts, as above.

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
  • "Concealed Carry," p. 10
  • 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: Here, this is a "leveled" Perk. Each level allows effective magazine capacity to be extended by the number of levels of this Perk. Ammunition used must still be available and ready for use (i.e. in magazines, on the user's person). "Actual" reloading is assumed to occur at 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.

Achievements

Earning/triggering an "Achievement" earns the player/character 1 (normal) Benny.

Flesh Wounds (Probationary)

"Buy off" wounds by taking "related" Disadvantages at -1 CP per -1 HP of injury.

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)