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

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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===
*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).
*Partners: All characters are expected to have "family members" for the mission; 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.
+
*'''Partners:''' All characters are expected to have "family members" for the mission; 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.
 
*Non "family" Allies could be taken, as other Pilgrims, or colonists that have not been encountered yet.
 
*Non "family" Allies could be taken, as 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.
 
*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.

Revision as of 21:03, 27 May 2026

Starting Characters

  • Start=CP 200; Disads -75; TL:9
  • 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

  • Duty (The Mission), Secret (The Mission) is assumed by the campaign; do not use (except as approved by the GM).
  • Partners: All characters are expected to have "family members" for the mission; 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.
  • Non "family" Allies could be taken, as 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.
  • Most Social Stigmas won't be relevant, or will be less so (Quirk level?); Terra Nova is a "fresh start"/"second chance"
  • 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)

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).