Campaign Rules (Nightcrawlers)

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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"
    • 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
  • All PCs are expected to have Secret Identity (Poss. Death), -30, unless they're "public"
  • 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.

Advancement

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
  • 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
  • Use visibility modifiers from Vehicles 3e when appropriate
  • 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