Campaign Rules (Sea Dogs)

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Revision as of 05:11, 18 April 2018 by Gigermann (talk | contribs) (Starting Characters)
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Setting

  • Reference TL: 4
  • Reference Culture: Western
  • Reference Language: English
  • Magic System: RPM, Syntactic (WoD)
  • Relaxed social issues for female adventurers

Starting Characters

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

  • 150/-75/-5
  • No unused Quirks ("placeholder" Quirks are allowed, so long as they are playable)
  • "Mundane" (no "supernatural") w/ exceptions allowed on a case-by-case basis
  • Basic Realism: "Cinematic" traits disallowed; "maybes" allowed
  • Check "realistic limits" for Derived Stats (usually limited to ±2)
  • 100% Starting Wealth allowed (but means PC has no home/property)
  • Free Campaign Perk: Brave—conditional, for being properly British

Advancement

  • 1 point per session
  • Blocks of 5+ points at extended downtimes or post-adventure, at GM's discretion
  • Improvement Through Study may be used; points earned are bonus points
  • Maximum of 1 point per session, between sessions, for "helping to tell the story" via the blog (or similar means)
  • Individual Plot Point awards during play for above-and-beyond RP

Official Options in Effect

  • Low-Tech Companion 2 - Weapons and Warriors
    • "Armor-Piercing Weapons," p. 12
  • Martial Arts
    • "Parrying with Two-Handed Weapons," p.123 (both dual-Weapon and Multiple Parries)
  • Martial Arts - Technical Grappling "Baby Steps"; Ref1, Ref2
  • Power-Ups 5: Impulse Buys (Plot Points): see Olympus Wiki
    • General Purpose: Communal pool of points available based on a multiple of the number of players plus 2d6, the amount of which will remain a GM secret.
    • 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
  • DFRPG (Probationary)
    • "Slams, Tramples, and Overruns" (Exploits p.40)
    • "Falling" (Exploits p.67)
    • "Fright Checks" (Ref?)

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.

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: failure by 1 = stunned but remain standing; failure by 2= drop to kneeling; failure by 3 = drop to crawling or sitting, drop weapons; failure by 4+ = standard; 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
  • Change Position allowed as the entire "Move" portion of a Move and X or All-Out X maneuver where not already otherwise allowed (probationary)

Relationships

  • =NBA "Trust"

Stability

  • =NBA "Stability"; ~Madness, Horror p.101(?)

Ship Combat

[Gygax thing] or Spaceships?