Campaign Rules (Earthfall)

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Setting

  • Reference TL: 8
  • Reference Culture: Western
  • Reference Language: English
  • Magic System: NA

Starting Characters

  • Use standard ATE character templates/rules from ATE1 (150/-45(-50))
    • No cinematic traits
    • Wealth and related Traits is irrelevant
    • Starting Wealth is irrelevant; see below
    • Lenses from other sources allowed as appropriate/desired
    • Allies, Dependents, Enemies, etc. should be "all or nothing"—Frequency: All the Time (with possible exceptions)
    • Certain "social" Traits that may not be applicable after the collapse of society will need to be avoided or adjusted. Some possibilities:
      • Replace Rank with equivalent Courtesy Rank
      • Replace Duty with equivalent Sense of Duty
      • Legal Enforcement Powers does not apply
    • +5 CP for proper background story or timeline

Starting Wealth & Equipment

Given the (intended) starting situation, PCs will have a believable and carryable amount of survival/SAR gear on their person (and maybe something back at base-camp). Subject to change if the starting situation changes.

  • Planning to stick to Action/Monster Hunters "generic" gear, but if you want specifics, that's fine

"Objectives"

Every PC is required to have an "objective"—wife/kid/etc. at home, get the fugitive to jail, knows a guy with a crapload of guns at his place, hunting cabin in the woods, left the iron on, etc.—something with a location they have to get to, if only briefly.

Advancement

"Fast" progression (2CP/session)—WIP

Official Options in Effect

  • Dungeon Fantasy 16: Wilderness Adventures
    • "Old Elven Tree Tricks" for simplified Attack from Above, p. 39
  • Martial Arts - Technical Grappling "Baby Steps" Replaced; see below
  • 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
  • DFRPG (Probationary)
    • "Slams, Tramples, and Overruns" (Exploits p.40)
    • "Falling" (Exploits p.67)
    • "Fright Checks" (Ref?)
  • Fantastic Dungeon Grappling (Probationary)

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.

Bennies

Probational

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.

  • No limit on accumulation
  • No expiration
  • No limit on number allowed to be used on a given die roll
  • No other use but die roll bonus
  • Obeys normal rules; no exemptions
  • Won't enable an "impossible" action
  • Bonus may be applied to another PC's or NPC's roll as desired
  • In case of Luck usage, applies to "chosen" reroll

Miscellaneous Rulings

See Daniverse

  • Use visibility modifiers from Vehicles 3e when appropriate
  • 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
  • Going from Kneeling posture to Standing posture is allowed for Move or Move and Attack Maneuvers at the cost of 20% movement points (as for Step) (probationary)