Difference between revisions of "Campaign Rules (KCC)"

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*Reference Language: English
 
*Reference Language: English
 
*Magic System: [TBD]
 
*Magic System: [TBD]
*Hacking works on anything with a computer chip (within reason), but it's effectively a "superpower," and not just anyone with a keyboard can do it.
+
*Hacking works on anything with a computer chip (within reason), but it's ''effectively'' a (narrative-based only) "superpower," and not just anyone with a keyboard can do it.  
  
 
=Starting Characters=
 
=Starting Characters=

Revision as of 01:44, 7 November 2018

Setting

  • Reference TL: 8
  • Reference Culture: Western
  • Reference Language: English
  • Magic System: [TBD]
  • Hacking works on anything with a computer chip (within reason), but it's effectively a (narrative-based only) "superpower," and not just anyone with a keyboard can do it.

Starting Characters

  • CPs: 500/-100/-5
  • Basic Cinematics
    • Traits labeled as "Cinematic" are available for regular use
    • Wildcard skill allowed; recommended limit of one or two

Advancement

Official Options in Effect

  • No "expanded" Extra Effort

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: 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 I like the "double-knockback is standard" option, but I'm not sold on it yet. Probably some kind of "bullets do knockback" rule, at least

Rule of Drama

See Rule of Drama

Supremacy System

See Supremacy System

  • Victory Points, for crimefighting encounters, that affect the overall Crime Level of the applicable region