S3M Campaign Rules: Difference between revisions

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==Settings==
==Settings==
*200/-75 CPs
*200/-75 CPs
*Basic Realism: No "Cinematic" Traits; Exotic/Super Traits available by Race, or cyber/genetic modification
*Basic Realism: No "Cinematic" Traits; Exotic/Super Traits available by Race, or cyber/genetic modification. Check "realistic limits" for improved Derived Stats (usually limited to ±2, w/ex)
Check "realistic limits" for improved Derived Stats (usually limited to ±2, w/ex)
*Early TL10 (Early = TL9 still common as a cheaper alternative); variable (TL11 available in certain polities)
*Early TL10 (Early = TL9 still common as a cheaper alternative); variable (TL11 available in certain polities)
*Starting Wealth: $40,000 (Gurpees)—overrules listed TL standard
*Starting Wealth: $40,000 (Gurpees)—overrules listed TL standard
*Non-human races available at GM approval
*Non-human races available at GM approval
==Official Rules/Options==
*Impulse Buys: usage per [http://www.drlverse.com/Daniverse-House%20Rules.html#ALTERNATIVE_CHARACTER_POINT_USAGE website]; use normal CP, with +3 use-or-lose Plot Points at campaign start
*Impulse Buys: usage per [http://www.drlverse.com/Daniverse-House%20Rules.html#ALTERNATIVE_CHARACTER_POINT_USAGE website]; use normal CP, with +3 use-or-lose Plot Points at campaign start
*No Extra Effort in Combat (probationary)


==Unofficial Rules/Options==
==Unofficial Rules/Options==
*No Extra Effort in Combat (probationary)
*[http://www.drlverse.com/Daniverse-House%20Rules.html#TOP Standard House Rules]
*[http://www.drlverse.com/Daniverse-House%20Rules.html#TOP Standard House Rules]
*No dodging "bullets" beyond Per# yards; "Evasive Movement" (-2), Drop Prone, Give Ground (if suitable cover is present), Acrobatic Dodge give their usual bonus as a penalty to the attacker's roll
*No dodging "bullets" beyond Per# yards; "Evasive Movement" (-2), Drop Prone, Give Ground (if suitable cover is present), Acrobatic Dodge give their usual bonus as a penalty to the attacker's roll
===Ruleset/Details Hierarchy===
'''Ship Stats:'''
#Use GURPS 3e Traveller stats
#*[http://wiki.travellerrpg.com/Technology_level#Conversion_Table Convert TL]
#*Convert DR/PD
#*Convert HP
#*Convert weapon stats
#*Add 4e HT
#*Add 4e Handling/Stability
#GURPS 3e Vehicles (GT was meant to work w/ Vehicles)
#GURPS 4e Traveller: Interstellar Wars
#GURPS 4e Spaceships (et al)
#Mongoose Core
'''Astrography:'''
#Utzig site supersedes other data
#Traveller Wiki
#GURPS 3e Traveller sources
'''Weapon Stats:'''
*Cost, features per GT
*Combat-stats per GURPS 4e, closest match
*Traveller: Interstellar Wars
*GURPS 4e Ultra-Tech
*GURPS 3e Ultra-Tech/Ultra-Tech 2
'''Other Stuff:'''
*?
===Ruleset Notes:===
*Convert GT TLs to 4e
*Starting Wealth, CoL, equipment prices per 3e
*Firearms stats should convert to 4e standards using "best 4e-match/best guess"
*Prices per 3e
*"Smartgun" Electronics (B278) are not considered standard (no extra cost), except as indicated in 3e


[[Category:S3M]]
[[Category:S3M]]

Revision as of 19:10, 9 January 2017

Settings

  • 200/-75 CPs
  • Basic Realism: No "Cinematic" Traits; Exotic/Super Traits available by Race, or cyber/genetic modification. Check "realistic limits" for improved Derived Stats (usually limited to ±2, w/ex)
  • Early TL10 (Early = TL9 still common as a cheaper alternative); variable (TL11 available in certain polities)
  • Starting Wealth: $40,000 (Gurpees)—overrules listed TL standard
  • Non-human races available at GM approval

Official Rules/Options

  • Impulse Buys: usage per website; use normal CP, with +3 use-or-lose Plot Points at campaign start

Unofficial Rules/Options

  • No Extra Effort in Combat (probationary)
  • Standard House Rules
  • No dodging "bullets" beyond Per# yards; "Evasive Movement" (-2), Drop Prone, Give Ground (if suitable cover is present), Acrobatic Dodge give their usual bonus as a penalty to the attacker's roll