Difference between revisions of "S3M Campaign Rules"
(→Settings) |
|||
Line 1: | Line 1: | ||
==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 | ||
− | |||
==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 | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Category:S3M]] | [[Category:S3M]] |
Revision as of 06:10, 10 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