S3M Campaign Rules: Difference between revisions

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=Character Improvement & Advancement=
=Character Improvement & Advancement=
These rules will be subject to occasional review to determine whether or no they’re working to everyone’s satisfaction.
These rules will be subject to occasional review to determine whether or not they’re working to everyone’s satisfaction.
*1 Plot Point will be awarded per session at the ''beginning'' of the session.
*1 Plot Point will be awarded per session at the ''beginning'' of the session.
*Specific character improvements will be managed through in-game storytelling and out-of-game coordination with the GM.
*Specific character improvements will be managed through in-game storytelling and out-of-game coordination with the GM.

Revision as of 21:03, 29 January 2017

Characters

  • 200/-75 CPs; +5 for proper background, etc.
  • 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; +3 Plot Points at campaign start
  • No Extra Effort in Combat (probationary)
  • Will be using Improvement Through Study (B292) time-use tracking (spreadsheet)

Unofficial Rules/Options

  • Standard House Rules
  • Relationships: This is a probationary experiment (if it doesn't work out, we'll drop it); each character will get one free (doesn't count against the CP limit) Relationship Perk level to put toward whatever character-relationship you want (may be reserved for future use, as well), for starters
  • Karma Points: AKA "Paragon/Renegade" or "Mass Effect Ethics."

New or Revised Traits

  • Chinese, as a second-language, in this (USA) area of space, is very common, almost to the point of raising eyebrows if you don't speak some; Language (Chinese or Mandarin) may be purchased at half-cost. Similarly, characters from the TFR will substitute French for Chinese.
  • New Advantage: Even Tempered, +10; the opposite of Bad Tempered
  • New Advantage: Gearhead, +5/Level; see Talent: Includes Armory, Electrician, Electronics Repair, Engineer, Mechanic
  • New Advantage: Guild Membership, +1/+5; +1 for home sector guild, +5 for "foreign" guild (+good explanation required)
  • New Disadvantage: Code of Honor (Chi), -10; Never go quietly, death before capture, respect a greater warrior, duty to challenge inferior/weak leaders, etc. -sort of like a terrorist.
  • New Disadvantage: Code of Honor (Navigators), -5; see above entry
  • New Disadvantage: Emotionless; Includes Low Empathy and No Sense of Humor, although not necessarily Callous. Immune to Fright Checks, and any attempts to manipulate this character through emotion are at a -10.
  • New Disadvantage: Non-Guild Astrogator, -2; basically a Bad Rep/Social Stigma; as "informally trained"; among guild-trained astrogators; all the time, as it becomes apparent.
  • Revised Skill: Astrogation, M/VH, No Default;
  • Revised Skill: Mechanic/Engineer; New specializations: A-Mat Reactor, Maneuver Drives, Stardrives.
  • New Skill: Astrography, M/A, IQ-5, Astronomy-2; like Geography for space.
  • New Skill: Bioelectric Manipulation, P/E, DX-4; Boellann only.
  • New Skill: Boellann Harmony, P/H, Singing-6; Boellann only.
  • New Skill: Spacer Lore, M/A, IQ-5; miscellaneous knowledge about the galaxy and the creatures that populate it, may specialize.
  • New Specialties for medical skills: Carbon-Based Biochemistry, Silicon-based Biochemistry, Flourine-based

Download data file for GCA.

Miscellaneous Rulings

  • 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

Character Improvement & Advancement

These rules will be subject to occasional review to determine whether or not they’re working to everyone’s satisfaction.

  • 1 Plot Point will be awarded per session at the beginning of the session.
  • Specific character improvements will be managed through in-game storytelling and out-of-game coordination with the GM.
    • This will include using Improvement Through Study (B292) time-use tracking (spreadsheet).
    • Character Points will not be required to purchase new Traits gained in-game through regular storytelling. For example: if cyberware is purchased with earned money, neither up-front nor indebted CPs will be required to activate new abilities.
  • At agreed-upon breakpoints in the campaign story, players will be allowed to convert banked Plot Points into regular Character Points to be spent as usual on character improvement; conversion rate (currently, probationary) will be 1PP:5CP—there will likely be a cap on such per-session spending.
  • One CP will be awarded for a Critical Success or Failure to be applied toward the associated Trait. Such awards shall be limited to one per Trait per play-session.