Difference between revisions of "S3M Campaign Rules"

From Coregroup Wiki
Jump to: navigation, search
(Unofficial Rules/Options)
(Settings)
Line 1: Line 1:
==Settings==
+
==Characters==
 
*200/-75 CPs; +5 for proper background, etc.
 
*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)
 
*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)
Line 5: Line 5:
 
*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
 +
 +
===New or Revised Traits===
 +
*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 Biochemistry, Phosphorous-Based Biochemistry. Also may specialize per individual species.
  
 
==Official Rules/Options==
 
==Official Rules/Options==

Revision as of 06:32, 10 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

New or Revised Traits

  • 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 Biochemistry, Phosphorous-Based Biochemistry. Also may specialize per individual species.

Official Rules/Options

  • Impulse Buys: usage per website; use normal CP, with +3 use-or-lose Plot Points at campaign start
    • Probably will include "Paragon/Renegade" concept
  • No Extra Effort in Combat (probationary)
  • Will be using Improvement Through Study (B292) time-use tracking (spreadsheet)

Unofficial Rules/Options

  • Standard House Rules
  • Will be using Relationships as 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
  • 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
  • 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.