S3M Campaign Rules
Contents
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.