S3M Campaign Rules

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Revision as of 06:11, 10 January 2017 by Gigermann (talk | contribs) (Unofficial Rules/Options)
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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

  • Standard House Rules
  • No Extra Effort in Combat (probationary)
  • 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