Campaign Rules, Autoduel
Character Points and Traits
200/-75/-5 points; +5 for backstory and/or 3×3
- Check "realistic limits" for improved Derived Stats (usually limited to ±2, w/ex)
- Enemies are restricted to a Frequency of 6, unless multiple characters share the same enemy
- All PCs may start with one free Ally at 75% CPs (150/-75/-5), with a Frequency of Appearance of "Plot," which will also serve as a backup-PC (it is recommended such Allies fill in any skill/role gaps in the party)
- "City-Speak" (Ref:Bladerunner) is very common; Ref: Chinese, in Firefly. Every good cop knows the lingo… Available at half normal cost.
Wealth and Equipment
Starting Wealth, Cost of Living (per Status), Jobs per GURPS Autoduel (3e) p.64:
Starting wealth for an Autoduel America campaign is $15,000. This may not seem like a lot, but that’s because the majority of the public are Struggling to Poor. The PCs start with Average wealth, average in that most of the money is held by a select few. Unless your character is going to start in some kind of Amateur Night scenario, he’ll probably want his own car. A good, safe reliable car costs too much to begin with. Therefore, a character may spend character points to buy a vehicle before play starts. For each point spent, the PC gets half of his starting wealth – up to a total of $15,000 for Poor or Struggling, $30,000 for Average or better – to purchase a car. Any “leftover” money is lost, so buy some extra fuzzy dice and air fresheners. The only vehicle a Dead Broke character may start with is an abandoned wreck, and only if he’s living in it.
Prices and availability of equipment will be based on GURPS Autoduel (3e) primarily; gear from other sources may be allowed on a case-by-case basis, and costs will likely be adjusted to fit the setting.
- ETC (UT139) is only available for mounted/vehicular weapons
- See GURPS Autoduel (3e) for more tech info.
After initial captured assets have been determined, we will use the "Ships and Crews" section of Spaceships 2 (p.26) to deal with any additional capital the company might need—obviously, replace "ship" with "company" in these cases.
- 1 point per session
- Blocks of 5+ points at extended downtimes or post-adventure, at GM's discretion
- Improvement Through Study may be used; points earned are bonus points
- Maximum of 1 point per session, between sessions, for "helping to tell the story" via the blog (or similar means)
- Individual Plot Point awards during play for above-and-beyond RP
New & Modified Rules
Official Options In Effect
House Rules In Effect
- Rule of Three: Can be considered "familiar" with something after three "real/serious" encounters, at GM's discretion
- Take the Clock: When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success. Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can't benefit fully from this rule.
- Animals: I will be using the animal stats from this site, rather than the Basic Set—a little more well-thought-out, IMO.
- Deceptive Attacks and Feints are more effective when the attacker is “off-handed” (FREX, left-handed, when you’re right-handed; “natural” or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. See "Rule of Three." Precedent: “Reverse Grip,” MA112
- Use visibility modifiers from Vehicles 3e when appropriate
- Deceptive Attacks and Feints are more effective when originating from a “non-standard” attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as “Familiarity,” B169. This bonus does not stack with the above “off-hand” effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: “Reverse Grip,” MA112
- Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421; for example, dropping held items or falling down) on a failed DX check (@GMD)
- On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that’s possible), it benefits from its +1 “Round 2” bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)
- Will checks for Extra Effort (B354) may use a Will-based related-Skill instead
- Knockdown: failure by 1 = stunned but remain standing; failure by 2= drop to kneeling; failure by 3 = drop to crawling or sitting, drop weapons; failure by 4+ = standard; Reference
- New Maneuver: Move & Ready; DX-2 to avoid tossing the readied item; subject to other conditions; Reference
- New Maneuver: All-Out Ready; Standard AoA rules, no DX check req.; Reference
- Car Wars used for vehicle combat