Campaign Rules, GURPS

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Characters

Starting

  • Starting CPs: 150/-50/-5; +5 for background story/bullets/etc before campaign start
    • Suitable Traits per DF1:14; "basic cinematics" allowed
    • Players are encouraged (but not required) to use Templates from DF15 Henchmen plus any DF Lens
    • All starting characters should specify a standard DF Template to which they belong; if using a "Henchman" Template, add a parenthetical reference to the Template
    • DF-related Pyramid articles will be considered "legal" (until determined otherwise)
    • Note: the Style Familiarity Perk will be honored in this campaign
  • Starting Money: DF Standard, per DF1:23
  • Tech Level: DF Standard (TL3 + TL4 weapons/armor)—"setting" TL is transitional TL3-TL4 (late Medieval to early Renaissance)
    • Functional black-powder weapons are available to Dwarves/Gnomes and are uncommon
  • Setting-Specific:
    • Reference Language: Common (AKA Generic); see Campaign Information for others.
    • Reference Culture: Imperial; see Campaign Information for others.
    • Reference Area: The Capital
    • Starting PCs will all have membership in the Heroes' Guild: Guild Rank 0 (0 pts)
    • Starting PCs will all be members of the same "brothers-at-arms" charter (details TBD): should be represented by Sense of Duty (Brothers-at-Arms) (unless entered into the charter falsely)
    • Select or invent an Ambition (optional)—no game effects currently, but may have effect on Plot Points/Aspect/etc.
  • Guild Coins:
PCs may start the campaign with a Guild Coin(s) already. Each coin is a Favor (Patron; Powerful Org; 9 or less), 3pts—though "frequency" in this case is "by plot" (will not be rolled for), as are the actual effects (may be more like Contacts, Ally, etc. in some instances)

In Play

  • Per DF, characters may be improved with any Trait from their specified DF character Template without excuse at any time (at GM's discretion) as they have the unspent points to purchase them. This rule will be extended to Martial Arts (and other) Styles.

Advancement

  • 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 Benny awards during play for above-and-beyond RP

New & Modified Rules

Official Options In Effect

  • Low-Tech Companion 2 - Weapons and Warriors
    • "Armor-Piercing Weapons," p. 12
  • Martial Arts
    • "Parrying with Two-Handed Weapons," p.123 (both dual-Weapon and Multiple Parries)
  • Power-Ups 5: Impulse Buys (Plot Points): see Olympus Wiki
    • Special Purpose as needed: Planning Points, Tactics Points. A skill success scores 1 SP Plot Point plus one additional for every full multiple of 3 by which the roll succeeds.
    • A "use" of Luck may be traded for a single Plot Point at GM's discretion
  • Social Engineering
    • See below
  • DFRPG
    • "Slams, Tramples, and Overruns" (Exploits p.40)
    • "Falling" (Exploits p.67)
    • "Fright Checks" (Exploits p.10)
  • Fantastic Dungeon Grappling grappling

Social Position and Pulling Rank

  • Administrative Rank (0-5?, 5/Level; Patron-15): Eldermen, Bailiffs, Civic Officers
  • Feudal Rank (0-8, 5/Level; Patron-25): Knights, Landlords, Mayors, Feudal Lords
  • Guild Rank (0-3, 1/Level; Patron-10): Confraternity, Paramilitary Guild, Parish Committee, &c.
  • Guild Rank (0-5, 2/Level; Patron-15): Craft Guild, Merchant Guild, Heroes' Guild, Mercenaries' Guild
  • Magical Rank (0-5, 3/Level; Patron-20): Wizards' Guild
  • Organized Crime Rank (0-5, 2/Level; Patron-10): Thieves' Guild, Assassins' Guild
  • Religious Rank (0-8, 5/Level; Patron-25): Church priests, &c.

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.

Bennies

For good play or good idea, at GM's discretion or by player agreement, a PC may be immediately awarded a Benny. This may be used on any die roll, for any reason, before or after the roll is made, granting a +1 per Benny to said roll's result.

  • No limit on accumulation
  • No expiration
  • No limit on number allowed to be used on a given die roll
  • No other use but die roll bonus
  • Obeys normal rules; no exemptions
  • Won't enable an "impossible" action
  • Bonus may be applied to another PC's or NPC's roll as desired
    • Use on other PCs' rolls requires "justification" as per Luck
  • In case of Luck usage, applies to "chosen" reroll

Miscellaneous Rulings

See Daniverse

  • 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 Maneuvers

  • 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

Setting-Specific Mechanics

  • Prestige Ratings grant a modifier to Area Knowledge, Heraldry, etc. as follows: Very High/Extreme: no roll req); High: +4; Above Average: +2; Average: +0; Below Average: -2; Low: -4; Very Low: -6. May also affect Frequency of Recognition checks?
  • Magic: See The Source

Rank and Status

Feudal and Religious Rank replaces Status, per Social Engineering p. 13; cost for either is 10/Level

Feudal Rank/Status of Secular Officials

8   (e) (Actual) Emperor
7   (k) King, (Quasi) Emperor
6   (d) Duke, Petty King
5   (c) Markis, Arl/Conte
4   (h) Baron, Tenant-In-Chief (castle holding)
3   (h/m) Important Mayor (city holding), Lord-Knight/Banneret
2   Unlanded Knight, Mayor, Guildmaster, Lord-Tenant
1   Craftsman/Merchant, City Official, Squire/Esquire
0   Villein/Freeman
-1  Serf, Urban Rogue, Criminal
-2  Beggar, Slave

Religious Rank of Clerical Officials

7   Pontiff
6   Heirant
5   (Prince-)Archvicar (Duchy), grand master of a great order
4   (Prince-)Vicar (County), grand master of a lesser order
3   (Lord-)Vicar (Holding), Abbot/Prior, or grand master of a minor order
2   Senior priests
1   Common priests
0   Extremely minor local priests; lay-brothers

Other Ranks

One Level of Status is imputed per three Levels of Guild Rank, Magical Rank

Status of Household Members

  • -0 Spouse
  • -1 Dowager
  • -1 Children
  • -½ Bastard
  • Min "household officer" Status 0 for Status 1 Household, 1 for 2-3, 2 for 4+

Use Status instead of Feudal Rank for family members unless they have a position of authority beyond the household itself, or a courtesy title

D&D 3.5

Published Systems