Campaign Rules, GURPS
- 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
- 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 affect 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)
- 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.
- 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
- 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)
- Martial Arts - Technical Grappling "Baby Steps"; Ref1, Ref2
- Power-Ups 5: Impulse Buys (Plot Points): see Olympus Wiki
- General Purpose: Communal pool of points available based on a multiple of the number of players plus 2d6, the amount of which will remain a GM secret.
- Karma (Paragon/Renegade) Points: see Karma Points on this 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
- "Variant costs of Rank," p.14
- "Slams, Tramples, and Overruns" (Exploits p.40)
- "Falling" (Exploits p.67)
- "Fright Checks" (Ref?)
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
- 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
Ambitions Reference (CK2)
Below is a list of relevant ambitions in Crusader Kings II, for examples. Effects do not apply to the campaign, only CK2:
|Amass Wealth||Less than 200 gold
||500 gold||1 Stewardship|
|Become Paragon of Virtue||Less than 100 piety
|Become Exalted among Men||Less than 200 prestige
|Get Married||Unmarried, Not Betrothed
||Get Married||10 Piety|
|Marry Ruler||Female, Age < 45, Not or
Father is Duke or higher.
|Marry Ruler||20 Prestige|
|Have Daughter/Son||Not female over age 45
||Have Daughter/Son||+25% fertility||10 Piety|
|Gain a [landed] Title||Liege is close relative with multiple titles
Not heir to any of liege's titles (heirs under elective monarchy and seniority will still take this ambition)
|Gain a title||50 Prestige|
|Become Heir||Liege is parent. Not primary heir.
||Become heir||1 Intrigue|
|Has a liege
Eligible for given position
|Become a councilor||+1 attribute point in the field of councilor (only once per character)|
|Reach 8 Ability||Event chains to improve ability||100 Prestige, End Special Event Chain|
|Become King||Ruler, count or duke tier.||Is King (of de jure kingdom containing capital)||Cannot be cancelled