Campaign Rules

Unarmed Combat

All unarmed attacks do Strength +2 damage. Characters "killed" with fisticuffs come to after a while, but never in time to cause trouble unless named or given medical attention.

Any basic fist attack (no fancy stuff except Pulp schticks) that inflicts Wound Pints equal to the target's Constitution is a knockout blow.

This is to promote fisticuffs.

Sanity

In certain cases, characters may have to make sanity checks. This includes when encountering monsters or evidence of horrific/inhuman events.

A sanity check is a Willpower check against a difficulty equal to the Magic attribute of whatever caused the check. This can be your own Magic attribute in many cases.

Failure indicates temporary shock; a number of shots equal to the margin of failure are lost. A failed sanity roll should also be role-played; the character is overcome by the event and likely to take drastic actions.

A character who is alone (no other sane PCs present) and fails a sanity roll is usually out of the action; he will return eventually, with spotty but terrible memories of what happened.

Mysterious Death

I will not have any rule for mysterious death, but people generally act to prevent death, and characters and NPCs aren't expected to be bloodthirsty types out to kill.

Gunnery Skill

The Gunnery skill is a campaign specific skill in T3 designed for use in Crimson Skies / Wings of Honor.

Flying Schticks

Flying Schticks are special tricks pilots can learn for use in the boardgame. These count as Pulp Schticks in T3.


Copyright © 1998 and onwards, Carl Cramér. Last update Sun, Oct 29, 2000.