Re: House Rules
Here are a few extras you can shoot for if you like.
Other Heroic Abilities
Born in a Boat
Requirements: POW or DEX 15 or higher, Boating 90% or higher
Hero Points: 8
Duration: Until the river terrain or situation has been cleared, or a number of rounds equal to CON, as most appropriate.
This is basically the same as the Born to the Saddle ability but instead relates to all Boating skill rolls.
Musician
Requirements: DEX 15 or higher, two Play (Instrument) skills at 50% or more
Hero Points: 8
Duration: Several hours
As per the Linguist ability but applies to learning to Play (Instrument).
Healing Touch
Requirements: POW 15 or more, Healing and First Aid at 50% or more
Hero Points: 10
Duration: One skill roll per location healed
You are a natural healer, you may ignore situational modifiers for any Healing or First Aid skill rolls and, if you make a successful roll, then the healing effects are doubled (2D3 points healed for a First Aid injured location, 2 points on a serious wound, successful Healing skill doubles the critical bonus added to resist a disease etc.)
Hawk Eye
Requirements: POW or CON 15 or more, Perception 90% or more
Hero Points: 10
Duration: POW in minutes
You are renowned for your keen eyesight and the ability to find hidden things. For the abilities duration you may add a bonus to your Perception equal to your POW+CON%.
Minotaur’s Blow
Requirements: STR 15 or higher, Unarmed skill at 90% or higher
Hero Points: 8
Your punch is brutal, a solid hammer-like fist that shatters opponents skulls and flattens enemies foolish enough to stand in your way. By drawing upon your inner strength and your physical might you may expend a Combat Action and two Magic Points to channel your energy into your fists, transforming them into weapons as deadly as the heaviest hammer; for a number of combat actions equal to your STR your unarmed attacks do 1d10 points of damage.
Avoidance
Requirements: Dex 16+, Evade 90%+
Hero Points: 8
Your character has developed evade as a part of his combat style. His evade is not a reckless dive to escape, but a conscious attempt to set up a foe for an unexpected counter attack.
+1 CA, usable only for Evade/Avoidance.
May attack the CA after using the Evade/Avoidance ability.
Lasts for 1d4 Melee Rounds.
Bloodhound
Requirements: Int 15+, Tracking 100%+
Hero Points: 10
PC is a master tracker. A legend among trackers. He is thought by many to be part animal.
May ask GM 3 simple questions about the tracks, which GM shall answer truthfully.
Know exactly what has passed through area and when.
Cannot be lost unless infeasible to retrace your steps.
1 MP per series of questions.
Doppelganger
Requirements: Cha 15+, Disguise 100%+
Hero Points: 10
PC is a master of disguise.
Can automatically mask your voice to match Disguise if observed target for an hour+, +20% to Disguise as them.
Cha subtracted from Perception tests to see through Disguise.
If an hour+ to prepare Disguise, test cannot fumble.
1 MP per individual impersonated.
Gadgeteer
Requirements: Int 15+, Mechanisms 100%+
Hero Points: 8
The PC has an acute, instinctive understanding of mechanisms.
Can tinker with any mechanism to make it into something related that you need.
Can turn “junk” into a related working device.
Can tell what any mechanism is designed for at a glance.
-50% penalty to anyone tinkering with a mechanism you designed.
1 MP automatically burned when designing or examining a gadget.
Hail of Woe
Requirements: Bow 90%+
Hero Points: 12
You can rain down a flurry of arrows on your enemies that is deadly and accurate.
Ignore all terrain between you and target.
Add 1 dice damage and +10 to Hit Location chart.
Lasts for 1d4 Melee Rounds.
Lord of the Mount
Requirements: Born to the Saddle, Ride 125%+
Hero Points: 8
Beyond a saddle born individual, you are a god in the saddle. Virtually anything is possible, you and the horse are one, and you are inspirational to all around you.
Any penalty to Ride skill reduced by 50%.
No penalty to weapon skill.
Impart Born to the Saddle abilities to a number of riders with you equal to your Cha score.
Maelstrom
Requirements: Str 15+, Melee weapon 90%+
Hero Points: 10
You use all of your attacks in one blinding flurry of death.
May use all offensive combat actions at once
One With The Wild
Requirements: Pow 15+, Survival 70%+
Hero Points: 8
Your character is a true survivalist. No environment is too challenging.
Can survive for Pow weeks in the wild on a single Survival roll.
With successful Survival roll, can make any survival item out of scavenged materials.
Can feed 2xInt additional people on a successful Survival roll.
Weapon Mastery
Requirements: Combat style 150%+
Hero Points: 12
You have become a master with a particular weapon within your combat style.
Start a new [Weapon] Master skill at Dex+Str; successful roll after hit with weapon doubles base damage dice (not damage modifier).
Pinpoint Throw
Requirements: Dead Eye, Dex 15+, Athletics 90%+
Hero Points: 8
Your Dead Eye ability has become even more lethal.
Double range for throwing items
Ignore 1 AP with every throwing attack (including thrown Combat Styles)
Siren’s Voice
Requirements: Cha 15+, Sing 125%+
Hero Points: 10
Your voice can be used as a tool in song to bend others to your will.
Can hide an Influence test in the song at -10%
Lower the guard of the audience (number = 2xCha): reduce their, Perception by 50% and Combat Styles and Evade by 25% for duration of the song or until end of first round of combat (whichever is less).
Sing a haunting ballad that reminds audience of their mortality – Persistence test vs the original Sing success or as if under effects of Demoralize spell.
Spider Climb
Requirements: Wall Leaping, Athletics 125%+
Hero Points: 10
You can seemingly climb anything.
Ignore up to 60% of any environmental penalties to climb
May use a one-handed weapon at no penalty while climbing
Can use Athletics skill rather than Evade to dodge missile attacks while climbing
Spirit of the Ocean
Requirements: Con 15+, Swim 90%+
Hero Points: 8
Some people believe you are part fish.
Reduce environmental penalties to Swim by 20%.
May use large or huge weapons underwater without penalty.
May hold breath for twice as long as a normal character.
May use Swim skill instead of Evade when dodging missile attacks.
Double swim movement speed.
Titan’s Heft
Requirements: Str 18+. Brawn 100%+
Hero Points: 14
You possess Herculean strength.
Can multiply Str score by up to 4 for the effect of feats of strength, but immediately gains the multiplier in levels of Fatigue
True Sight
Requirements: Pow 15+, Perception 125%
Hero Points: 12
Your keen eye and sharp mind can pierce the veil of illusion and see reality.
Can use Perception skill to see through magical barriers to perception
Automatically see anyone with less than 100% Stealth
Vanish
Requirements: Pow 15+, Stealth 90%+,
Hero Points: 15
You are uncannily able to disappear into thin air.
Can hide in plain sight at -10% to Stealth skill for each onlooker.
Can only be seen on a Critical perception roll.
(Vanish and True Sight cancel each other out)
Accuracy of the Gods
Requirements: Dead Eye, Dex 18+
Hero Points: 12
Your dead eye just got deadlier.
Increase missile weapon’s range by a further 50%
Increase missile weapon’s damage by 2
Charmtongue
Requirements: Cha 15+, Influence 90%+
Hero Points: 12
You have a silver tongue. Few can resist you once you begin speaking.
In any opposed Influence test with someone of lower Cha, reduce their skill by your Cha
If fail an Influence test, make a Persistence test to retry (fail means future Influence tests against same individual at -20%)
Any successful Influence test (even as a Combat Action) results in opponent doing whatever you ask, even at their own disadvantage
Heart of Oak
Requirements: Str 15+, Con 15+, Resilience 90%+
Hero Points: 10
You are one tough cookie.
+5% to all Resilience tests (does not cost a MP)
If fail Resilience test, may re-roll once
Gain a bonus of Con+Str to Resilience tests for Resilience/10 combat rounds)
Lightning Strike
Requirements: SR 15+, Melee combat style 90%+
Hero Points: 10
Your reflexes are lightning quick.
SR permanently increased by 5
For 1 MP, gain +2d6 to SR until GM calls for new SR rolls
Regeneration
Requirements: Disease Immunity, Poison Immunity, Con 18+
Hero Points: 12
Your blood has taken on a virulent viscosity that clots quicker and delivers nutrients to your body more effective and efficiently. Or something like that.
Heal 1 point in all locations every ten minutes
Spear Catch
Requirements: Dex 15+, 1H Melee Combat Style 90%+
Hero Points: 8
You can foresee the travel route of any thrown weapon and predict it's trajectory to the point of interrupting it and catching the weapon.
On a successful 1H opposed Athletics test against a thrown missile attack, the hero catches the missile. If they gain a combat maneuver, they can throw the weapon back.
Die Hard
Requirements: Con 15+, Resilience 75%+
Hero Points: 15
You are very hard to kill.
On receiving a wound, a successful Resilience test allows the hero to treat the wound as one level less
Monster Slayer
Requirements: Str 16+, Combat Style 90%+
Hero Points: 12
You were born to kill monsters.
When fighting a monster twice the hero’s Siz or greater, double the damage modifier
When the hero slays such a monster, he/she may devour the monster’s heart and gain half the creature’s Con and Str for one day, dropping by one point each day thereafter until back to normal.
Dashing/Beautiful
Requirements: Cha 13+
Hero Points: 4
Your Character is very good looking.
Gains +20% to Influence tests involving the opposite sex
Fearsome Aura
Requirements: Cha 15+, Combat style 70%+
Hero Points: 10
You are scary, on the battlefield and off.
All foes within your Cha in meters are intimidated, suffering your Cha as a penalty to any Persistence of Resilience tests.
Use a CA to terrify enemies in an Influence vs Persistence test. If failed, they suffer your Cha as a penalty to combat styles until the end of the combat.
Blood Potency
POW 16, Resilience 90%, Hero Points: 10
Duration: 1 spell
When you invoke this ability the spell you are casting has its Magnitude increased by half-again (rounded up). Immediately after the spell is cast, you lose one level of Fatigue.
Spell Slinger
POW 16, Spell casting skill 90%. Hero Points: 8
Duration: 1 spell
The spell's casting time is reduced by 1 Combat Action. This ability can be used multiple times on a single spell. If the casting time would be reduced to zero Combat Actions then the spell can be cast as a reaction to another character's action (like Countermagic) but still requires a single Combat Action.
[Runic] Connection
POW 18. Runetouched [rune]. Lore (Rune) or Grimoire (linked to rune) 90%. Hero Points 12.
Duration: instant
The character must be runetouched and choose a substance linked to that rune. Once per day the character may touch that substance and spend 5 minutes of total concentration attuning to the substance. At the end of 5 minutes the character regains all their Magic Points, including the one spent to activate the ability.
Mental Potency
INT 18. Spell casting skill 90%. Hero Points 12.
Duration: 1 spell
The critical chance with the spell is doubled. (This cannot be used multiple times on one spell.)
(Element) Immunity
Requirements: POW 15 or more, Resilience 70% or more
Hero Points: 10
Duration: Continuous - body automatically burns 1 MP when attacked. Fatigue levels are burned if no MP are available.
You are naturally resistant to one type of element, typically this is either fire, water, darkness, earth or air but other elements are possible. When you are attacked or sustain damage from this element then you may either reduce the damage inflicted by your damage modifier or take a +20% bonus to your Resilience/Persistence to resits any damage or adverse effects (choose one of these before damage is rolled). This immunity does not necessarily extend to any equipment carried.
[Note: as an alternative for the above you could just reduce any element damage by half instead]
Door of Battle
Requirements: STR 15+, Shield combat style 90%+
Hero Points: 6
When wearing no armour, shield skill is doubled and any protection gained from the shield is doubled.
Lucky
Requirements: POW 15 or more, Persistence 90% or more
Hero Points: 12
Duration: POW in melee rounds
Once invoked the player may re-roll any one dice roll within the duration. He may not re-roll a dice roll made before the ability was invoked.
Martial Prowess
Requirements: Two combat styles 125%+
Hero Points: 12
Duration: permanent. (This is a superheroic ability that requires a heroic ability first)
Start a new Martial Prowess skill at STR+POW; use as a combat action. If successful, any enemy wanting to attack (who does not have Martial Prowess skill) must succeed in an opposed Persistence test against the original success roll or suffer a -20% penalty to combat style. Critical success gains a CA (fumble loses one).
*All of these extra Heroic abilities are available, noted and listed with the creation credit on the MRQ2 Wiki site, here: