House Rules.   Posted by Seeker of Truth.Group: 0
Seeker of Truth
 GM, 35 posts
Mon 11 Jul 2011
at 21:31
House Rules
Martial Arts Styles

There are many styles of Martial Arts, and many more fusions of art forms, most popular being the UFC Submission Grappling styles.The following Martial Arts are generic styles that you will add some flare to in your descriptions.  When you choose a Martial Art indicate what style you are using on your character sheet.  You may learn more than one Martial Art through out the course of play.  Only one may be learned at character creation. Styles to follow: Striking Martial Art, Defensive Martial Art, Weapons Martial Art, Grappling Martial Art.

Martial Art Style: Striking Martial Art
Knowledge of Martial arts at greater than 50% grants an extra CA when both hands are free, as if wielding two weapons.  A martial artist with 100% skill gains 2 bonus CA if attacking completely unarmed. At 150% it grants an extra CA (usable only for kick or an extra arm block)  That is a total of 3 extra CA with the third being a modified CA.

I essentially want the skill to work as an extra CM mechanic for those that knew the skill.  It would not be rolled against (kind of like manipulation for Sorcery), but it would be a value that, if rolled under, would double your unarmed attack damage, as well as grant a few CMs- depending on Martial Arts skill.  It would work like this:

(1, 1-20%) Limb Lock (Attack and Defense, Unarmed) – Prevents the opponent from using the pinned limb until he spends a CA to wrestle or manoeuvre the limb free. Being pinned prevents an opponent from disengaging by use of the Evade skill. Breaking free requires free requires the spending of a CA and winning an Opposed Test of the Unarmed skill. Whilst the limb is pinned, any item in the limb may not be used for attack or defense and the foe can only avoid an attack by using a weapon in his other hand or by switching combat style.

(2, 21-40%) Sweep (Attack and Defense, Unarmed) – The opponent must roll an Opposed Test of Resilience versus the original attack roll (if the attacker won), or the original parry roll (if the defender won). If the opponent fails, he falls prone and is subject to situational combat modifiers.

(3, 41-60%) Throw (Attack and Defense, Unarmed) – The attacker / defender (depending on who is making the manoeuvre) attempts to throw the opponent. The opponent makes an Opposed Test of Evade versus the original attack roll. If the opponent is successful (critical or normal) they are not thrown. If the opponent fails the roll then they are thrown a number of meters prone in any direction chosen by the thrower equal to the damage roll. If the opponent fumbles the roll then they are thrown a number of meters prone in any direction chosen by the thrower equal to the damage roll and suffer 1D6 fall damage.

(4, 61-80%) Paralyzing Pressure Point Strike (Attack, Unarmed) – The location struck is immobilized. If an arm, the target cannot use whatever he is holding, if a leg the target cannot manoeuvre, if the head or torso the target suffers a -20% penalty to all activity. On his next action the wielder may spend a Combat Action (CA) to make an automatic Sweep attempt. An opponent can break free by using the Combat Manoeuvre (CM) Slip Free.

(5, 81-100%) Push Kick / Push Strike (Attack, Unarmed) - Attacker delivers a strike that, in addition to damaging the victim, pushes them back one meter for every 5 points of damage delivered (regardless of armor).  The opponent must make an Athletics roll to remain standing.  If he is knocked into an object, the roll is difficult (-20%).

(6, 101-120%) Power Blow (Attack, Unarmed) - The Attacker focuses his chi in such a way as to greatly enhance the power delivered in his punch / kick / etc.  In game terms, the Attack does half again double (base) damage, before damage modifier.  So instead of the usual 2d3 punch damage a martial arts punch would normally do, it would do 3d3 damage.

(7, 121-140%) Iron Arm Block (Defense, Unarmed) - Increases Size of parrying weapon (Arm) 2 steps.  This is stackable with the "Enhance Parry" CM, meaning a critical success could manifest in a three step increase.  This would allow a master to potentially parry attacks from almost any weapon, so long as the level of success garnered a CM.

(8, 141-160%) Razor Fist (Attack, Unarmed) – The attacker slashes with a crisp attack that causes a wound which begins to bleed critically, if the attack overcomes Armour Points and injures the target. The defender must make an Opposed roll of Resilience versus the attackers original attack roll. If the defender fails, then a major artery or vein has been cut and the wound inflicts a level of Fatigue at the start of each new Combat Round. Bleeding wounds can be stopped by the successful use of First Aid skill, but the recipient can no longer participate in any strenuous or violent action without opening the wound up again. Fatigue levels gained by blood loss remain until sufficient time has passed for the body to heal.

(9, 161-180%) Precision Power Blow (Attack, Unarmed) – The blow finds a gap in the defenders protection. This counts against worn armor or the natural skin/fur/shell of creatures. If striking a target has both natural protection and wearing armor, then the attacker must decide which one is bypassed. Physical protection gained from magic is considered as being worn armor.

(10, 181-200%) Heroic ability of choice with modified cost of purchase.

---

A new CM is available at every 20% of skill with the first being available at 1% (a limb pin is the first thing learned, then a sweep (at 21%), then a pin and sweep (41%), and so on).

I'm going to make this distinction however:  You cannot learn a new CM without a teacher.  Martial arts are almost impossible to  progress in without some type of guidance, you will have to find one to learn new CM's other than the ones you start the game with.]

This message was last edited by the GM at 00:12, Wed 13 July 2011.

Seeker of Truth
 GM, 42 posts
Wed 13 Jul 2011
at 00:10
Re: House Rules
Martial Art Style: Defensive Martial Arts

Please name your Martial Art if this is your choice

Knowledge of Martial arts at greater than 50% grants the defender the ability to block with arms or legs as if they were one size catagory larger for Parrying incoming melee attacks. At 100% it grants an extra CA (usable only for defensive parrying of incoming melee attacks). A Martial Artist with 150% skill thus gains a bonus CA against all defensive parrying (melee or ranged) and the ability to parry thrown and shot ranged items slower than a bullet as a normal actions.

(1, 1-20%) Redirect Attack (Defense, unarmed)- Useful against a charge or striking opponent, redirect attacks makes attack a normal attack. If the parry is successful no damage is taken by attack, roll damage(no damage is dealt opponent) and the opponent is redirected a number of meters equal to damage rolled. Subtract opponents movement from redirect attacks success.

(2, 21-40%) Parry Tap (Defense, Unarmed) – The opponent must roll an Opposed Test of Resilience versus the original parry roll (if the defender won). If the opponent fails, he becomes frustrated at ineffective attack and becomes reckless suffering a -10% penalty to attacks/parrys. The effects are cummulative and last for 3 rounds (-30% max) or until opponent is hit by you.

(3, 41-60%) Limb Lock (Attack and Defense, Unarmed) – Prevents the opponent from using the pinned limb until he spends a CA to wrestle or manoeuvre the limb free. Being pinned prevents an opponent from disengaging by use of the Evade skill. Breaking free requires free requires the spending of a CA and winning an Opposed Test of the Unarmed skill. Whilst the limb is pinned, any item in the limb may not be used for attack or defense and the foe can only avoid an attack by using a weapon in his other hand or by switching combat style.


(4, 61-80%) Ridge Arm Strike (Attack and Defense, Unarmed)-The opponent must roll an Opposed Test of Resilience versus the original attack roll (if the attacker won), or the original parry roll (if the defender won). If the opponent fails, he falls prone and is subject to situational combat modifiers. If attacking, roll damage.

(5, 81-100%) Kata Stance(Defender, Unarmed) - Defender assumes a defensive stance that allows him to take on multiple attackers reducing the minus attributed to flanking positions by 20%.

(6, 101-120%) Counter Strike (Critical Defense, Unarmed) - The defender is able to sense the attack before it occurs, which allows him to prepare a counterstrike with his Parry. If a critical parry is successful then an immediate normal attack in return is available at no CA cost to defender.

(7, 121-140%) Iron Arm Block (Defense, Unarmed) - Increases Size of parrying weapon (Arm) 2 steps.  This is stackable with the "Enhance Parry" CM, meaning a critical success could manifest in a three step increase.  This would allow a master to potentially parry attacks from almost any weapon, so long as the level of success garnered a CM.

(8, 141-160%) Power Block (Defense, Unarmed) – The defender parries with tremendous force exploding tissue and armor with an attack that causes a wound which begins to bleed critically, roll damage x2 on your parry, if the parry overcomes Armour Points and injures the target. The attacker must make an Opposed roll of Resilience versus the defenders original parry roll. If the attacker fails, then a bone has been broken immobilizing the limb and the wound inflicts a level of Fatigue at the start of each new Combat Round. Broken bones can be splinted by the successful use of First Aid or other medical skills, but the recipient can no longer participate in any strenuous or violent action without causing damage to the wounded area again. Fatigue levels gained by broken bones remain until sufficient time has passed for the body to heal.

(9, 161-180%) Masters Stance (Defense, unarmed) Due to intense training and experience the Master has attained a sixth sense with danger and can move quickly addressing every melee attacker in the round. At the cost of 4 CAs the master may take a total defensive stance and parry all incoming melee attacks.

(10, 181-200%) Heroic ability of choice with modified cost of purchase.

---

A new CM is available at every 20% of skill with the first being available at 1% (a limb pin is the first thing learned, then a sweep (at 21%), then a pin and sweep (41%), and so on).

I'm going to make this distinction however:  You cannot learn a new CM without a teacher.  Martial arts are almost impossible to  progress in without some type of guidance, you will have to find one to learn new CM's other than the ones you start the game with.]

This message was last edited by the GM at 04:38, Wed 13 July 2011.

Seeker of Truth
 GM, 48 posts
Mon 18 Jul 2011
at 20:40
Re: House Rules
Here is the book break down of rules and parts that we are using from each book.


Epic Level Campaign Powers Points

Stats-Ruequest II

Powers-BRP/Super World and a modified version of RQII's sorcery for magic powers.

Combat System-Runequest II, with hitpoint location

Skills-Runequest II system for skills, but using the skill professions of BRP and Superworld in place of the Background portion of RQII. This skill list will be a combination of BRP, Superworld and appropriate RQII.  See the character sheet for a modified version of the common skill list.

You find a profession you like, or make up a profession and choose advanced skills and common skills that would fit in your profession.  I will compare your profession to an existing one and assign your skill bonuses.  You will then get Veteran skill points to add freely.  Any advanced skill you want not on your list will be chosen just like RQII, 10pts to buy and then add your free skill points to the total. Skills can not go over 99% when adding skill points, except in special circumstances based on your profession only.  They can be raised above 100% through game play.

Equipment-BRP-RQII-Superworld
Seeker of Truth
 GM, 49 posts
Mon 18 Jul 2011
at 20:52
Re: House Rules
Special Skills for the game:

The following Advanced Skills are available regardless of Power Background (within reason)

Projection (BRP)- This skill is used with projectile powers of all forms of energy. Weapons use the specific combat skill.

Manipulation (RQII sorcery)-Pow+Int is the base, will be used to handle powers that can be manipulated like weather control as example, to see how powerful the power can be. Manipulation is used when the powers level does not give a further description to limits and effect. Manipulation is an advanced skill. Change to the cost of Manipulation, each level of manipulation will cost power points equal to the power activation. If a power cost 1pp, then each manipulation you add will be 1pp.  If your power cost 3PP to use, then each level of manipulation will cost 3PP to manipulate. So if you blast someone costing 3, then you maniupulate 1 level of extra range it will cost 3, so to blast it would be a total of 6pp.

Martial Arts (BRP, homerules)Str+Dex is the base. Advanced skill.

The power Extra Energy (BRP) - This is now an Advanced skill representing your training and focus on increasing your powers energy. There is no base in this Advanced Skill, starting at zero. Free points and advancement rolls may increase this skill.  Every 20% increase yeilds 10power points to your characters total.  Example- Tom currently has 15 power points and decides to invest 51 free skill points into Extra Energy, 10pt to buy Advanced skill and 41skill pts into the skill giving him a skill rating of 41%. Tom (15current + 41% in skill = 45 power points.
1-20% = 10pts
21-40%= 20pts
41-60%= 30pts and so on...

This message was last edited by the GM at 15:32, Sat 21 Jan 2012.

Seeker of Truth
 GM, 62 posts
Wed 20 Jul 2011
at 01:15
Re: House Rules
The Weapon Reach Rules will be used (Page 92).

As a house rule the bonus CA for a shield or off hand weapon, or off hand martial art CA, must be used for item that gives the CA.

Movement:

You can move up to your total move 8m in one Combat round.  Once used they are used up, unless you choose to sprint.  A combat round is 5 seconds long. You may move and attack at the cost of 1 CA, but if you only move it is 1CA. Sprinting is considered a "Move" action, and no other action is available while sprinting except for defensive parries and dodges at -30%.  If charging (covered below), the attack will always take place on the next SR after movement.  This could potentially leave you (or a charging enemy) open to attack while sprinting.  While sprinting your skill level cannot exceed your athletics skill.

If you are sprinting, your running movement rate (40m) If your character is unengaged, he or she can move around 40 meters in a combat turn if he or she performs no actions other than to defend him- or herself (a parry or
dodge attempt).

The sprinting movement is at a rate of 1 CA per 10 meters, this means that a character with 2 CA can only move upto 20m in a melee round, effectively being slower than someone with 4CA.


Charging:

These may change even more once the game is underway as the charging rules are, to me, the only real lacking rule in the system.  I want charges to be as fun and simple as possible.

Any movement of 8m or more will qualify as Charging (if you want it to, you do not have to charge).  Strike Ranks will continue normally, they will not stop because someone has charged.  Charges can be Parried!  But damage done (including Damage modifier) will be tripled for knock-back purposes, and the attacking weapon will be considered one size larger for weapon comparison / parry purposes.  So while you may be able to parry a mounted charging knight's lance, chances are high that you will end up on your backside (and quite possibly still injured) by doing so.

Also, the charging party will be at -30% to all defenses from the time he begins charging until his next SR following his attack roll.  This will make charging a bit more dangerous.  The rules for weapon length in regards to charging will be used as well.  If charging a Pikeman, the Pikeman will roll to hit first.  Bracing rules will also be used.1


1. Thatguy2 rules for MRQII

This message was last edited by the GM at 21:51, Sat 04 Feb 2012.

Seeker of Truth
 GM, 73 posts
Sat 30 Jul 2011
at 19:43
Re: House Rules
Magic vs. Chi vs. Psionics vs. Powers

Is the energy all the same?  Will a "counter magic spell" counter a psionic attack or a chi attack...No in general. The energies and foundations are different, but for an example, lets say a person has a spell "block energy", then general energies would be blocked whether from Chi or psionics or other magic energy.  If a description is broad like in this example then it might work.

Another example would a spell that hides the caster from view and detection work against a psionisist trying to detect someone in the room that the caster is hiding in with a detection ability.  Is the spell caster protected, yes, there would be a contested resistance roll but the spell would work against the searching psionic. Again there are unique powers and instances that will come up.

Part of the fun is finding out.
Seeker of Truth
 GM, 180 posts
Tue 27 Sep 2011
at 20:52
Re: House Rules
Powers/Magic/Psionics/Chi

Power catagory skills that are static allow you to affect the game in specific ways.

+5% to skills per 10%of your skill
+3 to stat per 10% of your skill

Example
Max has a 41%Psionics skill and would like to boost up John's attacking ability in combat with his power:Boost.  Max would be able to boost John's ability by 25%.

1-10%+5%
11-20%+10%
21-30%+15
31-40%+20%
41-50%+25%
Etc.
Seeker of Truth
 GM, 401 posts
Sat 21 Jan 2012
at 22:12
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:
Seeker of Truth
 GM, 439 posts
Sat 4 Feb 2012
at 20:53
Re: House Rules
We will be using the optional rules for Combat Manuevers:

Combat Manoeuvres – Optional Rule
Each time that a specifi c tactic is repeated during a
fi ght, the opponent gains an additional 10% bonus to
his next roll in the combat against the repetitive
combatant – be that an opposed roll to resist the
manoeuvre, or their next attack or parry roll. This
refl ects the advantage gained by the opponent
recognising and taking advantage of the increasingly
predictable strategy. The bonus is cumulative and
does not reset until the fi ght (against that particular
opponent) ends, even if other tactics are interspersed
during the combat.
Seeker of Truth
 GM, 564 posts
Sun 15 Apr 2012
at 05:43
Re: House Rules







Seeker of Truth
 GM, 919 posts
Mon 22 Jul 2013
at 16:35
Re: House Rules
Rule Change:

You many use as many Improvement Rolls for a single skill as you wish to use.

If the GM gives out 5 IRs for characters, you could use all of them to improve one single skill.  Each IR must be rolled to see the success or not. 1d4+1 or 1.  This way we could level up powers and/or skills much faster.